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BECMI-style Racial Classes (Elf, Dwarf, Halfling, etc)
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<blockquote data-quote="steeldragons" data-source="post: 6442705" data-attributes="member: 92511"><p>5e Racial Class</p><p></p><p><strong><u><span style="font-size: 12px">The Dwarf</span></u></strong></p><p>You are a child of the mountains. The precious stones and metals within their depths were your first love and you will continue to explore and prospect for more of them all of your long life. You have wandered above and below the hilly harsh terrain since you were knee high with your beard barely more than peachfuzz. You know the mountains and their dangers well. You value the strength of the immutable stone and the beauty to be found and worked from it. Strength of will, loyalty to clan and country, battle-skill and success in warfare are held in high esteem as are the finer crafts of stone and metal work, smithing the armor and weapons of heroic legend and dwarven song heard deep beneath the mountains in drinking hall and fiery forge.</p><p></p><p><strong><u>Class Features</u></strong></p><p><strong>Hit Points:</strong> d10</p><p><strong>Proficiencies:</strong> Armor: All & Shields. Weapons: All. Tools: Choose 1 type of the following: Mason's Tools, Smith's Tools, Brewer's Tools</p><p><strong>Saves:</strong> Str. & Con.</p><p><strong>Skills:</strong> Choose 2 of the following: Athletics, History, Intimidation, Investigation, Perception, Survival.</p><p></p><p><strong>Equipment:</strong> chainmail or leather & shield</p><p>- battle axe or war hammer</p><p>- light crossbow & 20 bolts or 2 hand axes</p><p>- explorer's pack or dungeoneer's pack.</p><p></p><p><u>Racial Traits:</u></p><p><strong>Fortitude & Force: </strong>You begin play with +2 to your Con. and apply +1 to your Str. or Wis.</p><p><strong>Darkvision:</strong> 60'</p><p><strong>Stonecunning:</strong> as the Dwarf feature.</p><p><strong>Dwarf Resilience:</strong> You have advantage on saves against poison, and resistance to poison damage.</p><p><strong>Languages: </strong>Common, Dwarf, +2 Favored Enemy languages of choice, see below.</p><p></p><p>At 1st level:</p><p><strong>Ancestral Enemies:</strong> As a dwarf, you are specially trained and accustomed to fighting ages-old foes that have long warred with dwarfkind for supremacy in their mountain homes and mines. The dwarf's ancestral foes are: Goblin, Orc, Ogre, Troll and Giant. You may roll advantage on all attacks to hit<strong><em> or</em></strong> to damage these foes. You have advantage on History or Nature [Int.] rolls with regard to information about them, their culture, tactics, habits, etc... You have advantage in Survival [Wis] rolls when tracking any of them. You may select any two to add to languages known. You can add another language from this list at 6th and 14th level.</p><p><strong>Dwarven Weapon training:</strong> You are proficient with battle and hand axes, and throwing and war hammers. </p><p></p><p>At 2nd level:</p><p><strong>Fighting Style:</strong> The dwarf chooses one of the following styles of fighting as their specialty: <em>Defense, Dueling, Protection, Two-weapon Fighting.</em></p><p><strong>Second Wind: </strong>as the Fighter feature.</p><p></p><p>At 3rd level:</p><p><strong>Dwarven Archetype:</strong> You may choose 1 of the following areas to specialize your training: <em>Fighter: Champion , Fighter: Battlemaster, Barbarian: Berserker*, Ranger: Hunter or Rogue: Thief. </em>You gain all of the abilities and features thereof. Any abilities detailed prior to 3rd level are automatically known from this point forward.</p><p><strong>Action Surge:</strong> as the Fighter ability. </p><p>*<span style="font-size: 9px">The traits of the Berserker Path Barbarian:<em> Frenzy</em> [3rd], <em>Mindless Rage</em> [6th], and<em> Intimidating Presence</em> [10] are all easily fluffed to be a simple battle-focused mind of the dwarf with no need to incorporate any actual "Rage" mechanics or at the player's/DM's option they may use the Barbarian Rage mechanic, as normal.</span></p><p></p><p>At 4th level:</p><p><strong>Ability Score Improvement:</strong> +1 to an ability score of your choice, at levels 4, 8, 12, 16, and 19, as normal.</p><p><strong>Natural Dungeoneer:</strong> you gain all of the benefits of the Ranger feature: <em>Natural Explorer</em> when you are in mountainous or subterranean [underground] terrain.</p><p> </p><p>At 5th level:</p><p><strong>Extra Attack:</strong> as the Fighter feature.</p><p><strong>Dwarven Toughness:</strong> as the Hill Dwarf feature.</p><p></p><p>At 6th level:.</p><p><strong>Fast Movement: </strong>as the Barbarian feature, but still usable in heavy armor.</p><p><strong>Nerves of Steel & Stone:</strong> the dwarf has advantage on all saves against magic. </p><p></p><p>At 8th level: </p><p><strong>Brutal Critical: </strong>as the Barbarian feature.</p><p></p><p>At 10th level:</p><p><strong>Indomitable:</strong> as the Fighter ability.</p><p></p><p>Higher level Abilities: At your DM's option, the Dwarf gains the Foe Slayer (at 20th) feature for any of their Ancestral Enemies.</p></blockquote><p></p>
