Homebrew:Kaladeshi Dwarf: Difference between revisions

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[[file:aetherborn.jpg|right|thumb|500px]]
[[file:kaladesh dwarf.jpg|right|thumb|500px]]
{{ooc note|This is an implementation of the aetherborn race from Planeshift: Kaladesh}}
{{ooc note|This is an implementation of the dwarf race from [[Plane Shift: Kaladesh]]}}
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When the events of a lifetime are compressed down to almost nothing, each fleeting moment must be savored—drained of every drop of enjoyment it can offer. This is the philosophy that informs the lives and minds of the aetherborn. Given just a few short years—or sometimes only a few months—to live, each aetherborn views time as exceedingly precious. Each moment spent in a way that does not bring delight is a wasted moment. And though aetherborn differ in their drives and pleasures, nearly all of them share this desire to squeeze the most out of the brief time they are given.
To the artisans of Kaladesh, a device’s beauty is almost as important as its function. Different artists, though, have different definitions of beauty, and to most dwarves, the highest mark of beauty is quality. Nothing is more exquisite than a machine that endures—one that functions perfectly, with a minimum of maintenance, despite the passage of years.


Aetherborn come into being spontaneously as part of the aether refinement process. Their bodies and minds are apparently formed out of some interaction between the volatile elements of aether that are removed during refinement and the psychic impressions created by the people involved in the process. But each aetherborn is a unique individual, not a mere copy of some other person’s mind and shape. This race is little understood, and few aetherborn are willing to waste any of their short lives allowing vedalken scholars to study their biological and psychological characteristics.
Dwarves don’t understand laziness or shortcuts. Just as a machine must function smoothly at all times, so too an artisan should work steadily and with care. Dwarves take pride in their work ethic, and abhor any attitude or behavior that would undermine the quality of their work. They are more thorough than speedy, and although a dwarf’s work might take longer to complete, its quality makes the time worthwhile. If a job must be done, a dwarf will see that it is done correctly. And when a dwarf repairs a machine, it will work as well as it did when it was first built, if not better—and it will last.


== Aetherborn and Gender ==
Among the folk of other races, dwarves have a reputation for being utterly fearless. This is largely because their work often finds them scaling tall buildings or hanging from the undersides of airships. Far from being reckless, though, dwarves enter any potentially dangerous situation with firm safeguards in place, thoroughly prepared to avoid any accident. With an unshakable trust in the quality of harnesses, scaffolding, and handiwork, a dwarf has no need to fear falling.
Aetherborn are a strange living by-product of the process of aether refinement, cast in humanoid form but lacking any of the biological qualities of other races. They don’t eat or sleep, and they don’t reproduce—nor do they have any physical sexual characteristics. Language that categorizes people into male or female categories thus breaks down when it comes to aetherborn. Most aetherborn prefer that others use the pronoun “they” to refer to them, since it doesn’t attribute a gender that they don’t possess. Only a relative few prefer “he” or “she,” having chosen to adopt a gender.


== Aetherborn Politics ==
== Dwarf Politics ==
The relationship between aetherborn and the Consulate is complicated. On the one hand, aetherborn understand that their race wouldn’t exist without the Consulate’s aether refining operations, so they feel at least some motivation to ensure that those operations continue to run smoothly. On the other hand, few aetherborn have any patience for the tedious and cumbersome politics and regulations of the Consulate, which gives them at least a little sympathy with renegade philosophy. Typically, aetherborn are drawn to one side or the other more by the lure of excitement and entertainment than by any serious political beliefs.
Dwarves gravitate to where the work is. Accordingly, many dwarves appreciate the Consulate as an inexhaustible source of work opportunities. For its part, the Consulate values dwarves for their painstaking, perfectionist approach to building and maintenance. As a result, dwarves are employed at every level of the Consulate government, including having representatives among the Enlightened Keepers, the consuls themselves. Dwarf edificers keep the machinery of the cities running smoothly, while dwarf enforcers protect property and help keep the peace. However, it is the potential for making great things, more so than any philosophical leaning, that ties most dwarves to the Consulate.


== Aetherborn Traits ==
Dwarves are not typically drawn to politics, but some do take issue with what they see as slapdash construction carried out in the Consulate’s foundries. Mass production on the scale of the Consulate’s efforts is an affront to the ideals of true artisanship, they argue, and those who are most offended by this insult sometimes align themselves with renegade groups.
Your aetherborn character has certain traits deriving from your unusual nature.


== Kaladeshi Dwarf Traits ==
=== Ability Score Increase ===
=== Ability Score Increase ===
Your Charisma score increases by 2, and two other ability scores of your choice increase by 1.
Your Constitution score increases by 2, and your Wisdom score increases by 1.


