Ok so in the campaign world I am creating I am using the Dwarves as a Viking analogue. So trying to craft a more sea based version. Here are my thoughts and I wanted to see what my fellow DM's might think. For traits I don't mention I am leaving them the same as baseline dwarves
Version 2.0
Sea Dwarven Combat Training: battleaxe, handaxe, light hammer, warhammer, great axe, long sword, short Sword (seax Knife), and shields
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
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
Shipshand = replacing stonecunning as that makes no sense for this culture. You have advantage on tying and untying knots regardless of complexity, you are considered proficient with vehicles (sea).
Sea Dwarf Specific:
+1 to strength
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.
Sea Dogs Nose: When attempting understand and predict the weather you are considered and Expert with the Nature skill (Double Proficiency bonus)
Version 1.0
Rower's Resilience = Advantage on constitution saving throws to prevent exhaustion. (Replacing Dwarven Resilience with resistance to and advantage against poison)
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
Shipshand = replacing stonecunning as that makes no sense for this culture. You have advantage on tying and untying knots regardless of complexity, you are considered proficient with vehicles (sea).
Sea Dwarf Specific:
+2 to strength, as Mountain Dwarves got it this seemed reasonable
Sea Raiders Weapons: Long sword, Short Sword (Seax Knife), and Shields
I like Rower's Resilience, although maybe add something more to it, because Dwarven Resilience gets advantage against being poisoned and resistance to poison (a fairly common damage type).
Tool Proficiencies are good, except I don't understand why you put carpenter tools.
Shipshand is almost perfectly balanced with Stonecunning, so nothing to say there.
For the specific traits, I ould say make it a +1 to strength. Mountain Dwarves DO get it, but with a strength and a con boosts your basically stuck with Barbarian, Fighter, and maybe Paladin. And all of those classes have proficiency with the armor it gives. But lowering it to 1 would give you the ability to give a pretty good trait. As for the weapon tuning, you should definitely add a trident and net (they even have advantage tying and untying knots, so that would most likely include making nets!) but you should drop the shield.
First of all, I am adding a single Dwarven Town/City that is on the coast to facilitate trade. Just having a Dwarven fishing village seems to be out of type, and you have gone further to make Dwarven Pirates! That's thinking out of the box.
I would add the Ship's Hand abilities that correspond to climbing and descending the rigging (maybe acrobatics) and having "Sea Legs" that would somehow relate to maintain balance in difficult footing. There should also be a sense for assessing the quality of a wooden structure and the proper methods of rigging a load. There should also be a "nature" ability to assess the quality of a tree for serving as a structural member. Finally, when near the coast, there should be a sixth sense to perceive a change in the weather, for the better or worse, by smelling the air, observing the clouds, feeling the breeze and noting from which direction it approaches.
I'm sure you will want to stay with longsword, but cutlass would be more appropriate. You might even consider pole arms since sailors have fought with whatever was at hand, and bill hooks were an often used weapon in a pinch.
I hope you have a lot of fun with this campaign.
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Cum catapultae proscriptae erunt tum soli proscript catapultas habebunt
Do you have a suggestion for what to add to Rower's resilience?
So looking in Xanathar's the Carpenter's tools would be the ones to use for making items, it lists cabinets and furniture. It has the tools to make planks and the like. I figured it is reasonable that this would be the skill for someone to replace a mast, repair the hull, and the like. I assume you are wondering why I included both this and the woodworker. Woodworker seems to be smaller things like arrow shafts and the more artistic wood carvings. Given the artistic nature of ships prows on viking ships I thought it likely that this would be a common skill.
Fair I think that you are right about the strength bonus, and I get what you mean about nets and trident for a greater sea theme, but that is a bit more of a Mediterranean theme where I am going more Norse, which is the same reason that I have the shield as swords, saxe knives, and shields are common viking weapons. However, looking back at the original dwarf weapons. Hammers aren't viking weapons and the switch out would give me options on the trait here.
Thanks, yeah I love myths and legends and I am horrible at maps, so I am basing my world off of ours to a degree. With the beards and typical booming forthrightness of Dwarves, I thought they made a good fit for my Norse. This is the first one, I plan to also slightly alter the new Exandrian Orcs for my Roman Empire.
Yeah as KafueLechwe pointed out my Rower's Resilience could use a boost. Proficiency with acrobatics seems a good balance.
Hmm I like the idea of a Nature racial trait for these guys relating to weather.
Yeah as with the previous post, I get the idea of adding cutlasses, but that is off from the Vikings I am going for. Also I don't think that there is a cutlass weapon in the game, so I guess for your purpose, just re-skin the long sword. Hmm there is a report of them using glaive like weapons.
If you are going for a Viking vibe and not what I was thinking of as a seafaring environment, then I would stick with the longsword and add the Battle Axe. I suggested cutlass because I was thinking pirate and not Viking.
If you're going Viking I would also give them proficiency with light and medium armor, but not heavy armor. I also figure they would be shield equipped more often than not.
