+4 | Expertise Bonus | |
+2 | Proficiency Bonus |
-1 | Strength | |
+1 | Dexterity | |
+6 | Constitution | |
+0 | Intelligence | |
+2 | Wisdom | |
+3 | Charisma |
+1 | Acrobatics | DEX | |
+2 | Animal Handling | WIS | |
+0 | Arcana | INT | |
-1 | Athletics | STR | |
+1 | Deception | CHA | |
+0 | History | INT | |
+2 | Insight | WIS | |
+1 | Intimidation | CHA | |
+0 | Investigation | INT |
+2 | Medicine | WIS | |
+0 | Nature | INT | |
+2 | Perception | WIS | |
+1 | Performance | CHA | |
+1 | Persuasion | CHA | |
+0 | Religion | INT | |
+1 | Sleight of Hand | DEX | |
+1 | Stealth | DEX | |
+2 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type |
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Darkvision. 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.
Natural Storyteller. You have advantage on Intelligence (History) and Charisma (Performance) checks when recalling lore related to your dwargish ancestry.
Endurance. You have advantage on Constitution saving throws against exhaustion due to overexertion.
Tough Skin. Your unarmored AC equals 11 + your Dexterity modifier.
Spellcasting. An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells.
Sorcerous Origin (Divine Soul).
Divine Magic (Good). Your link to the divine allows you to learn spells normally associated with the cleric class. When your Spellcasting feature lets you learn a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you. In addition, choose an affinity for the source of your divine power: good, evil, law, chaos, or neutrality. You learn an additional spell based on that affinity. It is a sorcerer spell for you, but it doesn't count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the cleric spell list.
Favored by the Gods. Starting at 1st level, divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. Once you use this feature, you can't use it again until you finish a short or long rest.
Font of Magic.
Languages. South Dwargish, Satch, North Dwargish (4/180 days)
Tools. Alchemist's supplies (expertise)
Weapons. Daggers, darts, slings, quarterstaffs, light crossbows
Armor. none
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.