=== Age ===
=== Age ===
Aetherborn come into being as adults and live no more than a few years.
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 ===
=== Alignment ===
As a rule, aetherborn are driven by hedonism and self-interest, making them neutral at best and thoroughly evil at worst. Neutral aetherborn might devote much of their time (and wealth) to parties and social activity, while evil aetherborn are usually involved in the criminal underworld.
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 ===
=== Size ===
Aetherborn are about the same size as humans, ranging from 5 to 6 feet tall. They are quite light—only about 100 pounds—and their weight diminishes as they age and more and more of their substance returns to the aethersphere. Your size is Medium.
Dwarves stand around 5 feet tall and average about 150 pounds. Your size is Medium.


=== Speed ===
=== Speed ===
Your base walking speed is 30 feet.
Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor.


=== Darkvision ===
=== Darkvision ===
Accustomed to the night, 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.
Accustomed to life underground in your race’s ancient past, 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.


=== Born of Aether ===
=== Dwarven Resilience ===
You have resistance to necrotic damage.
You have advantage on saving throws against poison, and you have resistance against poison damage.


=== Menacing ===
=== Dwarven Toughness ===
You gain proficiency in the Intimidation skill.
Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
 
=== Artisan's Expertise ===
You gain proficiency with two kinds of artisan’s tools of your choice. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. In addition, whenever you make an Intelligence (History) check related to the origin of any architectural construction (including buildings, public works such as canals and aqueducts, and the massive cogwork that underlies much of the construction of Ghirapur), you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.


=== Languages ===
=== Languages ===
You can speak, read, and write Common and two other languages of your choice.
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.
[[category:homebrew 5e races]]
[[category:homebrew subraces|Dwarf]]

Latest revision as of 00:20, 8 December 2022

(OOC: This is an implementation of the dwarf race from Plane Shift: Kaladesh)

To the artisans of Kaladesh, a device’s beauty is almost as important as its function. Different artists, though, have different definitions of beauty, and to most dwarves, the highest mark of beauty is quality. Nothing is more exquisite than a machine that endures—one that functions perfectly, with a minimum of maintenance, despite the passage of years.

Dwarves don’t understand laziness or shortcuts. Just as a machine must function smoothly at all times, so too an artisan should work steadily and with care. Dwarves take pride in their work ethic, and abhor any attitude or behavior that would undermine the quality of their work. They are more thorough than speedy, and although a dwarf’s work might take longer to complete, its quality makes the time worthwhile. If a job must be done, a dwarf will see that it is done correctly. And when a dwarf repairs a machine, it will work as well as it did when it was first built, if not better—and it will last.

Among the folk of other races, dwarves have a reputation for being utterly fearless. This is largely because their work often finds them scaling tall buildings or hanging from the undersides of airships. Far from being reckless, though, dwarves enter any potentially dangerous situation with firm safeguards in place, thoroughly prepared to avoid any accident. With an unshakable trust in the quality of harnesses, scaffolding, and handiwork, a dwarf has no need to fear falling.

Dwarf Politics

Dwarves gravitate to where the work is. Accordingly, many dwarves appreciate the Consulate as an inexhaustible source of work opportunities. For its part, the Consulate values dwarves for their painstaking, perfectionist approach to building and maintenance. As a result, dwarves are employed at every level of the Consulate government, including having representatives among the Enlightened Keepers, the consuls themselves. Dwarf edificers keep the machinery of the cities running smoothly, while dwarf enforcers protect property and help keep the peace. However, it is the potential for making great things, more so than any philosophical leaning, that ties most dwarves to the Consulate.

Dwarves are not typically drawn to politics, but some do take issue with what they see as slapdash construction carried out in the Consulate’s foundries. Mass production on the scale of the Consulate’s efforts is an affront to the ideals of true artisanship, they argue, and those who are most offended by this insult sometimes align themselves with renegade groups.

Kaladeshi Dwarf Traits

Ability Score Increase

Your Constitution score increases by 2, and your Wisdom score increases by 1.

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 around 5 feet tall and average about 150 pounds. Your size is Medium.

Speed

Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor.

Darkvision

Accustomed to life underground in your race’s ancient past, 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 Toughness

Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Artisan's Expertise

You gain proficiency with two kinds of artisan’s tools of your choice. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. In addition, whenever you make an Intelligence (History) check related to the origin of any architectural construction (including buildings, public works such as canals and aqueducts, and the massive cogwork that underlies much of the construction of Ghirapur), you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

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.