![]() Sea Dogs Nose: When attempting understand and predict the weather you are considered and Expert with the Nature skill (Double Proficiency bonus) Sea Fighter: Due to your training including work on how to fight in the sea you have a swim speed equal to your land speed, you do not consider water environments difficult terrain, and watery environments do not cause you disadvantage with your melee weapon strikes. ![]() ![]() You have advantage on tying and untying knots regardless of complexity, you are considered proficient with vehicles (sea). Shipshand = replacing stonecunning as that makes no sense for this culture. Tool Proficiency = Choice of artists tools from Smith & Brewer (These work from the origional, but dropping mason tools) Adding Carpenter Tools, Cartographer Tools, Navigator, and Woodworker Rower's Resilience = Advantage on constitution saving throws to prevent exhaustion and proficiency with acrobatics to provide your "sea legs" and ability to scramble through the rigging Sea Dwarven Combat Training: battleaxe, handaxe, light hammer, warhammer, great axe, long sword, short Sword (seax Knife), and shields For traits I don't mention I am leaving them the same as baseline dwarves Here are my thoughts and I wanted to see what my fellow DM's might think. So trying to craft a more sea based version. Ok so in the campaign world I am creating I am using the Dwarves as a Viking analogue. ![]() Monstrous Compendium Vol 3: Minecraft Creatures
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