D&D Citizens Dwarves

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D&D Citizens: Dwarves A Dwarf NPC Miscellany Introduction: Appendix B of the Monster Manual provides a number of generic NPCs, but those stat blocks do not include racial traits and modifiers or racially suitable equipment. Further, while those NPCs cover many of the basic roles you might use in your campaign, there are some gaps to be filled. The dwarf NPCs herein can fill some of those gaps and provide you with a larger variety of dwarven characters to inhabit the worlds you create, ranging from CR 1/8 to CR 4. A rogue’s gallery of generic dwarven NPCs for any campaign by Scott Holden DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast. ©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.

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Transcript of D&D Citizens Dwarves

Page 1: D&D Citizens Dwarves

D&D Citizens: Dwarves

A Dwarf NPC Miscellany

Introduction: Appendix B of the Monster Manual provides a number of generic NPCs, but those stat blocks do not include racial traits and modifiers or racially suitable equipment. Further, while those NPCs cover many of the basic roles you might use in your campaign, there are some gaps to be filled. The dwarf NPCs herein can fill some of those gaps and provide you with a larger variety of dwarven

characters to inhabit the worlds you create, ranging from CR 1/8 to CR 4.

A rogue’s gallery of generic dwarven NPCs for any campaign

by Scott Holden

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast.

©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.

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The dwarves of yore made mighty spells,While hammers fell like ringing bellsIn places deep, where dark things sleep,In hollow halls beneath the fells.—J.R.R. Tolkien, The Hobbit

DwarvesSome of the NPCs from the appendices of the Monster Manual work well for dwarves: bandit, gladiator, noble — these are all roles that a dwarf might fill. But there are some specialized, traditional dwarven roles that deserve their own treatment.

Dwarf BattleragerMedium humanoid (dwarf), any alignment

Armor Class 16 (chain mail)Hit Points 76 (9d8 + 36)Speed 25 ft.

STR DEX CON INT WIS CHA18 (+4) 12 (+1) 19 (+4) 8 (-2) 11 (+0) 9 (-1)

Saving Throws Str +6, Con +6Damage Resistances poisonSenses darkvision 60 ft.; passive Perception 10Languages Common, DwarvishChallenge 3 (700 xp)Dwarven Resilience. The dwarf has advantage on saving throws against poison. Reckless. At the start of its turn, the dwarf battlerager can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advan-tage until the start of its next turn.Stonecunning. The dwarf is considered proficient in In-telligence (History) for checks related to the origin of stonework, and it receives a +4 proficiency bonus (in-stead of its standard +2 bonus) on such checks.

ActionsMultiattack. The dwarf battlerager makes two melee at-tacks.Greataxe. Melee Weapon Attack. +6 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) slashing damage.

Battleragers hold a unique place in dwarven culture, revered for their battle prowess but also kept at arm’s length due to their un-dwarflike passion, occasionally unstable personalities.

Dwarf CurateMedium humanoid (dwarf), any alignment

Armor Class 15 (chain shirt, shield)Hit Points 16 (3d8 + 3)Speed 25 ft.

STR DEX CON INT WIS CHA12 (+1) 10 (+0) 12 (+1) 10 (+0) 14 (+2) 11 (+0)

Skills History +2, Medicine +4, Religion +2Damage Resistances poisonSenses darkvision 60 ft.; passive Perception 12Languages Common, DwarvishChallenge 1/4 (50 xp)Dwarven Resilience. The dwarf has advantage on saving throws against poison. Stonecunning. The dwarf is considered proficient in In-telligence (History) for checks related to the origin of stonework, and it receives a +4 proficiency bonus (in-stead of its standard +2 bonus) on such checks. Spellcasting. The dwarf curate is a 2nd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The dwarf curate has the follow-ing cleric spells prepared: Cantrips (at will): mending, sacred flame, thaumaturgy1st level (3 slots): bless, cure wounds, purify food and drink, sanctuary

ActionsWarhammer. Melee Weapon Attack. +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) bludgeoning damage.

Curates are both healer and protector, usually wor-shiping one of the dwarves’ pugnacious, but generally upright deities.

Dwarf Elite GuardMedium humanoid (dwarf), any alignment

Armor Class 19 (chain mail, shield)Hit Points 45 (6d8 + 18)Speed 25 ft.

