Dwarf, Ruinbound (TP)

Exploring Eberron p. 209 (Third Party),

Tamaño
Medium
Velocidad
25
Puntuaciones
Con +2, Cha +1
Resistencias
poison

Rasgos

Kingdoms rich in ancient grandeur, halls carved into the roots of mountains, the echoing of picks and hammers in deep mines and blazing forges, a commitment to clan and tradition, and a burning hatred of goblins and orcs-these common threads unite all dwarves.

The Doldarun dwarves say that any contact with the Realms Below corrupts the Mror. There's one recent development that supports their argument-the occasional birth of ruinbound dwarves among the Mror clans. The ruinbound dwarf is born with a personal symbiont-an unnatural entity bound to the child. Unlike most symbionts, this entity cannot be separated from its host, and the two are permanently fused. Many ruinbound dwarves have additional disturbing mutations; you can roll on the Ruinbound Mutations table for ideas, or create your own. These secondary mutations are disturbing, but they don't change the rules of how that character is played or grant mechanical benefits. For example, even if a ruinbound dwarf seems to have no eyes, their vision uncannily works as well as any other dwarf, though it defies logic.

Ruinbound Mutations:

d8Mutation
1Unnatural Hair. Is your hair an unusual color? Ectoplasmic in nature? Does it move of its own accord?
2Unusual Skin. Is your skin transparent? Slick? An unnatural color?
3Aberrant Eyes. Are your eyes luminous? Invisible? Do they resemble the eyes of an animal, or are they seemingly absent?
4Strange Appetites. Do you prefer your food charred? Do you eat flowers, or can you only eat living things?
5Living Tattoos. You appear to have exotic tattoos across your body. They slowly and constantly change, and you have no control over the design. Do they show images or words, or are they incomprehensible?
6Ageless. The passage of time affects your appearance differently than others. Do you appear old beyond your years, or look surprisingly young no matter your age? As you grow older, do you look younger?
7Inexplicable Hearing. You have no visible ears, yet you can hear clearly. Does sound feel different to you? How do you experience it?
8Extra Joints. You have one or more extra joints. Is it just an unusual joint in your fingers, or can you bend your entire leg backward?

To date, no one knows the origin or purpose-if any—of the ruinbound dwarves. Doldarun asserts that they are children corrupted by Dyrrn in the womb, tools of the daelkyr waiting to be activated. The sages of Clan Narathun say that they may indeed be the result of strange forces emanating from the Realm Below, but there's no evidence that the children have any direct tie to the daelkyr or that they're drawn to malefic actions. Regardless of the truth, ruinbound dwarves are a recent development. The first ruinbound children were born thirty years ago, and traditionally, dwarves aren't even considered to be adults until their fiftieth year; however, ruinbound children mature surprisingly (some say unnaturally) quickly. Ruinbound dwarves are quite rare and can be born to dwarves of any bloodline. The Mror still don't know what to make of them, though their attitude toward symbionts generally mirrors that toward ruinbound dwarves. The Doldarun dwarves are hostile to any ruinbounds that come to their land, and claim that ruinbound children are never born in their clan; while that's a possibility, there are also rumors of Soldorak agents among the Doldarun that spirit away these infants to a clan that celebrates them, lest they meet a darker fate. The Droranath and Toldorath clans are curious, but they won't necessarily ostracize ruinbound dwarves. Soldorak and Narathun families might embrace a ruinbound child—but they also might reject them out of fear that other clans could use them to paint the entire family as corrupted. In creating a ruinbound character, you need to decide how you were received, reflected by your background. Are you an urchin or an outlander, having made your own way after being rejected by your family? Are you a charlatan or a criminal, forced down a dangerous path by the fears of those around you? Or might you be a noble, treasured by your family despite—or because of—your condition? You can play a ruinbound dwarf by building a character with the dwarf subrace presented below. As a ruinbound dwarf, you could also choose to attribute your class abilities to your symbiont or your unnatural nature. As a sorcerer, your spellcasting could be channeled through your symbiont or other mutations. Any class with Unarmored Defense could present it as being tied to a physical mutation; if you're a barbarian, your rage could manifest as an active transformation. If you're a ruinbound warlock, you could say that your symbiont is your patron, an active sentience within you-and if you help it grow, it promises you greater powers. While others might fear them, ruinbound dwarves aren't innately evil. In creating a ruinbound character, talk with your DM about where you'd like your story to go. Do you want to be faced with the threat of corruption? Is it possible that Dyrrn does have plans for you? Or do you want to be a true hero despite your seemingly sinister features?