[QUOTE="steeldragons, post: 6442705, member: 92511"] 5e Racial Class [B][U][SIZE=3]The Dwarf[/SIZE][/U][/B] You are a child of the mountains. The precious stones and metals within their depths were your first love and you will continue to explore and prospect for more of them all of your long life. You have wandered above and below the hilly harsh terrain since you were knee high with your beard barely more than peachfuzz. You know the mountains and their dangers well. You value the strength of the immutable stone and the beauty to be found and worked from it. Strength of will, loyalty to clan and country, battle-skill and success in warfare are held in high esteem as are the finer crafts of stone and metal work, smithing the armor and weapons of heroic legend and dwarven song heard deep beneath the mountains in drinking hall and fiery forge. [B][U]Class Features[/U][/B] [B]Hit Points:[/B] d10 [B]Proficiencies:[/B] Armor: All & Shields. Weapons: All. Tools: Choose 1 type of the following: Mason's Tools, Smith's Tools, Brewer's Tools [B]Saves:[/B] Str. & Con. [B]Skills:[/B] Choose 2 of the following: Athletics, History, Intimidation, Investigation, Perception, Survival. [B]Equipment:[/B] chainmail or leather & shield - battle axe or war hammer - light crossbow & 20 bolts or 2 hand axes - explorer's pack or dungeoneer's pack. [U]Racial Traits:[/U] [B]Fortitude & Force: [/B]You begin play with +2 to your Con. and apply +1 to your Str. or Wis. [B]Darkvision:[/B] 60' [B]Stonecunning:[/B] as the Dwarf feature. [B]Dwarf Resilience:[/B] You have advantage on saves against poison, and resistance to poison damage. [B]Languages: [/B]Common, Dwarf, +2 Favored Enemy languages of choice, see below. At 1st level: [B]Ancestral Enemies:[/B] As a dwarf, you are specially trained and accustomed to fighting ages-old foes that have long warred with dwarfkind for supremacy in their mountain homes and mines. The dwarf's ancestral foes are: Goblin, Orc, Ogre, Troll and Giant. You may roll advantage on all attacks to hit[B][I] or[/I][/B] to damage these foes. You have advantage on History or Nature [Int.] rolls with regard to information about them, their culture, tactics, habits, etc... You have advantage in Survival [Wis] rolls when tracking any of them. You may select any two to add to languages known. You can add another language from this list at 6th and 14th level. [B]Dwarven Weapon training:[/B] You are proficient with battle and hand axes, and throwing and war hammers. At 2nd level: [B]Fighting Style:[/B] The dwarf chooses one of the following styles of fighting as their specialty: [I]Defense, Dueling, Protection, Two-weapon Fighting.[/I] [B]Second Wind: [/B]as the Fighter feature. At 3rd level: [B]Dwarven Archetype:[/B] You may choose 1 of the following areas to specialize your training: [I]Fighter: Champion , Fighter: Battlemaster, Barbarian: Berserker*, Ranger: Hunter or Rogue: Thief. [/I]You gain all of the abilities and features thereof. Any abilities detailed prior to 3rd level are automatically known from this point forward. [B]Action Surge:[/B] as the Fighter ability. *[SIZE=1]The traits of the Berserker Path Barbarian:[I] Frenzy[/I] [3rd], [I]Mindless Rage[/I] [6th], and[I] Intimidating Presence[/I] [10] are all easily fluffed to be a simple battle-focused mind of the dwarf with no need to incorporate any actual "Rage" mechanics or at the player's/DM's option they may use the Barbarian Rage mechanic, as normal.[/SIZE] At 4th level: [B]Ability Score Improvement:[/B] +1 to an ability score of your choice, at levels 4, 8, 12, 16, and 19, as normal. [B]Natural Dungeoneer:[/B] you gain all of the benefits of the Ranger feature: [I]Natural Explorer[/I] when you are in mountainous or subterranean [underground] terrain. At 5th level: [B]Extra Attack:[/B] as the Fighter feature. [B]Dwarven Toughness:[/B] as the Hill Dwarf feature. At 6th level:. [B]Fast Movement: [/B]as the Barbarian feature, but still usable in heavy armor. [B]Nerves of Steel & Stone:[/B] the dwarf has advantage on all saves against magic. At 8th level: [B]Brutal Critical: [/B]as the Barbarian feature. At 10th level: [B]Indomitable:[/B] as the Fighter ability. Higher level Abilities: At your DM's option, the Dwarf gains the Foe Slayer (at 20th) feature for any of their Ancestral Enemies. [/QUOTE]
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