STR DEX CON INT WIS CHA17 (+3) 12 (+1) 16 (+3) 10 (+0) 11 (+0) 10 (+0)

Skills Intimidation +2, Perception +2Damage Resistances poisonSenses darkvision 60 ft.; passive Perception 12Languages Common, DwarvishChallenge 2 (450 xp)Armored Defense. While wearing medium or heavy armor, the dwarf elite guard adds 1 to its AC.Dwarven Resilience. The dwarf has advantage on saving throws against poison.

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Stonecunning. The dwarf is considered proficient in In-telligence (History) for checks related to the origin of stonework, and it receives a +4 proficiency bonus (in-stead of its standard +2 bonus) on such checks.

ActionsMultiattack. The dwarf elite guard makes two melee at-tacks.Battleaxe. Melee Weapon Attack. +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage. Light Hammer. Melee or Ranged Weapon Attack. +5 to hit, reach 5 ft. or ranged 20/60 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage. Heavy Crossbow. Ranged Weapon Attack. +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) pierc-ing damage.

Elite guards most often act as royal guards, temple guardians, or special forces, protecting the dwarves’ most treasured people, possessions, and locations. They often form brotherhoods or elite corps whose reputations are known far and wide.

Dwarf GeneralMedium humanoid (dwarf), any alignment

Armor Class 20 (plate, shield)Hit Points 82 (11d8 + 33)Speed 25 ft.

STR DEX CON INT WIS CHA18 (+4) 13 (+1) 16 (+3) 12 (+1) 11 (+0) 10 (+0)

Saving Throws Str +6, Wis +2Skills Athletics +6, History +3, Perception +2Damage Resistances poisonSenses darkvision 60 ft.; passive Perception 12Languages Common, DwarvishChallenge 4 (1,100 xp)Dwarven Resilience. The dwarf has advantage on saving throws against poison. Stonecunning. The dwarf is considered proficient in In-telligence (History) for checks related to the origin of stonework, and it receives a +4 proficiency bonus (in-stead of its standard +2 bonus) on such checks.

ActionsMultiattack. The dwarf general makes two battleaxe at-tacks. If it is using a shield, it also makes a shield bash attack. Battleaxe. Melee Weapon Attack. +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage. Shield Bash. Melee Weapon Attack. +6 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 4) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed

on a DC 14 Strength saving throw or be knocked prone. Heavy Crossbow. Ranged Weapon Attack. +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage. Leadership (Recharges after a Short or Long Rest). For 1 minute, the dwarf general can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the general. A creature can benefit from only one Leadership die at a time. This ef-fect ends if the general is incapacitated.

Generals lead dwarven armies and often rule large regions as thanes or consuls. Their reputations are widespread, and their honor is rarely questioned.

Dwarf SoldierMedium humanoid (dwarf), any alignment

Armor Class 16 (chain mail)Hit Points 19 (3d8 + 6)Speed 25 ft.

STR DEX CON INT WIS CHA15 (+2) 12 (+1) 14 (+2) 10 (+0) 11 (+0) 10 (+0)

Skills Perception +2Damage Resistances poisonSenses darkvision 60 ft.; passive Perception 12Languages Common, DwarvishChallenge 1/4 (50 xp)Dwarven Resilience. The dwarf has advantage on saving throws against poison. Stonecunning. The dwarf is considered proficient in In-telligence (History) for checks related to the origin of stonework, and it receives a +4 proficiency bonus (in-stead of its standard +2 bonus) on such checks.

ActionsBattleaxe. Melee Weapon Attack. +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) slashing damage. Light Hammer. Melee or Ranged Weapon Attack. +4 to hit, reach 5 ft. or ranged 20/60 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage. Light Crossbow. Ranged Weapon Attack. +3 to hit, range 80/320 ft., one target. Hit: 5 (1d8 + 1) piercing damage.

Soldiers form the backbone of most dwarven forces, both foreign and domestic. They are a hard lot, fierce, stoic, and stubborn.

Dwarf Tunnel RatMedium humanoid (dwarf), any alignment

Armor Class 15 (chain shirt)

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Hit Points 26 (4d8 + 8)Speed 25 ft.

