Documenti di Didattica
Documenti di Professioni
Documenti di Cultura
by Scott Holden
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Players Handbook, Monster Manual, Dungeon Masters Guide, D&D Adventurers League, all other Wizards of the Coast
product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This
material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written
permission of Wizards of the Coast.
2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Bochat 31, 2800 Delmont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park,
Uxbridge, Middlesex, UB11 1ET, UK.
Dwarves
DEX
12 (+1)
CON
19 (+4)
INT
8 (-2)
WIS
11 (+0)
CHA
9 (-1)
Actions
Multiattack. The dwarf battlerager makes two melee attacks.
Greataxe. Melee Weapon Attack. +6 to hit, reach 5 ft.,
one target. Hit: 10 (1d12 + 4) slashing damage.
Battleragers hold a unique place in dwarven culture,
revered for their battle prowess but also kept at arms
length due to their un-dwarflike passion, occasionally
unstable personalities.
Dwarf Curate
Medium humanoid (dwarf), any alignment
DEX
10 (+0)
CON
12 (+1)
INT
WIS
10 (+0) 14 (+2)
CHA
11 (+0)
Actions
Warhammer. Melee Weapon Attack. +3 to hit, reach 5 ft.,
one target. Hit: 5 (1d8 + 1) bludgeoning damage.
Curates are both healer and protector, usually worshiping one of the dwarves pugnacious, but generally
upright deities.
Dwarf Elite Guard
Medium humanoid (dwarf), any alignment
Armor Class 19 (chain mail, shield)
Hit Points 45 (6d8 + 18)
Speed 25 ft.
STR
17 (+3)
DEX
12 (+1)
CON
16 (+3)
INT
10 (+0)
WIS
11 (+0)
CHA
10 (+0)
Not for resale. Permision granted to print or photocopy this document for personal use only.
Stonecunning. The dwarf is considered proficient in Intelligence (History) for checks related to the origin of
stonework, and it receives a +4 proficiency bonus (instead of its standard +2 bonus) on such checks.
Actions
Multiattack. The dwarf elite guard makes two melee attacks.
Battleaxe. Melee Weapon Attack. +5 to hit, reach 5 ft.,
one target. Hit: 7 (1d8 + 3) slashing damage.
Light Hammer. Melee or Ranged Weapon Attack. +5 to
hit, reach 5 ft. or ranged 20/60 ft., one target. Hit: 5 (1d4
+ 3) bludgeoning damage.
Heavy Crossbow. Ranged Weapon Attack. +3 to hit,
range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage.
Elite guards most often act as royal guards, temple
guardians, or special forces, protecting the dwarves
most treasured people, possessions, and locations.
They often form brotherhoods or elite corps whose
reputations are known far and wide.
Dwarf General
Medium humanoid (dwarf), any alignment
DEX
13 (+1)
CON
16 (+3)
INT
12 (+1)
WIS
11 (+0)
CHA
10 (+0)
Actions
Multiattack. The dwarf general makes two battleaxe attacks. If it is using a shield, it also makes a shield bash
attack.
Battleaxe. Melee Weapon Attack. +6 to hit, reach 5 ft.,
one target. Hit: 8 (1d8 + 4) slashing damage.
Shield Bash. Melee Weapon Attack. +6 to hit, reach 5 ft.,
one target. Hit: 5 (1d4 + 4) bludgeoning damage. If the
target is a Medium or smaller creature, it must succeed
DEX
12 (+1)
CON
14 (+2)
INT
WIS
10 (+0) 11 (+0)
CHA
10 (+0)
Skills Perception +2
Damage Resistances poison
Senses darkvision 60 ft.; passive Perception 12
Languages Common, Dwarvish
Challenge 1/4 (50 xp)
Dwarven Resilience. The dwarf has advantage on saving
throws against poison.
Stonecunning. The dwarf is considered proficient in Intelligence (History) for checks related to the origin of
stonework, and it receives a +4 proficiency bonus (instead of its standard +2 bonus) on such checks.
Actions
Battleaxe. Melee Weapon Attack. +4 to hit, reach 5 ft.,
one target. Hit: 7 (1d10 + 2) slashing damage.
Light Hammer. Melee or Ranged Weapon Attack. +4 to
hit, reach 5 ft. or ranged 20/60 ft., one target. Hit: 4 (1d4
+ 2) bludgeoning damage.
Light Crossbow. Ranged Weapon Attack. +3 to hit, range
80/320 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
Soldiers form the backbone of most dwarven forces,
both foreign and domestic. They are a hard lot, fierce,
stoic, and stubborn.
Dwarf Tunnel Rat
Medium humanoid (dwarf), any alignment
Armor Class 15 (chain shirt)
Not for resale. Permision granted to print or photocopy this document for personal use only.
DEX
14 (+2)
CON
15 (+2)
INT
WIS
10 (+0) 13 (+1)
CHA
9 (-1)
Actions
Multiattack. The dwarf tunnel rat makes two melee attacks.
Battleaxe. Melee Weapon Attack. +3 to hit, reach 5 ft.,
one target. Hit: 6 (1d10 + 1) slashing damage.
Light Hammer. Melee or Ranged Weapon Attack. +3 to
hit, reach 5 ft. or ranged 20/60 ft., one target. Hit: 3 (1d4
+ 1) bludgeoning damage.
Light Crossbow. Ranged Weapon Attack. +4 to hit, range
80/320 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Tunnel rats are specialists, trackers and scouts for the
dwarven armies or, occasionally, spies and agents for
dwarves of higher station. They are perfectly at home
in the deepest tunnels and mines, but also skilled survivalists above ground.
Dwarf Warpriest
Medium humanoid (dwarf), any alignment
DEX
10 (+0)
CON
14 (+2)
INT
11 (+0)
WIS
16 (+3)
Actions
Warhammer. Melee Weapon Attack. +4 to hit, reach 5 ft.,
one target. Hit: 7 (1d10 + 2) bludgeoning damage.
Clerics and priests of all sorts can be found among the
dwarves, but few are as admired and respected as the
warpriest. Masters of tactics, skilled healers, scholars
of warfare, and leaders on the battlefield, they represent
all of the most cherished qualities of the dwarven hero.
Dwarf Yeoman
Medium humanoid (dwarf), any alignment
Armor Class 13 (chain shirt)
Hit Points 11 (2d8 + 2)
Speed 25 ft.
STR
DEX
13 (+1) 10 (+0)
CHA
13 (+1)
CON
13 (+1)
INT
WIS
10 (+0) 11 (+0)
CHA
10 (+0)
Not for resale. Permision granted to print or photocopy this document for personal use only.
Actions
Light Hammer. Melee or Ranged Weapon Attack. +3 to
hit, reach 5 ft. or ranged 20/60 ft., one target. Hit: 3 (1d4
+ 1) bludgeoning damage.
Not for resale. Permision granted to print or photocopy this document for personal use only.