Dwarf

Contents

Note

In order to make the existing 5e ancestries balanced with the ones presented in these rules, we’ve made adjustments to the existing 5e ancestries. You can play with the original ancestries as originally presented, but if you want to utilize the Major/Minor Feature system, we’ve redesigned them here.

These ancestries replace the official 5e races. Some have been rolled up into larger categories, like the reptilian category capturing kobolds, lizardfolk, and snakefolk.

Dwarf Traits

  • Ability Score Increase. You gain a +2 and +1 bonus to two different ability scores of your choice, or +1 to three different ones.
  • Age. Dwarves reach adulthood at the same rate as humans, but are considered young or novices until their 50s. Dwarves can live for up to 350 years.
  • Size. Dwarves are generally smaller than humans, standing between 4 and 5 feet tall on average. Your size is Medium.
  • Speed. Your base walking speed is 25 feet.
  • Languages. You can speak, read, and write Common and Dwarvish.

Major Features

Choose two of the following major features. You can exchange one major feature for two additional minor features.

  • Armor Training. You are proficient with light and medium armor.
  • Deep Magic (Magic). You know the dancing lights cantrip. When you reach 3rd level, you can cast the enlarge/reduce spell on yourself once with this trait, using only the spell’s enlarge option. When you reach 5th level, you can cast the invisibility spell on yourself once with this trait. You don’t need material components for these spells. You regain the ability to cast these spells with this trait when you finish a long rest. Intelligence is your spellcasting ability for these spells.
  • Dwarven Resilience. You have advantage on saving throws against poison, 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.
  • Unending Spirit. When you take the Dodge action, you can spend one Hit Die to gain temporary hit points. Roll the die, add your Constitution modifier, and gain that many temporary hit points.

Minor Features

Choose two of the following minor features, or four if you only chose one major feature.

  • Combat Training. You have proficiency with two weapons of your choice.
  • 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.
  • Fluent. You can speak, read, and write two additional languages of your choice.
  • Stonecunning. Whenever you make an Intelligence (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.
  • Sturdy. Your speed isn’t reduced by wearing heavy armor.
  • Superior Darkvision (Requires darkvision). Your darkvision increases to 120 feet.
  • Suspicious of Magic. You have advantage on saving throws against illusions and against being charmed or paralyzed.
  • Trained Tools. You have proficiency in two tools of your choice.
Section 15: Copyright Notice

Ancestry Awakened: Copyright 2021, Pirate Gonzalez Games: Author Timothy Gonzalez

scroll to top