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BLACKSTOKE

Are native races – and subraces – from Rhymn


(Blackstoke):
Plain Dwarves
As a plain dwarf, you have long lost the connections to
the underground halls of other dwarves, but acquired a
natural inventiveness and talent with technology and
science beyond that o f other dwarves.
Ability Score Increase. Your Intelligence score
increases by 1.
Artificer’s Lore. Whenever you make an Intelligence
(History) check related to magic items, alchemical
objects, or technological devices, you can add twice your
proficiency bonus, instead o f any proficiency bonus you
normally apply.
Tinker. You have a technical knack, an innate familiarity
with all mechanical gadgetry and science that allows you
to add your proficiency bonus to any check related to all
sorts of mechanical, technological or explosive devices –
such as a trap, construct or alchemical experiment – even
if you’re not proficient with that skill, or has never seen
the device.

Half-Dwarves
Born from the unlikely parentage of dwarves and humans,
half-dwarves combine the height and adaptable nature of
humans with the musculature and resilience of dwarves.
Half-dwarves enjoy traits that are uniquely their own,
such as their robust metabolism and almost inexhaustible
capacity for work. Humans and dwarves are not typically
attracted to each other. The only reason that half-dwarves
are so common in the Rhymn is because of the unnatural
situation that the world is under, since the “Purge of
Light” – and the need for survive can be the best
reasonable factor for any breeding.
Half-Dwarf Traits
Your half-dwarf character has some qualities in common
with dwarves and some that are unique to half-dwarves.
Ability Score Increase. Your Constitution score
increases by 2, and two other ability scores o f your
choice increase by 1.
Age. Half-dwarves mature at the same rate humans do
and reach adulthood around the age o f 20. They live
much longer than humans, however, often exceeding 120
years.
Alignment. Half-dwarves share the lawful bent o f their
dwarven heritage. They value both personal goals and
order. Many half-dwarves learn at an early age to not get
along with everyone, quickly finding common ground.
They often make excellent ambassadors and go-betweens
between dwarves and humans, since each side suspects
the half-elf of favoring the other – since they combine the
benefits of each race.
Size. Half-dwarves are about the same size as humans,
ranging from 5 to 6 feet tall. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. Thanks to your dwarven blood, you have
superior vision in dark and dim conditions. You can see in
dim light within 60 feet o f 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 o f gray.
Greater Resilience. You have advantage on saving
throws against poison, and you have resistance against
poison damage (explained in chapter 9).
Skill Versatility. You gain proficiency in two skills o f
your choice.
Languages. You can speak, read, and write Common,
Dwarvish, and one extra language of your choice.

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