Best dating a dwarf d n d 5e races

best dating a dwarf d n d 5e races

The description of each race includes racial traits that are common to members of that race. The following entries appear among the traits of most races These are not binding for player characters, but considering why your dwarf is chaotic, for example, in defiance of lawful dwarf society can help you better define your character. Size. Characters of most races are Medium, a size category including creatures that are roughly 4 to 8 feet tall. Members of a few races are Small (between 2 and 4 feet tall), which means that certain rules of the game affect them differently. The most important of these rules is that Small characters have trouble wielding heavy weapons, as explained in Equipment. Speed.

best dating a dwarf d n d 5e races

Dwarf Race Details “Yer late, elf!” came the rough edge of a familiar voice. Bruenor Battlehammer walked up the back of his dead foe, disregarding the fact that the heavy monster lay on top of his elven friend. In spite of the added discomfort, the dwarf’s long, pointed, often-broken nose and gray-streaked though still-fiery red beard came as a welcome sight to Drizzt.

“Knew I’d find ye in trouble if I came out an’ lo oked for ye!” — R. A. Salvatore, The Crystal Shard Kingdoms rich in ancient grandeur, halls carved into the roots of mountains, the echoing of picks and hammers in deep mines and blazing forges, a commitment to clan and tradition, and a burning hatred of goblins and orcs—these common threads unite all dwarves. Short and Stout Bold and hardy, dwarves are known as skilled warriors, miners, and workers of stone and metal.

Though they stand well under 5 feet tall, dwarves are so broad and compact that they can weigh as much as a human standing nearly two feet taller. Their courage and endurance are also easily a match for any of the larger folk. Dwarven skin ranges from deep brown to a paler hue tinged with red, but the most common shades are light brown or deep tan, like certain tones of earth.

Their hair, worn long but in simple styles, is usually black, gray, or brown, though paler dwarves often have red hair. Male dwarves value their beards highly and groom th em carefully. Long Memory, Long Grudges Dwarves can live to be more than 400 years old, so the oldest living dwarves often remember a very different world. For example, some of the oldest dwarves living in Citadel Felbarr (in the world of the Forgotten Realms) can recall the day, more than three centuries ago, when orcs conquered the fortress and drove them into an exile that lasted over 250 years.

This longevity grants them a perspective on the world that shorter-lived races such as humans and ha lflings lack. Dwarves are solid and enduring like the mountains they love, weathering the passage of centuries with stoic endurance and little change.

They respect the traditions of their clans, tracing their ancestry back to the founding of their most ancient strongholds in the youth of the world, and don’t abandon those traditions lightly.

Part of those traditions is devotion to the gods of the dwarves, who uphold the dwarven ideals of industrious labor, skill in battle, and devotion to the forge. Individual dwarves are determined and loyal, true to their word and decisive in action, sometimes to the point of stubbornness. Many dwarves have a strong sense of justice, and they are slow to forget wrongs they have suffered. A wrong done to one dwarf is a wrong done to the dwarf’s entire clan, so what begins as one dwarf’s hunt for vengeance can become a full-blo wn clan feud.

Clans and Kingdoms Dwarven kingdoms stretch deep beneath the mountains where the dwarves mine gems and precious metals and forge items of wonder. They love the beauty and artistry of precious metals and fine jewelry, and in some dwarves this love festers into avarice. Whatever wealth they can’t find in their mountains, they gain through trade. They dislike boats, so enterprising humans and halflings frequently handle trade in dwarven goods along water routes.

Trustworthy members of other races are welcome in dwarf settlements, though some areas are off limits even to them. The chief unit of dwarven society is the clan, and dwarves highly value social standing. Even dwarves who live far from their own kingdoms cherish their clan identities and affiliations, recognize related dwarves, and invoke their ancestors’ names in oaths and curses.

To be clanless is the worst fate that can be fall a dwarf. Dwarves in other lands are typically artisans, especially weaponsmiths, armorers, and jewelers. Some become mercenaries or bodyguards, highly sought after for their courage and loyalty. Gods, Gold, and Clan Dwarves who take up the adventuring life might be motivated by a desire for treasure—for its own sake, for a specific purpose, or even out of an altruistic desire to help others. Other dwarves are driven by the command or inspiration of a deity, a direct calling or simply a desire to bring glory to one of the dwarf gods.

Clan and ancestry are also important motivators. A dwarf might seek to restore a clan’s lost honor, avenge an ancient wrong the clan suffered, or earn a new place within the clan after having been exiled. Or a dwarf might search for the axe wielded by a mighty ancestor, lost on the field of battle c enturies ago.

SLOW TO TRUST Dwarves get along passably well with most other races. “The difference between an acquaintance and a friend is about a hundred years,” is a dwarf saying that might be hyperbole, but certainly points to how difficult it can be for a member of a short-lived race like humans to earn a dwarf’s trust.

Elves. “It’s not wise to depend on the elves. No telling what an elf will do next; when the hammer meets the orc’s head, they’re as apt to start singing as to pull out a sword. They’re flighty and frivolous.