I also like the idea of going Viking instead of pirate because pirates don't have much of a culture. Vikings provide a much better opportunity to create a D&D culture for background stories and such.
I also very much like the thought of creating an Orc culture that emulates the Roman culture of early AD. Wouldn't that be an upside down campaign if the Dwarves in a Viking culture raided Orcs in a highly developed roman culture. Orcs are thought of to be the raiders in D&D lore and the Roman culture would be considered more civilized than a Viking culture, which is also the reverse of the expectations of Orcs and dwarves.
In my current homebrew, I am developing a half-orc culture based on the Plains Indians. They are a horse culture that follows the herds and doesn't believe in "owning land."
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Cum catapultae proscriptae erunt tum soli proscript catapultas habebunt
I had considered it, but most classes can use the spear, also while they typically weren't as a whole I figured it was still ok to leave for all the Thor devotees.
Still a seafaring culture just north seas not the Caribbean. The Orcs are still going to typically be antagonists in the campaign as the PCs are mostly Celts. So they will be seen as invaders. The orcs meanwhile are likely to look down on both the PCs and these Dwarves as barbarians.
Yeah I realize the baseline from Tolkien is that orcs are irredeemably evil, but I think I played too much Skyrim and the orcs there are the barbarians, but they are very militaristic and disciplined. The clan consistently comes first, and when I was thinking of Rome it seemed like these would be the guys that if the founded a city state would likely hone their craft and be all about continual expansion. And if you get orcs out of the initial barbaric stage why wouldn't the develop a high culture especially when the are conquering other cultures and seeing the luxuries that are possible.
The other seafaring cultures of history that come to mind are the English, the Japanese, the Phoenicians and the cultures of the Pacific Islands (Polynesians). In antiquity, the Romans, Greeks, Egyptians and Carthaginians all had sizeable fleets, but not being island nations their armies were given more emphasis than their navies. The Spanish, Dutch and French (and Portuguese & Italians) all had significant navies in the Napoleonic Era but were also never considered seafaring cultures because of the fact they had to place emphasis on land invasion. In a way, the US, which has become the dominant culture on the high seas, is a seafaring culture because we seldom needed to concern ourselves with invasion by land.
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Cum catapultae proscriptae erunt tum soli proscript catapultas habebunt
Ok so in the campaign world I am creating I am using the Dwarves as a Viking analogue. So trying to craft a more sea based version. Here are my thoughts and I wanted to see what my fellow DM's might think. For traits I don't mention I am leaving them the same as baseline dwarves
Version 2.0
Sea Dwarven Combat Training: battleaxe, handaxe, light hammer, warhammer, great axe, long sword, short Sword (seax Knife), and shields
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
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
Shipshand = replacing stonecunning as that makes no sense for this culture. You have advantage on tying and untying knots regardless of complexity, you are considered proficient with vehicles (sea).
Sea Dwarf Specific:
+1 to strength
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.
Sea Dogs Nose: When attempting understand and predict the weather you are considered and Expert with the Nature skill (Double Proficiency bonus)
Version 1.0
Rower's Resilience = Advantage on constitution saving throws to prevent exhaustion. (Replacing Dwarven Resilience with resistance to and advantage against poison)
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
Shipshand = replacing stonecunning as that makes no sense for this culture. You have advantage on tying and untying knots regardless of complexity, you are considered proficient with vehicles (sea).
Sea Dwarf Specific:
+2 to strength, as Mountain Dwarves got it this seemed reasonable
Sea Raiders Weapons: Long sword, Short Sword (Seax Knife), and Shields
I like Rower's Resilience, although maybe add something more to it, because Dwarven Resilience gets advantage against being poisoned and resistance to poison (a fairly common damage type).
Tool Proficiencies are good, except I don't understand why you put carpenter tools.
Shipshand is almost perfectly balanced with Stonecunning, so nothing to say there.
For the specific traits, I ould say make it a +1 to strength. Mountain Dwarves DO get it, but with a strength and a con boosts your basically stuck with Barbarian, Fighter, and maybe Paladin. And all of those classes have proficiency with the armor it gives. But lowering it to 1 would give you the ability to give a pretty good trait. As for the weapon tuning, you should definitely add a trident and net (they even have advantage tying and untying knots, so that would most likely include making nets!) but you should drop the shield.
D&D is a game for nerds... so I guess I'm one :p
First of all, I am adding a single Dwarven Town/City that is on the coast to facilitate trade. Just having a Dwarven fishing village seems to be out of type, and you have gone further to make Dwarven Pirates! That's thinking out of the box.
I would add the Ship's Hand abilities that correspond to climbing and descending the rigging (maybe acrobatics) and having "Sea Legs" that would somehow relate to maintain balance in difficult footing. There should also be a sense for assessing the quality of a wooden structure and the proper methods of rigging a load. There should also be a "nature" ability to assess the quality of a tree for serving as a structural member. Finally, when near the coast, there should be a sixth sense to perceive a change in the weather, for the better or worse, by smelling the air, observing the clouds, feeling the breeze and noting from which direction it approaches.
