You can also check out the work-in-progress B/X-5 rules as well as the my design log for the Elf class.
Dwarf
Ability Scores. +2 to either STR or CON. +1 to one other ability score.
Speed. Your base walking speed is 25 feet.
Dungeoneer. You gain Advantage on Investigation or Perception rolls related to earthworks, stonework, or clockwork mechanisms, especially as related to traps, secret doors, concealed doors, sliding walls, slanting passages, etc.
Low Light Vision. You can see in dim light within 90 feet of you as if it were normal light. In non-magical darkness, you can only see the outlines/silhouettes of creatures or objects within 30’.
Languages. You can speak, read, and write Common and Dwarf.
Class Traits - Earthshaper
Hit Dice. 1d8 per level
Hit Points at 1st Level. 8 + your Constitution modifier
Armor. All armor, shields.
Weapons. Simple weapons, martial weapons.
Spell Casting. Your spell casting bonus is based upon your Wisdom ability bonus.
Saving Throws. Wisdom, Constitution
Skills. Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion.
Spell Slots per Spell Level
Combat Specialization
At 1st level, Dwarfs may select one melee combat specialization: Defender, Duelist, Great Weapon Fighter, Protector, or Two Weapon Fighter.
Light Cantrip
Also at first level, you are able to cast the Light cantrip as an action twice without expending a spell slot. This feature recharges after a short rest or long rest.
Spellcasting Ability
Wisdom is your spellcasting ability for your Dwarf spells. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Dwarfs spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
You prepare the list of spells that are available for you to cast, choosing from the Dwarf spell list. When you do so, choose a number of Dwarf spells equal to your Wisdom modifier + half your level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
Warding Flare
At 2nd level, you can interpose a spark of light between yourself and an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can’t be blinded is immune to this feature.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Elemental Domain Spells
Your connection to the elements of earth and fire grant you certain spells. that do not need to be prepared. Once you gain a domain spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day.
Stoning Smite
Starting at 3rd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal force damage to the target, in addition to the weapon’s normal damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Improved Flare
Starting at 6th level, you can also use your Warding Flare feature when a creature that you can see within 30 feet of you attacks a creature other than you.
Soul of Stone
Starting at 7th level, your connection to earth and fire grant you the following features:
• You gain resistance to fire damage.
• While wearing heavy armor, you gain a +1 bonus to AC.
Skin of Stone
At 10th level, you can channel elemental energy to make your skin as hard as stone. As a bonus action, this feature grants the Dwarf has resistance to non-magical bludgeoning, piercing, and slashing damage for 1 minute. This feature recharges after a short or long rest.
Improved Stoning Smite
At 10th level, you can channel elemental energy to make your skin as hard as stone. As a bonus action, this feature grants the Dwarf has resistance to non-magical bludgeoning, piercing, and slashing damage for 1 minute. This feature recharges after a short or long rest.
Improved Stoning Smite
By 11th level, you are so suffused with elemental might that all your melee weapon strikes carry elemental power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 force damage.
Dwarf Spell List (subject to massive change)
Dwarf Spell List (subject to massive change)
Please let me know if you have any suggestions or feedback in the comments. Thanks!
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