Bold and hardy, dwarves are known as skilled warriors, miners, and workers of stone and metal. Though they stand well under 5 feet tall, dwarves are so broad and compact that they can weigh as much as a human standing nearly two feet taller. Their courage and endurance are also easily a match for any of the larger folk. Dwarven skin ranges from deep brown to a paler hue tinged with red, but the most common shades are light brown or deep tan, like certain tones of earth. Their hair, worn long but in simple styles, is usually black, gray, or brown, though paler dwarves often have red hair. Male dwarves value their beards highly and groom them carefully.

Dwarves can live to be more than 400 years old, so the oldest living dwarves often remember a very different world. For example, some of the oldest dwarves living in Citadel Felbarr (in the world of the Forgotten Realms) can recall the day, more than three centuries ago, when orcs conquered the fortress and drove them into an exile that lasted over 250 years. This longevity grants them a perspective on the world that shorter-lived races such as humans and halflings lack. Dwarves are solid and enduring like the mountains they love, weathering the passage of centuries with stoic endurance and little change. They respect the traditions of their clans, tracing their ancestry back to the founding of their most ancient strongholds in the youth of the world, and don't abandon those traditions lightly. Part of those traditions is devotion to the gods of the dwarves, who uphold the dwarven ideals of industrious labor, skill in battle, and devotion to the forge. Individual dwarves are determined and loyal, true to their word and decisive in action, sometimes to the point of stubbornness. Many dwarves have a strong sense of justice, and they are slow to forget wrongs they have suffered. A wrong done to one dwarf is a wrong done to the dwarf's entire clan, so what begins as one dwarf's hunt for vengeance can become a full-blown clan feud.

Dwarven kingdoms stretch deep beneath the mountains where the dwarves mine gems and precious metals and forge items of wonder. They love the beauty and artistry of precious metals and fine jewelry, and in some dwarves this love festers into avarice. Whatever wealth they can't find in their mountains, they gain through trade. They dislike boats, so enterprising humans and halflings frequently handle trade in dwarven goods along water routes. Trustworthy members of other races are welcome in dwarf settlements, though some areas are off limits even to them. The chief unit of dwarven society is the clan, and dwarves highly value social standing. Even dwarves who live far from their own kingdoms cherish their clan identities and affiliations, recognize related dwarves, and invoke their ancestors' names in oaths and curses. To be clanless is the worst fate that can befall a dwarf. Dwarves in other lands are typically artisans, especially weaponsmiths, armorers, and jewelers. Some become mercenaries or bodyguards, highly sought after for their courage and loyalty.

Dwarves who take up the adventuring life might be motivated by a desire for treasure-for its own sake, for a specific purpose, or even out of an altruistic desire to help others. Other dwarves are driven by the command or inspiration of a deity, a direct calling or simply a desire to bring glory to one of the dwarf gods. Clan and ancestry are also important motivators. A dwarf might seek to restore a clan's lost honor, avenge an ancient wrong the clan suffered, or earn a new place within the clan after having been exiled. Or a dwarf might search for the axe wielded by a mighty ancestor, lost on the field of battle centuries ago.

Dwarves get along passably well with most other races. "The difference between an acquaintance and a friend is about a hundred years," is a dwarf saying that might be hyperbole, but certainly points to how difficult it can be for a member of a short-lived race like humans to earn a dwarf's trust.

Elves. "It's not wise to depend on the elves. No telling what an elf will do next; when the hammer meets the orc's head, they're as apt to start singing as to pull out a sword. They're flighty and frivolous. Two things to be said for them, though: They don't have many smiths, but the ones they have do very fine work. And when orcs or goblins come streaming down out of the mountains, an elf's good to have at your back. Not as good as a dwarf, maybe, but no doubt they hate the orcs as much as we do."

Halflings. "Sure, they're pleasant folk. But show me a halfling hero. An empire, a triumphant army. Even a treasure for the ages made by halfling hands. Nothing. How can you take them seriously?"

