Skill |
Ability |
Score
|
Acrobatics |
DEX |
+1
|
Animal Handling |
WIS |
+3
|
Arcana |
INT |
-1
|
Athletics |
STR |
0
|
Deception |
CHA |
+4
|
History |
INT |
-1
|
Insight |
WIS |
+3
|
Intimidation |
CHA |
+4
|
Investigation |
INT |
-1
|
Medicine |
WIS |
+3
|
Nature |
INT |
-1
|
Perception |
WIS |
+5
|
Performance |
CHA |
+2
|
Persuasion |
CHA |
+2
|
Religion |
INT |
-1
|
Sleight of Hand |
DEX |
+1
|
Stealth |
DEX |
+1
|
Survival |
WIS |
+5
|
|
Languages
Class and Background Abilities
- Armor: Light and medium armor, shields (druids will not wear armor or use shields made of metal)
- Weapons: Simple weapons, Dwarf weapons
- Wild Shape (2/short rest): no flying or swimming
- Harvest's Scythe: Starting at 2nd level, you have a pool of energy represented by a number of d10s equal to your druid level. When you roll damage for a spell, you can increase that damage by spending dice from the pool. You can spend a number of dice equal to half your druid level or less. Roll the spent dice and add them to the damage as necrotic damage. If you kill one or more hostile creatures with a spell augmented in this way, you or an ally of your choice that you can see within 30 feet of you regains 2 hit points per die spent to increase the spell's damage, or 5 hit points per die if at least one of the slain creatures was undead. You regain the expended dice when you finish a long rest
- Awakened Mind: Starting at 1st level, you can communicate telepathically with any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language. Additionally, the creature does not gain the ability to telepathically reply, despite you being able to speak to it.
- Eldritch Invocations: Agonizing Blast, Repelling Blast
Race Abilities
- Your speed is not reduced by wearing heavy armor. (No heavy armor proficiency though)
- 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 poisoned, 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 brewer's supplies
- 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.
- Dwarven Toughness: Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
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