Dwarf (Biolance)

by TheTranMan

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Dwarf

Racial Traits

Your dwarf character has the following traits.

Ability Score Increase. Your Constitution score increases by 2.

Age. Dwarves mature at the same rate as humans; but they're considered young until they reach the age of 50. Dwarves with proper mechanical maintenance can live well over a thousand years, though many don't show signs of deterioration due to age. You are immune to magical aging effects.

Size. Your size is Medium. To set your height and weight randomly, start with rolling a size modifier depending on your Subrace.


  • Size modifier = 2d4
  • Height = 4 feet + your size modifier in inches
  • Weight in pounds = 250 lb. + (2d6 x your size modifier)

Speed. Your base walking speed is 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 poison, and you have resistance against poison damage.

Stone Flesh. You were manufactured and forged by your aspiring forefathers, represented by the following benefits:

  • You only eat rocks, and need to drink most liquids like alcohol. You don't need to breathe.
  • You are immune to disease.
  • You don't need to sleep and magic can't put you to sleep.
  • When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping (equivalent to being passed out drunk or standing like a statue). In this state, you appear inert, but it doesn't render you unconscious, and you can see and hear as normal.

Terran Heritage. You can cast the enlarge/reduce spell on yourself once per long rest and as an action or bonus action with this trait, using the spell's enlarge option. Constitution is your spellcasting ability for this spell.

Dwarven Combat Training. You have proficiency with the battleaxe, handaxe, light hammer, warhammer, and war pick. You also have proficiency with Renaissance Firearms.

Tool Proficiency. You gain proficiency with the artisan's tools of your choice: Smith's Tools, Brewer's Supplies, or Mason's Tools. You also have proficiency with the Demolitions skill and Futuristic Miner's Tools.

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.

Languages. You can speak, read, and write Common and Dwarvish.

Subraces. Choose one of these subraces.

Asteroid Dwarf

Asteroid Dwarves, Belt Dwarves, or Dwarvoliths are strong and hardy, accustomed to living on innumerous rocky terrains and in zero gravity.

Ability Score Increase. Your Strength score increases by 2.

Dwarven Armor Training. You have proficiency with light and medium armor.

Gaia Dwarf

Gaia Dwarves, Hill Dwarves, or World/Planetary Dwarves originate on rocky terrestrial bodies other organic species might make their homes on. Having keener senses, worldly intuition, and remarkable resilience, they lead astoundingly rougher lives on planet surfaces than the void of space.

Ability Score Increase. Your Wisdom score increases by 1.

Terrestrial Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Gray Dwarf

Gray Dwarves, Duergar, or Barakul/Forge Dwarves have a greater origin in their link to ancient stone ancestries.

Ability Score Increase. Your Strength Score increases by 2.

Superior Darkvision. Your darkvision has a radius of 120 feet.

Granite Resilience. You have advantage on saving throws against being stunned, paralyzed, or petrified.

 

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