Humans. "You take the time to get to know a human, and by then the human's on her deathbed. If you're lucky, she's got kin-a daughter or granddaughter, maybe-who's got hands and heart as good as hers. That's when you can make a human friend. And watch them go!. They set their hearts on something, they'll get it whether it's a dragon's hoard or an empire's throne. You have to admire that kind of dedication, even if it gets them in trouble more often than not."

A dwarf's name is granted by a clan elder, in accordance with tradition. Every proper dwarven name has been used and reused down through the generations. A dwarf's name belongs to the clan, not to the individual. A dwarf who misuses or brings shame to a clan name is stripped of the name and forbidden by law to use any dwarven name in its place.

Male Names: Adrik, Alberich, Baern, Barendd, Brottor, Bruenor, Dain, Darrak, Delg, Eberk, Einkil, Fargrim, Flint, Gardain, Harbek, Kildrak, Morgran, Orsik, Oskar, Rangrim, Rurik, Taklinn, Thoradin, Thorin, Tordek, Traubon, Travok, Ulfgar, Veit, Vondal

Female Names: Amber, Artin, Audhild, Bardryn, Dagnal, Diesa, Eldeth, Falkrunn, Finellen, Gunnloda, Gurdis, Helja, Hlin, Kathra, Kristryd, Ilde, Liftrasa, Mardred, Riswynn, Sannl, Torbera, Torgga, Vistra

Clan Names: Balderk, Battlehammer, Brawnanvil, Dankil, Fireforge, Frostbeard, Gorunn, Holderhek, Ironfist, Loderr, Lutgehr, Rumnaheim, Strakeln, Torunn, Ungart

Ability Score Increase

Your Constitution score increases by 2, and your Charisma score increases by 1. While your symbiont may be physically disturbing, you have a strong personality and mysterious charm.

Age

Dwarves mature at the same rate as humans, but they're considered young until they reach the age of 50. On average, they live about 350 years.

Alignment

Most dwarves are lawful, believing firmly in the benefits of a well-ordered society. They tend toward good as well, with a strong sense of fair play and a belief that everyone deserves to share in the benefits of a just order.

Size

Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium.

To set your height and weight randomly, start with rolling a size modifier:

Size modifier = 2d4 Height = 3 feet + 8 inches + your size modifier in inches Weight in pounds = 115 + (2d6 × your size modifier)

Speed

Your speed is not reduced by wearing heavy armor.

Darkvision

Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Dwarven Resilience

You have advantage on saving throws against poison, and you have resistance against poison damage.

Dwarven Combat Training

You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.

Tool Proficiency

You gain proficiency with the artisan's tools of your choice: Smith's tools, brewer's supplies, or mason's tools.

Stonecunning

Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

Personal Symbiont

You are bound to an alien entity. It's part of your body and can't be removed. Your symbiont possesses a minor supernatural ability, which it can use on your behalf. Choose a cantrip from the following list: acid splash, guidance (self only), infestation, light, mage hand, poison spray, ray of frost. As long as your personal symbiont is fully exposed, you can cast that cantrip. You can choose to conceal the symbiont, but you can only cast the cantrip you gain with this trait while it's exposed. When you finish a long rest, you can mutate the symbiont, gaining different benefits; when you do so, you can select a different cantrip from this list. Charisma is your spellcasting ability for this cantrip. Work with your DM to determine the appearance of your symbiont. It is organic and clearly alien, and when you cast a cantrip with this trait, it should be obvious that the symbiont is the source. A symbiont that casts mage hand could be a thin tentacle or an ectoplasmic insect that emerges from your body and performs the action. An eyestalk protruding from your shoulder could grant you guidance as it studies the situation and telepathically advises you—or it might blast your enemies with a ray of frost. Infestation could reflect a cloud of insects always hovering around you.

Symbiont Mastery

You can attune to one magic item that has the Symbiotic Nature property without using an attunement slot. In addition, after you finish a long rest, you can end your attunement to a magic item that has the Symbiotic Nature property.

Languages

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.

Otros datos

ancestry

Dwarf

displayname

Ruinbound Dwarf

weapons

Battleaxe, Handaxe, Light Hammer, Warhammer