| Mod | Save | ||
|---|---|---|---|
| STR | 23 | +6 | +6 |
| DEX | 12 | +1 | +5 |
| CON | 24 | +7 | +7 |
| Mod | Save | ||
|---|---|---|---|
| INT | 12 | +1 | +1 |
| WIS | 13 | +1 | +5 |
| CHA | 18 | +4 | +4 |
"Bummbbumm" Rage.
- Rage Damage. You deal extra pysical Damage. (+1x[RageLevel]) (RageLevel = Max: 4 | Upgrade: "1 Action" or "deal and receive Damage")
- Damage Resistance. You have Resistance to Bludgeoning, Piercing, and Slashing damage.
- Strength Advantage. You have Advantage on Strength checks and Strength saving throws.
- No Concentration or Spells. You can’t maintain Concentration, and you can’t cast spells.
- Duration. The Rage lasts until the end of your next turn, and it ends early if you have the Incapacitated condition.
Earth Walk. You can move across difficult terrain made of earth or stone without expending extra movement.
Elemental Restoration. If the dao dies outside the Elemental Plane of Earth, its body dissolves into dirt, and it gains a new body in 1d4 days, reviving with all its Hit Points somewhere on the Plane of Earth.
Dwarven Resilience. You have Resistance to Poison damage. You also have Advantage on saving throws you make to avoid or end the Poisoned condition.
Magic Resistance. The dao has Advantage on saving throws against spells and other magical effects.
Flavor. gets headaches from a lot of noise (vulnerably: thunder) | Parents: Dwarf and Dao
Multiattack. 4 Action Points (AP)
Earthen Maul (2AP). Melee Attack Roll: +10, reach 5 ft. Hit: 20 (4d6 + 6) Bludgeoning damage. If the target is a Medium or smaller creature, it has the Prone condition.
Earth Burst (3AP). Ranged Attack Roll: +10, range 60 ft. Hit: 15 (2d8 + 6) Bludgeoning damage. Hit or Miss: Earth explodes from the target’s space, creating the following effect. Dexterity Saving Throw: DC 16, each creature in a 10-foot Emanation originating from and including the target. Failure: 10 (3d6) Thunder damage.
Slam (1AP). Melee Attack Roll: +8, reach 5 ft. Hit: 8 (1d6 + 5) Bludgeoning damage.
Rock Launch (2AP). Ranged Attack Roll: +8, range 30 ft. Hit: 8 (1d6 + 5) Bludgeoning damage. If the target is a Large or smaller creature, it has the Prone condition.
Spellcasting (4AP). The dao casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 16):
At Will: Detect Evil and Good, Detect Magic, Stone Shape, Blade Ward
1/Day Each: Gaseous Form, Invisibility, Move Earth, Passwall, Plane Shift
2/Short Rest: Wall of Stone (no shield while active (-2 AC))
Stonecunning
As a Bonus Action, you gain [Tooltip Not Found] with a range of 60 feet for 10 minutes. You must be on a stone surface or touching a stone surface to use this Tremorsense. The stone can be natural or worked.
You can use this Bonus Action a number of times equal to your Proficiency Bonus (4), and you regain all expended uses when you finish a Long Rest.
Rage
2/Short Rest: You can enter it as a Bonus Action if you aren’t wearing Heavy armor.
Description
Genies of minerals and gemstones, dao embody the resolve of rock. Using innate magic, they move through the earth unimpeded, exploring depths inaccessible to most. Dao delight in the treasures of the earth, whether raw gemstones, jewelry crafted from pure metals, or wondrous fossils. In exchange for such treasures, dao might reveal underground mysteries, such as paths through the Underdark, buried ruins, or whole subterranean realms.
Many dao call the Elemental Plane of Earth home. There, they create cities that glitter with treasure. Among these realms is the labyrinthine expanse called the Great Dismal Delve or the Sevenfold Mazework, which protects the City of Jewels, the Iron Crucible, and the Strait of Magnets.
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