STR DEX CON INT WIS CHA13 (+1) 14 (+2) 15 (+2) 10 (+0) 13 (+1) 9 (-1)

Skills Nature +4, Perception +5, Stealth +6, Survival +5Damage Resistances poisonSenses darkvision 60 ft.; passive Perception 15Languages Common, DwarvishChallenge 1/2 (100 xp)Dwarven Resilience. The dwarf has advantage on saving throws against poison. Keen Hearing. The dwarf tunnel rat has advantage on Wisdom (Perception) checks that rely on hearing. Stonecunning. The dwarf is considered proficient in Intelligence (History) for checks related to the origin of stonework, and it receives a +4 profi-ciency bonus (instead of its standard +2 bonus) on such checks.

ActionsMultiattack. The dwarf tunnel rat makes two melee attacks.Battleaxe. Melee Weapon Attack. +3 to hit, reach 5 ft., one target. Hit: 6 (1d10 + 1) slashing damage. Light Hammer. Melee or Ranged Weapon Attack. +3 to hit, reach 5 ft. or ranged 20/60 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage. Light Crossbow. Ranged Weapon Attack. +4 to hit, range 80/320 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

Tunnel rats are specialists, trackers and scouts for the dwarven armies or, occasionally, spies and agents for dwarves of higher station. They are perfectly at home in the deepest tunnels and mines, but also skilled sur-vivalists above ground.

Dwarf WarpriestMedium humanoid (dwarf), any alignment

Armor Class 18 (plate)Hit Points 45 (7d8 + 14)Speed 25 ft.

STR DEX CON INT WIS CHA15 (+2) 10 (+0) 14 (+2) 11 (+0) 16 (+3) 13 (+1)

Saving Throws Wis +5, Cha +3Skills History +3, Medicine +7, Religion +5Damage Resistances poisonSenses darkvision 60 ft.; passive Perception 13Languages Common, DwarvishChallenge 3 (700 xp)

Divine Impact. As a bonus action, the dwarf warpriest can expend a spell slot to cause its melee weapon attacks to deal an extra 10 (3d6) thunder damage to a target on a hit. This benefit lasts until the end of the turn. If the warpriest expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st. Dwarven Resilience. The dwarf has advantage on saving throws against poison. Stonecunning. The dwarf is considered proficient in In-telligence (History) for checks related to the origin of stonework, and it receives a +4 proficiency bonus (in-stead of its standard +2 bonus) on such checks. Spellcasting. The dwarf warpriest is a 6th-level spell-caster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The warpriest has the following cleric spells prepared: Cantrips (at will): guidance, mending, sacred flame, thaumaturgy1st level (4 slots): bless, cure wounds, guiding bolt, sanctuary2nd level (3 slots): hold person, prayer of healing, spiri-tual weapon3rd level (3 slots): meld into stone, spirit guardians

ActionsWarhammer. Melee Weapon Attack. +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) bludgeoning damage.Clerics and priests of all sorts can be found among the dwarves, but few are as admired and respected as the

warpriest. Masters of tactics, skilled healers, scholars of warfare, and leaders on the battlefield, they represent all of the most cherished qualities of the dwarven hero.

Dwarf YeomanMedium humanoid (dwarf), any alignment

Armor Class 13 (chain shirt)Hit Points 11 (2d8 + 2)Speed 25 ft.

STR DEX CON INT WIS CHA13 (+1) 10 (+0) 13 (+1) 10 (+0) 11 (+0) 10 (+0)

Damage Resistances poisonSenses darkvision 60 ft.; passive Perception 10Languages Common, DwarvishChallenge 1/8 (25 xp)Dwarven Resilience. The dwarf has advantage on saving throws against poison. Stonecunning. The dwarf is considered proficient in In-telligence (History) for checks related to the origin of stonework, and it receives a +4 proficiency bonus (in-stead of its standard +2 bonus) on such checks.

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ActionsLight Hammer. Melee or Ranged Weapon Attack. +3 to hit, reach 5 ft. or ranged 20/60 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.

The yeoman is a dwarven citizen-soldier, in many dwarfholds the equivalent of commoners among most other races. Being a militant people, trained in both craft and warcraft, dwarves of even the lowest rank are also competent warriors in their own right.