Twenty Dwarven Quirks, Completed

Finally finished my list of twenty. Enjoy!

QUIRKS

Dwarves are known to possess a number of foibles, vices, and other eccentricities. During character creation, a player can select one of the following in exchange for +1 increase to one ability of his or her choice. Likewise, a DM using can instead ask a player to roll d20 to choose one at random.

Attached: You have an intense bond with another member of your party, to the point where you have difficulty functioning without them. Except on attack rolls, you do not add your proficiency bonus unless in the presence of a chosen player character.

Bloodied: You prefer to keep your blood inside your body and become faint at the site of it. When reduced to less than half of your maximum hit points, you begin making death savings throws. Rather than dying, you become incapacitated if you after three failures.

Clumsy: The gods definitely hate you. You fall prone whenever you roll a 1 on a skill check, regardless of what the activity entails. Also, when you roll a 1 on an attack roll, you make an attack roll with disadvantage to attack yourself.

Dim-sight: Your beady eyes provide poor vision in dark conditions. You have normal vision and you have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in darkness or shadows.

Disoriented: You feel as if you are going to fall into the sky whenever you don’t have a ceiling above your head. You have disadvantage on Dexterity (Acrobatics) checks and on saving throws or skill checks against being knocked prone when above ground.

Dour: You are as sunny as a hole in the ground. You can never benefit from Inspiration. If your DM tries to award you Inspiration, the player sitting to your right receives it instead.

Feisty: You never back down, especially from a fight. You can’t take the Withdraw or Dodge action.

Gentle Stomach: You lack your race’s renowned tolerance to toxins. You have disadvantage on saving throws against poison, and you are vulnerable against poison damage.

Glutton: You are only at your peak when your voracious appetite is sated. You must eat a meal or a days’ worth of trail rations in order to gain the benefits of a short or long rest. You also have disadvantage on saving throws checks if you go more than 4 hours without eating.

Gold-sick: You love gold and are deeply distracted when part from it. You must keep a separate supply of gold and have disadvantage on ability checks and skill checks if you lose possession of it or go a full day without counting it.

Grounded: Gravity seems to pull you closer to the ground. Your base walking speed is 20 feet and you have disadvantage on Strength (Athletic) checks to climb and jump.

Meek: You lack any kind of warrior spirit. You do not gain weapon proficiencies from your race or class and suffer a -1 penalty to AC.

Slumberer: You sleep like a stone. You must take damage before waking up and disadvantage on saving throws against sleep. You also suffer from exhaustion if you do not gain at least 10 hours of sleep.

Spell Allergy: You take to magic like stink on an orc. You have disadvantage on all Intelligence, Wisdom, and Charisma saving throws against magic.

Squat: You are stocky, even for a dwarf. Your size is Small.

Stubby Fingers: Your digits end one knuckle sooner and are the size of sausages, making manipulating even simple tools quite difficult. You do not gain tool proficiencies from your race or background and have disadvantage on all Dexterity-based checks based on manual dexterity. 

Tangle-beard: Your long, gnarly beard is always catching on things and makes it especially difficult to run. You can’t take the Dash action and have disadvantage on skill checks and saving throws against becoming grappled and restrained. Also, your beard is nearly impossible to shave off, dulling any sharp object used to cut it.

Tin Ear: You constantly hear the ring of hammer on anvil or picks on stone, making it difficult to hear much of anything else. You have disadvantage on Wisdom (Perception) checks that rely on hearing and on initiative rolls.

Unintelligible: It’s not that you can’t speak Common, it’s that no one can understand what passes for your “accent.” You can only communicate clearly while speaking Dwarvish and have disadvantage on all Charisma-based checks when not speaking Dwarvish.

Water Aversion: Water is for the elves. You have disadvantage on Strength (Athletic) checks to swim. You also become terribly sea sick, and suffer from exhaustion while on a boat.

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