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User:Wizardoest/PCs/Crystal Stonebreaker (5e)

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Crystal Stonebreaker

Medium Hill Dwarf, Chaotic Good
BKG background


AC 10 (no armor)
HP 8 (1d8+0)
Speed 25'
Proficiency +2


STR 16 +3; DEX 12 +1; CON 14 +2; INT 8 -1; WIS 10 +0; CHA 14 +2;

15, 14, 13, 12, 10, 8

+2 con dwarf, +1 Wis


Saving Throws Dexterity, Charisma
Damage Resistance none
Senses Darkvision 60'
Languages Common


Melee: Greatsword +5 (2d6+3str p), heavy, 2-handed
Melee: Mace +5 (1d6+3str b)
Ranged: Longbow +3 (1d8 p; range 150'/600'), heavy, 2-handed, ammo
Special 1/round you may reroll melee damage and choose which total to use.


Weapons and Armor: Light armor; Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools Brewing supplies, Three musical instruments of your choice
Skills

  • Bard +3
  • Bard +3
  • Bard +3



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 w ere 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 (explained in chapter 9).
Dwarven Combat Training.
You have proficiency with the battleaxe, handaxe, throwing hammer, and warhammer.
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.
Dwarven Toughness.
Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

• (a) a rapier, (b) a longsword, or (c) any simple weapon • (a) a diplomat’s pack or (b) an entertainer's pack • (a) a lute or (b) any other musical instrument • Leather armor and a dagger