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<blockquote data-quote="CreamCloud0" data-source="post: 9481057" data-attributes="member: 7034710"><p><strong><u>Dwarf</u></strong></p><p><strong>Speed</strong>:30ft <strong>HP</strong>:15+2d4 <strong>Size</strong>:Medium</p><p><strong>Enhanced Senses</strong>: you have 120ft darkvision, you also have 10ft tremorsense while standing on solid surfaces such as earth, stone or wood, you can increase the range to 60ft by concentrating, the range is halved when standing on semi-stable substances such as sand, mud or deep snow.</p><p><strong>Dwarven Resistance</strong>: you have resistance against poison damage, additionally you have advantage on all CON saving throws.</p><p><strong>Dwarven Endurance</strong>: you gain an extra +1HP at every level and when you take the defend action you can expend a hit die and recover HP equal to the amount rolled+CON.</p><p><strong>Geokinesis</strong>: you know the Mold Earth cantrip, you can cast it as a bonus action, additionally when you take the attack action you may substitute one attack to cast Earth Tremor, when you use this ability if you have spellslots you may expend one of 2nd level or higher to upcast it, this ability recharges on a max d4 roll at the end of your turn, pick your casting stat for this spell from INT, WIS or CHA when you create your character, you may cast Earth Tremor as an action with your own spell slots if you have any.</p><p><strong>Stable</strong>: you have advantage against being knocked prone and are not affected by difficult terrain resulting from earth or stone, this includes magical difficult terrain of those kinds.</p><p><strong>Powerful Weilder</strong>: if you are proficient with any of the following weapons: Handaxe, Light Hammer, Battleaxe, Warhammer or War Pick you may treat it as if it has the finesse property, the thrown range of Handaxe and Light Hammer are increased to 40/90 for you, additionally you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.</p><p><strong>Defensive Master</strong>: while wearing armour or a shield that you are proficient in you gain an additional +1 AC for each.</p></blockquote><p></p>
[QUOTE="CreamCloud0, post: 9481057, member: 7034710"] [B][U]Dwarf[/U] Speed[/B]:30ft [B]HP[/B]:15+2d4 [B]Size[/B]:Medium [B]Enhanced Senses[/B]: you have 120ft darkvision, you also have 10ft tremorsense while standing on solid surfaces such as earth, stone or wood, you can increase the range to 60ft by concentrating, the range is halved when standing on semi-stable substances such as sand, mud or deep snow. [B]Dwarven Resistance[/B]: you have resistance against poison damage, additionally you have advantage on all CON saving throws. [B]Dwarven Endurance[/B]: you gain an extra +1HP at every level and when you take the defend action you can expend a hit die and recover HP equal to the amount rolled+CON. [B]Geokinesis[/B]: you know the Mold Earth cantrip, you can cast it as a bonus action, additionally when you take the attack action you may substitute one attack to cast Earth Tremor, when you use this ability if you have spellslots you may expend one of 2nd level or higher to upcast it, this ability recharges on a max d4 roll at the end of your turn, pick your casting stat for this spell from INT, WIS or CHA when you create your character, you may cast Earth Tremor as an action with your own spell slots if you have any. [B]Stable[/B]: you have advantage against being knocked prone and are not affected by difficult terrain resulting from earth or stone, this includes magical difficult terrain of those kinds. [B]Powerful Weilder[/B]: if you are proficient with any of the following weapons: Handaxe, Light Hammer, Battleaxe, Warhammer or War Pick you may treat it as if it has the finesse property, the thrown range of Handaxe and Light Hammer are increased to 40/90 for you, additionally you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. [B]Defensive Master[/B]: while wearing armour or a shield that you are proficient in you gain an additional +1 AC for each. [/QUOTE]
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