Base Class: Sorcerer
Being exposed to a magical experiment at a young age, you have been altered to embody the look and traits of dwarfs
Dwarific Influance
At 1st level, your Dwarific influence alters your DNA.
| dwarf | Damage Type |
|---|---|
|
Green |
Poison |
You can speak, read, and write Dwarf. Additionally, whenever you make a Charisma check when interacting with Dwarfs, your proficiency bonus is doubled if it applies to the check.
**** Dwarific Resilience
As magic flows through your body, it causes physical traits Dwarfs overtakes your original biology. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
Additionally, you gain the physical appearance of a dwarf. ****When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier.****
Earthen Affinity
Starting at 6th level, when you cast a spell that affects the earth in any way, you can add your constitution to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain resistance to poison damage for 1 hour.
Giant Strides
At 14th level, you gain the ability to grow to the size of a giant, tripling your current walking speed. You can do this as a bonus action on your turn. This affect lasts until you dismiss it as a bonus action on your turn.
You can’t enlarge your size while wearing armor unless the armor is made to accommodate the change, and clothing not made to accommodate your new size might be destroyed.
Draconic Presence - נגיע לזה אם זה יהיה רלוונטי
Beginning at 18th level, you can channel the dread presence of your dragon ancestor, causing those around you to become awestruck or frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.
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