Dwarven (4e Theme)

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Player's Handbook 2, Firstborn of Moradin


Dwarven

You possess latent Dwarven ancestry, and you were raised around Dwarves, sharing many of their attributes. Dwarves tend to be a hardy, strong, tough and resilient race, although they are often small in size. As a Dwarven race, you are your same size but much stockier and sturdier than ordinary members of that race, often slightly shorter but much larger and more muscular. Dwarven races tend to be strong and tough, but some are like other members of their race in other ways. You typically have features of a Dwarf such as similar beards and hair, and similar runes and other features. You also tend to share Dwarf mannerisms and speech patterns, and you know the Dwarven language.

Building

Any race except Dwarf. Dwarves are already Dwarven and thus cannot be more like Dwarves than they already are.

Class Prerequisites

None

Race Prerequisites

Any race except Dwarf.

Background

You possess latent Dwarven Ancestry, and thus you are part Dwarven, granting you abilities your race ordinarily would not have, and shaping your character's culture and history by their association with Dwarves. You also share a long lost ancient ancestry to Dwemers. Dwarves often worship Moradin, the Dwarven god of Creation, and many Dwarven have a close affinity with Dwarven features such as Mithril and Hammers as well.

Associated Skill: Dungeoneering, Endurance

Starting Feature

Dwarven Endurance

Benefit

For purposes of determining prerequisites, such as for feats or paragon paths, you are considered both a Dwarf and your original race. You also gain a +2 bonus to all saving throws. You gain the "Dwarven Weapon Proficiency" racial feature, and gain proficiency with the throwing hammer and warhammer, and can replace it with any other racial feature of the same category. In addition to this, you gain the Dwarven "Dwarven Resilience" racial power. With it, you can use your second wind as a minor action instead of a standard action.

Additional Features

Level 5 Feature

Unencumbered Speed

Benefit

You gain both the Dwarven "Encumbered Speed" and "Stand Your Ground" racial features. You move at your normal speed even when it would normally be reduced by armor or a heavy load. Other effects that limit speed (such as difficult terrain or magical effects) affect you normally. When an effect forces you to move—through a pull, a push, or a slide—you can move 1 square less than the effect specifies. This means an effect that normally pulls, pushes, or slides a target 1 square does not force you to move unless you want to. In addition, when an attack would knock you prone, you can immediately make a saving throw to avoid falling prone. In addition, you may add 5 to your strength modifier to determine the load you can carry, push or drag.

Level 10 Feature

Moradin's Resolve

Benefit

You may gain a +1 bonus to all attack rolls using hammers or maces. In addition, you may increase the range by which you can throw a hammer or mace by 5/10.

Optional Powers

Moradin's Will Theme Utility 2
You share your Strength with others, improving the will of those around you.
Encounter
Free Action Personal
Trigger: You use your second wind.
Target: Self
Effect: In addition to the usual effect, each ally adjacent to you may spend a healing surge and gains a +2 bonus to their defenses and a +1 bonus to their attack rolls until the end of their next turn.



Moradin's Fury Theme Utility 6
The thrill of battle invigorates you, with spilling blood only further increasing your determination to fight.
Daily
Minor Action Personal
Target: Self
Effect: You expend a use of your second wind. Instead, you enter the "Moradin's fury" stance. While in the stance, you gain a +1 bonus to all defenses, cannot be knocked prone, stunned, or dazed, gain a +1 bonus to all attack rolls with all Hammers or Maces, can perform a critical hit with any power on a roll of 18-20, and deal an extra 1d6 extra damage to any damage roll involving a Hammer or Mace.



Moradin's Hammer Theme Utility 10
Like all dwarves, you have a special affinity and knack for using Hammer's and Maces.
Encounter
Free Action Personal
Trigger: You make a melee or ranged attack with a Hammer or Mace.
Target: Self
Effect: With any melee or ranged attack power in which you would ordinarily use a hammer or mace, you may instead treat the attack and the hammer or mace as a ranged attack with a range of 10/20.



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