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<blockquote data-quote="Zardnaar" data-source="post: 8083963" data-attributes="member: 6716779"><p>Dwarf</p><p></p><p>Deep Dwarf</p><p></p><p>Well if you're not a Dwarf getting raised in their culture gives you 120' Darkvision. That's some awesome water they drink. You human sees better in the dark than other dwarves. You also get jump and enlarge 1/long rest each. Also you get advantage on saves vs illusions, charm and paralyzed. Niche but great when it matters. You get some racial weapons which generally is meh and the weapons are nothing exciting in any event. You get some languages as well. The Deep Dwarf is a hot mess and underpowered with a lot of niche and useless abilities. If you're not a Dwarf you can see better than a Dwarf. Overall a D tier culture.</p><p></p><p>Devoted Dwarf.</p><p></p><p>This culture is so awesome it's not even listed on the culture list at the start of the document. You get the guidance cantrip and bless/aid once per long rest. These are great spells to acquire and guidance is gold standard cantrip. You get proficiency in the religion skill, and advantage on any saves against wisdom and charisma saves. That's really good as those spells are high on the list of saves you don't want to flunk.</p><p>Dwarven teamwork is a bit niche. Looks good outside combat but you can use the help action easy enough there. Overall however the Devoted Dwarf is quite good and I would rate it in the A tier.</p><p></p><p>Mountain Dwarf</p><p></p><p>The PHB mountain Dwarf is kind of unique with +2 to two different stats. That doesn't matter here but you have had other candy added to compensate. You get Dwarven weapon training. Racial weapons are often semi useless in 5E due to classes that want to use weapons usually have better options. Still this has some ok weapons. You also get Dwarven armor. Yay hill Dwarf fighting wizard in medium armor with a battleaxe.</p><p></p><p>Except you are now missing +2 strength and con. Stone cunning might be useful but it's still kind of niche. Heart of the forge is nice as fire is one if the most common damage types. Mountain Born is mostly flavour, won't matter in most games I suspect. Anyone can take this culture but it's very niche and ability scores don't really matter. You can mage an armored wizard I suppose that's better than a phb Mountain Dwarf but you still won't be great with weapons outside rolled stats. Overall a C due to the way classes work in 5E. Looks good but doesn't really matter in a 5E context.</p><p></p><p>Ruined Dwarf</p><p></p><p>In effect a new subrace relative to the phb. You get improvised tools, looks cute but it's probably useless more often than not as you can usually buy tools. Roll with the punched depends on if your DM allows rerolled skill checks. Its also limited in terms of how often you can use it.</p><p></p><p>Eat like a bird. How often does food matter in the average game? Same theory goes for pat rack. Fleet of foot is nice however. Another hot mess. You get lots of abilities to keep track of but they are very niche and mostly don't matter. Overall a D tier culture although it might squeak in to C being generous. Advice is to avoid however.</p><p></p><p>Hill Dwarf</p><p></p><p>Very quick to sum up. The hill Dwarf us a skill monkey gaining 2-3 skills or 2 skills plus land vehicles. Also you get expertise in survival. And you get spells. This is roughly the equivalent of two feats. Maybe not great feats but this an A tier ability and could even be S although it lacks the raw power of the other S tier cultures. Getting raised by hill dwarves not a bad deal.</p></blockquote><p></p>
[QUOTE="Zardnaar, post: 8083963, member: 6716779"] Dwarf Deep Dwarf Well if you're not a Dwarf getting raised in their culture gives you 120' Darkvision. That's some awesome water they drink. You human sees better in the dark than other dwarves. You also get jump and enlarge 1/long rest each. Also you get advantage on saves vs illusions, charm and paralyzed. Niche but great when it matters. You get some racial weapons which generally is meh and the weapons are nothing exciting in any event. You get some languages as well. The Deep Dwarf is a hot mess and underpowered with a lot of niche and useless abilities. If you're not a Dwarf you can see better than a Dwarf. Overall a D tier culture. Devoted Dwarf. This culture is so awesome it's not even listed on the culture list at the start of the document. You get the guidance cantrip and bless/aid once per long rest. These are great spells to acquire and guidance is gold standard cantrip. You get proficiency in the religion skill, and advantage on any saves against wisdom and charisma saves. That's really good as those spells are high on the list of saves you don't want to flunk. Dwarven teamwork is a bit niche. Looks good outside combat but you can use the help action easy enough there. Overall however the Devoted Dwarf is quite good and I would rate it in the A tier. Mountain Dwarf The PHB mountain Dwarf is kind of unique with +2 to two different stats. That doesn't matter here but you have had other candy added to compensate. You get Dwarven weapon training. Racial weapons are often semi useless in 5E due to classes that want to use weapons usually have better options. Still this has some ok weapons. You also get Dwarven armor. Yay hill Dwarf fighting wizard in medium armor with a battleaxe. Except you are now missing +2 strength and con. Stone cunning might be useful but it's still kind of niche. Heart of the forge is nice as fire is one if the most common damage types. Mountain Born is mostly flavour, won't matter in most games I suspect. Anyone can take this culture but it's very niche and ability scores don't really matter. You can mage an armored wizard I suppose that's better than a phb Mountain Dwarf but you still won't be great with weapons outside rolled stats. Overall a C due to the way classes work in 5E. Looks good but doesn't really matter in a 5E context. Ruined Dwarf In effect a new subrace relative to the phb. You get improvised tools, looks cute but it's probably useless more often than not as you can usually buy tools. Roll with the punched depends on if your DM allows rerolled skill checks. Its also limited in terms of how often you can use it. Eat like a bird. How often does food matter in the average game? Same theory goes for pat rack. Fleet of foot is nice however. Another hot mess. You get lots of abilities to keep track of but they are very niche and mostly don't matter. Overall a D tier culture although it might squeak in to C being generous. Advice is to avoid however. Hill Dwarf Very quick to sum up. The hill Dwarf us a skill monkey gaining 2-3 skills or 2 skills plus land vehicles. Also you get expertise in survival. And you get spells. This is roughly the equivalent of two feats. Maybe not great feats but this an A tier ability and could even be S although it lacks the raw power of the other S tier cultures. Getting raised by hill dwarves not a bad deal. [/QUOTE]
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