Two things to be said for them, though: They don’t have many smiths, but the ones they have do very fine work. And when orcs or goblins come streaming down out of the mountains, an elf’s good to have at your back. Not as good as a dwarf, maybe, but no doubt they hate the orcs as much as we do.” Halflings.

“Sure, they’re pleasant folk. But show me a halfling hero. An empire, a triumphant army. Even a treasure for the ages made by halfling hands. Nothing. How can you take them seriously?” Humans. “You take the time to get to know a human, and by then the human’s on her deathbed. If you’re lucky, she’s got kin—a daughter or granddaughter, maybe—who’s got hands and heart as good as hers. That’s when you can make a human friend.

And watch them go! They set their hearts on something, they’ll get it, whether it’s a dragon’s hoard or an empire’s throne. You have to admire that kind of dedication, even if it gets them in trouble more often than not.” Dwarf Names A dwarf’s name is granted by a clan elder, in accordance with tradition.

Every proper dwarven name has been used and reused down through the generations. A dwarf’s name belongs to the clan, not to the individual. A dwarf who misuses or brings shame to a clan name is stripped of the name and forbidden by law to use any dwarven name in its place. Male Names: Adrik, Alberich, Baern, Barendd, Brottor, Bruenor, Dain, Darrak, Delg, Eberk, Einkil, Fargrim, Flint, Gardain, Harbek, Kildrak, Morgran, Orsik, Oskar, Rangrim, Rurik, Taklinn, Thoradin, Thorin, Tordek, Traubon, Travok, Ulfgar, Veit, Vondal Female Names:Amber, Artin, Audhild, Bardryn, Dagnal, Diesa, Eldeth, Falkrunn, Finellen, Gunnloda, Gurdis, Helja, Hlin, Kathra, Kristryd, Ilde, Liftrasa, Mardred, Riswynn, Sannl, Torbera, T orgga, Vistra Clan Names: Balderk, Battlehammer, Brawnanvil, Dankil, Fireforge, Frostbeard, Gorunn, Holderhek, Ironfist, Loderr, Lutgehr, Rumnaheim, Strakeln, T orunn, Ungart Subrace Two main subraces of dwarves populate the worlds of D&D: hill dwarves and mountain dwarves.

Choose one of th ese subraces or one from another source. DUERGAR In cities deep in the Underdark live the duergar, or gray dwarves.

These vicious, stealthy slave traders raid the surface world for captives, then sell their prey to the other races of the Underdark. They have innate magical abilities to become invisible and to temporarily grow to giant size.

Dwarf Traits Your dwarf character has an assortment of inborn abilities, part and parcel of dwarven nature. Ability Score Increase Your Constitution score in creases by 2. Age Dwarves mature at the same rate as humans, but they’re considered young until they reach the age of 50. On average, they live about 350 years. Alignment Most dwarves are lawful, believing firmly in the benefits of a well-ordered society.

They tend toward good as well, with a strong sense of fair play and a belief that everyone deserves to share in the benefits of a just order. Size Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium. Speed Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor. Darkvision Accustomed to life underground, you have superior vision in dark and dim conditions.

You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Dwarven Resilience You have advantage on saving throws against poison, and you have resistance against poison damage (explained in the “ ” section). Dwarven Combat Training You have proficiency with the battleaxe, handaxe, light hammer, and warhammer. Tool Proficiency You gain proficiency with the artisan’s tools of your choice: smith’s tools, brewer’s supplies, or mason’s tools.

Stonecunning Whenever you make an Intelligence () check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. Languages You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak.

Hill Dwarf As a hill dwarf, you have keen senses, deep intuition, and remarkable resilience. The gold dwarves of Faerûn in their mighty southern kingdom are hill dwarves, as are the exiled Neidar and the debased Klar of Krynn in the Dragonlance setting.

Ability Score Increase Your Wisdom score increases by 1. Dwarven Toughness Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Mark of Warding Dwarf “My family has the finest vaults you can imagine. They forge the locks that secure the jewels of kings and queens. And I learned to pick those locks when I was barely out of the crib.” — Cutter, burglar and Kundarak excoriate The Mark of Warding helps its bearers protect things of value. Using the mark, a dwarf can weave wards and seal portals with mystic force. It also provides its bearer with an intuitive understanding of locks and mechanisms used to protect and seal.

The decision each heir has to make is whether they’ll use this power to keep things safe, or whether they’re more interested in opening locks and taking what’s inside. House Kundarak If you want to keep something safe — jewels, secrets, prisoners — Kundarak is there to help.

The Defenders Guild of House Kundarak trains locksmiths, security specialists, and more. It maintains the infamous prison of Dreadhold, along with a number of smaller prisons. As useful as these services are, it’s the Banking Guild that truly defines the house. Kundarak’s lands in the Mror Holds include deep veins of precious metals and stones, and the dwarves have used this wealth to establish the banking industry of Khorvaire.

Anyone who makes a living from coin — from bankers to goldsmiths — likely learned their skills at House Kundarak. The security of Kundarak banks is legendary.

