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<blockquote data-quote="Clint_L" data-source="post: 9410141" data-attributes="member: 7035894"><p><em><strong>Dwarven Combat Training.</strong></em> You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.</p><p></p><p><em><strong>Tool Proficiency.</strong></em> You gain proficiency with the artisan’s tools of your choice: <a href="https://www.dndbeyond.com/equipment/115-smiths-tools" target="_blank">smith’s tools</a>, <a href="https://www.dndbeyond.com/equipment/103-brewers-supplies" target="_blank">brewer’s supplies</a>, or <a href="https://www.dndbeyond.com/equipment/112-masons-tools" target="_blank">mason’s tools</a>.</p><p></p><p><em><strong>Stonecunning.</strong></em> Whenever you make an Intelligence (<a href="https://www.dndbeyond.com/compendium/rules/basic-rules/using-ability-scores#History" target="_blank">History</a>) check related to the origin of stonework, you are considered proficient in the <a href="https://www.dndbeyond.com/compendium/rules/basic-rules/using-ability-scores#History" target="_blank">History</a> skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus</p><p></p><p><em><strong>Languages.</strong></em> You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak.</p><p></p><p><em><strong>Subrace.</strong></em> Two main subraces of dwarves populate the worlds of D&D: hill dwarves and mountain dwarves. Choose one of these subraces.</p><p></p><p>Edit: Plus that that your ability options are constitution (required), strength or wisdom. Not intelligence, dexterity or charisma.</p><p></p><p>So, per my example, my skinny, nerdy dwarf who just wants to learn magic is required to put points into non-optimal abilities, be proficient with a hammer, and speak an apparently genetically imbued language.</p><p></p><p>I feel like you're misunderstanding the 2014 rules, and I described them exactly accurately.</p><p></p><p>Edit 2: This is supposed to be a game of fantasy. What if my character fantasy is a dwarf who was raised in a large, cosmopolitan city and has actively rejected the stereotypes commonly associated with dwarves? They grew up speaking the same language as all the other people around them, saw no need to practice swinging a hammer, couldn't give a toss about stonework, and don't care to learn brewing, smithing, or masonry because they are putting all their time into hitting the books and learning magic? Why can't my dwarf fantasy be different from the Tolkien stereotype?</p><p></p><p>It's one thing to have tendencies for different species, especially in an adventure setting. "Dwarven culture is often associated with..." is fine. "In Wildemount, many dwarves live in Kraghammer and hew to the traditions of their people, such as..." is fine. "Your character MUST adhere to these stereotypes that we have chosen..." is not fine.</p></blockquote><p></p>
[QUOTE="Clint_L, post: 9410141, member: 7035894"] [I][B]Dwarven Combat Training.[/B][/I] You have proficiency with the battleaxe, handaxe, light hammer, and warhammer. [I][B]Tool Proficiency.[/B][/I] You gain proficiency with the artisan’s tools of your choice: [URL='https://www.dndbeyond.com/equipment/115-smiths-tools']smith’s tools[/URL], [URL='https://www.dndbeyond.com/equipment/103-brewers-supplies']brewer’s supplies[/URL], or [URL='https://www.dndbeyond.com/equipment/112-masons-tools']mason’s tools[/URL]. [I][B]Stonecunning.[/B][/I] Whenever you make an Intelligence ([URL='https://www.dndbeyond.com/compendium/rules/basic-rules/using-ability-scores#History']History[/URL]) check related to the origin of stonework, you are considered proficient in the [URL='https://www.dndbeyond.com/compendium/rules/basic-rules/using-ability-scores#History']History[/URL] skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus [I][B]Languages.[/B][/I] You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak. [I][B]Subrace.[/B][/I] Two main subraces of dwarves populate the worlds of D&D: hill dwarves and mountain dwarves. Choose one of these subraces. Edit: Plus that that your ability options are constitution (required), strength or wisdom. Not intelligence, dexterity or charisma. So, per my example, my skinny, nerdy dwarf who just wants to learn magic is required to put points into non-optimal abilities, be proficient with a hammer, and speak an apparently genetically imbued language. I feel like you're misunderstanding the 2014 rules, and I described them exactly accurately. Edit 2: This is supposed to be a game of fantasy. What if my character fantasy is a dwarf who was raised in a large, cosmopolitan city and has actively rejected the stereotypes commonly associated with dwarves? They grew up speaking the same language as all the other people around them, saw no need to practice swinging a hammer, couldn't give a toss about stonework, and don't care to learn brewing, smithing, or masonry because they are putting all their time into hitting the books and learning magic? Why can't my dwarf fantasy be different from the Tolkien stereotype? It's one thing to have tendencies for different species, especially in an adventure setting. "Dwarven culture is often associated with..." is fine. "In Wildemount, many dwarves live in Kraghammer and hew to the traditions of their people, such as..." is fine. "Your character MUST adhere to these stereotypes that we have chosen..." is not fine. [/QUOTE]
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