I'm sure you will want to stay with longsword, but cutlass would be more appropriate. You might even consider pole arms since sailors have fought with whatever was at hand, and bill hooks were an often used weapon in a pinch.
I hope you have a lot of fun with this campaign.
Cum catapultae proscriptae erunt tum soli proscript catapultas habebunt
Do you have a suggestion for what to add to Rower's resilience?
So looking in Xanathar's the Carpenter's tools would be the ones to use for making items, it lists cabinets and furniture. It has the tools to make planks and the like. I figured it is reasonable that this would be the skill for someone to replace a mast, repair the hull, and the like. I assume you are wondering why I included both this and the woodworker. Woodworker seems to be smaller things like arrow shafts and the more artistic wood carvings. Given the artistic nature of ships prows on viking ships I thought it likely that this would be a common skill.
Fair I think that you are right about the strength bonus, and I get what you mean about nets and trident for a greater sea theme, but that is a bit more of a Mediterranean theme where I am going more Norse, which is the same reason that I have the shield as swords, saxe knives, and shields are common viking weapons. However, looking back at the original dwarf weapons. Hammers aren't viking weapons and the switch out would give me options on the trait here.
Thanks, yeah I love myths and legends and I am horrible at maps, so I am basing my world off of ours to a degree. With the beards and typical booming forthrightness of Dwarves, I thought they made a good fit for my Norse. This is the first one, I plan to also slightly alter the new Exandrian Orcs for my Roman Empire.
Yeah as KafueLechwe pointed out my Rower's Resilience could use a boost. Proficiency with acrobatics seems a good balance.
Hmm I like the idea of a Nature racial trait for these guys relating to weather.
Yeah as with the previous post, I get the idea of adding cutlasses, but that is off from the Vikings I am going for. Also I don't think that there is a cutlass weapon in the game, so I guess for your purpose, just re-skin the long sword. Hmm there is a report of them using glaive like weapons.
I would drop Warhammer, Battleaxe, and Great Axe, and replace them with Scimitar (Cutlass), Net, and Trident.
Oh, wait, Vikings not Pirates. I would still drop the Warhammer and replace it with Spear. Vikings were known for using spears, not so much hammers.
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If you are going for a Viking vibe and not what I was thinking of as a seafaring environment, then I would stick with the longsword and add the Battle Axe. I suggested cutlass because I was thinking pirate and not Viking.
If you're going Viking I would also give them proficiency with light and medium armor, but not heavy armor. I also figure they would be shield equipped more often than not.
I also like the idea of going Viking instead of pirate because pirates don't have much of a culture. Vikings provide a much better opportunity to create a D&D culture for background stories and such.
I also very much like the thought of creating an Orc culture that emulates the Roman culture of early AD. Wouldn't that be an upside down campaign if the Dwarves in a Viking culture raided Orcs in a highly developed roman culture. Orcs are thought of to be the raiders in D&D lore and the Roman culture would be considered more civilized than a Viking culture, which is also the reverse of the expectations of Orcs and dwarves.
In my current homebrew, I am developing a half-orc culture based on the Plains Indians. They are a horse culture that follows the herds and doesn't believe in "owning land."
Cum catapultae proscriptae erunt tum soli proscript catapultas habebunt
MusicScout,
You should find yourself a copy of Gaz 14, The Atruaghin Clans. You might find it interesting.
Creating Epic Boons on DDB
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I had considered it, but most classes can use the spear, also while they typically weren't as a whole I figured it was still ok to leave for all the Thor devotees.
Still a seafaring culture just north seas not the Caribbean. The Orcs are still going to typically be antagonists in the campaign as the PCs are mostly Celts. So they will be seen as invaders. The orcs meanwhile are likely to look down on both the PCs and these Dwarves as barbarians.
Yeah I realize the baseline from Tolkien is that orcs are irredeemably evil, but I think I played too much Skyrim and the orcs there are the barbarians, but they are very militaristic and disciplined. The clan consistently comes first, and when I was thinking of Rome it seemed like these would be the guys that if the founded a city state would likely hone their craft and be all about continual expansion. And if you get orcs out of the initial barbaric stage why wouldn't the develop a high culture especially when the are conquering other cultures and seeing the luxuries that are possible.
The other seafaring cultures of history that come to mind are the English, the Japanese, the Phoenicians and the cultures of the Pacific Islands (Polynesians). In antiquity, the Romans, Greeks, Egyptians and Carthaginians all had sizeable fleets, but not being island nations their armies were given more emphasis than their navies. The Spanish, Dutch and French (and Portuguese & Italians) all had significant navies in the Napoleonic Era but were also never considered seafaring cultures because of the fact they had to place emphasis on land invasion. In a way, the US, which has become the dominant culture on the high seas, is a seafaring culture because we seldom needed to concern ourselves with invasion by land.
Cum catapultae proscriptae erunt tum soli proscript catapultas habebunt
Ok all, thanks for the input. I think I am good to go with this build for my viking dwarves.