The house also provides a special service to those who can afford it: a system of extradimensional vaults, allowing a client to store their goods in one location and retrieve them at any other Kundarak enclave. House Kundarak has a close alliance with House Sivis. Like the House of Scribing, Kundarak has worked to earn the trust of its clients and to establish a reputation for unshakeable integrity.

The house has no love of renegade dwarves using their marks to turn a profit, and such rogues will want to avoid the eye of Kundarak. Ability Score Increase Your Dexterity and Intelligence scores increase by 1.

Master of Locks When you make an Intelligence (), Intelligence (), or Thieves’ Tools check involving lock and trap mechanisms, you can roll one Intuition die, a d4, and add the number rolled to the ability check. Wards and Seals You can use your mark to cast the spell as a ritual. Starting at 3rd level you can cast once with this trait and you regain the ability to do so when you finish a long rest. Intelligence is your spellcasting ability for these spells.

Mountain Dwarf As a mountain dwarf, you’re strong and hardy, accustomed to a difficult life in rugged terrain. You’re probably on the tall side (for a dwarf), and tend toward lighter coloration. The shield dwarves of northern Faerûn, as well as the ruling Hylar clan and the noble Daewar clan of Dragonlance, are moun tain dwarves.

Ability Score Increase Your Strength score in creases by 2. Dwarven Armor Training You have proficiency with light and medium armor.


best dating a dwarf d n d 5e races

best dating a dwarf d n d 5e races - DnD Races ranked worst to best


best dating a dwarf d n d 5e races

Dwarf Traits • Ability Score Increase: Your increases by 2. • Size: Medium. • Speed: 25 feet. Your speed is not reduced by wearing heavy armor. • Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. • Dwarven Resilience: You have advantage on saving throws against being , and you have resistance against poison damage. • Dwarven Combat Training: You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.

• Tool Proficiency: You gain proficiency with one of smith's tools, brewer's supplies, or mason's tools. • Stonecunning: Whenever you make a History check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

• Languages: You can speak, read, and write Common and Dwarvish. Duergar (Mordenkainen's Tome of Foes) • Ability Score Increase: Your score increases by 1. • Superior Darkvision: Your darkvision has a radius of 120 feet. • Extra Language: You can speak, read, and write Undercommon.

• Duergar Resilience: In addition to poison resilience, you also have advantage on saving throws against illusions and against being or . • Duergar Magic: When you reach 3rd level, you can cast the spell on yourself once with this trait, using only the spell's enlarge option. When you reach 5th level, you can cast the spell on yourself once with this trait.

You don't need material components for either spell, and you can't cast them while you're in direct sunlight, although sunlight has no effect on them once cast. You regain the ability to cast these spells with this trait when you finish a long rest. is your spellcasting ability for these spells.

• Sunlight Sensitivity: You have disadvantage on attack rolls and on Perception checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Hill Dwarf • Ability Score Increase: Your score increases by 1. • Dwarven Toughness: Your hit point maximum increases by 1, and it increases by 1 every time you gain a level. Mountain Dwarf • Ability Score Increase: Your score increases by 2. • Dwarven Armor Training: You have proficiency with light and medium . Dwarf Traits (PSK) (Plane Shift: Kaladesh) • Ability Score Increase: Your score increases by 2, and your score increases by 1.

• Size: Medium. • Speed: 25 feet. Your speed is not reduced by wearing heavy armor. • Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light.

You can't discern color in darkness, only shades of gray. • Dwarven Resilience: You have advantage on saving throws against being , and you have resistance against poison damage. • Dwarven Toughness: Your hit point maximum increases by 1, and it increases by 1 every time you gain a level. • Artisan's Expertise: You gain proficiency with two kinds of of your choice. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

In addition, whenever you make a History check related to the origin of any architectural construction, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. • Languages: You can speak, read, and write Common and Dwarvish.


best dating a dwarf d n d 5e races

Dwarf TraitsYour dwarf character has an assortment of inborn , part and parcel of dwarven . : Your score increases by 2. : mature at the same rate as humans, but they’re considered young until they reach the age of 50. On average, they live about 350 years. : Most are lawful, believing firmly in the benefits of a well-ordered society. They tend toward good as well, with a strong sense of and a belief that everyone deserves to share in the benefits of a just order.

: stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium. : Your base walking speed is 25 feet. Your speed is not reduced by wearing .

: Accustomed to life underground, you have superior vision in dark and dim . You can see in dim light within 60 feet of you as if it were bright light, and in as if it were dim light. You can’t discern color in , only shades of gray. Dwarven Resilience: You have advantage on against poison, and you have against poison damage.

Dwarven : You have proficiency with the , , , and . Tool Proficiency: You gain proficiency with the artisan’s tools of your choice: smith’s tools, brewer’s supplies, or mason’s tools. Stonecunning: Whenever you make an (History) check related to the of stonework, you are considered proficient in the skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. : You can speak, read, and write and .

is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak. As a , you have keen , deep intuition, and remarkable resilience. : Your score increases by 1. Dwarven Toughness: Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Attributes


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