TEXT: 1
  +3
  Strength:
  16
  Score
  bonus
  Dexterity:
  12
  +1
  Constitution:
  14
  +2
  intelligence:
  10
  +0
  wisdom:
  12
  +1
  Charisma:
  10
  +0
  ability scores
  Skills
  Skill
  (Primary ABILITY) 
  TOTAL  
  BONUS
  Acrobatics (Dex)
  +1
  Animal Handling (Wis)
  +1
  Arcana (Int)
  +0
  Athletics (Str)*
  +5
  Deception (Cha)
  +0
  History (Int)*
  +2
  Insight (Wis)*
  +3
  Intimidation (Cha)
  +0
  Investigation (Int)
  +0
  Medicine (Wis)
  +1
  Nature (Int)
  +0
  Perception (Wis)*
  +3
  Performance (Cha)
  +0
  Persuasion (Cha)
  +2
  Religion (Int)*
  +2
  Sleight of Hand (Dex)
  +1
  Stealth (Dex)
  +1
  Survival (Wis)
  +1
  * Trained skill 
  Other proficiencies
  Smith’s tools
  Name:  
  CLASS:  Fighter 
  Background: Apprentice (Smith)
  Race: Dwarf (Solani)
  Nationality:  Solanis Mor
  Church: Mother Church of Coryan 
  Deity:  Illiir
  Level: 1st
  speed:
  30’
  special:
  ______________
  0
  speed
  +5
  saving
  throws
  +1
  +4
  +0
  +1
  +0
  Personality Traits
  As a Solani artisan, I have spent 
  years working the forge to create 
  the “perfect item” to lift the curse 
  from my people. I failed. Now I seek 
  new experiences and sights to 
  inspire me so that I may succeed 
  where so many others have 
  failed. 
  ideals
  You wish to experience the world as a 
  way to perfect your trade.
  bonds
  I owe my former master a great debt. When 
  I return to my home I will have discovered 
  enough knowledge to repay it. 
  flaws
  I will do anything to get my hands on, or witness, new methods of metallurgy
  and forging.
  Proficiency  
  Bonus 
  +2
  Languages
  Udor
  Low Coryani
  High Coryani 
  Altharin
   
  literate?
  Attacks & spell casting
  Attack
  To 
  Hit
  Special/Range
  Damage
  Battle Axe
  +5
  1d8+3 (S)
  Versatile (1d10)
  Passive 
  Perception
  13
  bloodrank
  0
  War Hammer
  +5
  1d8+3 (b)
  20’/60’
  Versatile (1d10)
  Defenses & Health
  ARMOR 
  CLASS
  14
  HIT  
  POINTS
  12
  HIT  
  DICE
  1d10
  current hp
  death saves
  made
  failed
  Temp hp
  Light Crossbow
  +3
  1d8 (p)
   80/320’
  loading, two-handed
  Improved Critical
  Beginning when you choose this archetype at 3rd level, your 
  weapon attacks score a critical hit on a roll of 19 or 20.
  Feats
  Advanced Armor Training (Heavy Armor) Bludgeoning, 
  piercing, and slashing damage that you take from 
  non-magical weapons is reduced by 3.
  
  2
  Size: Dwarves stand between 4 and 5 feet tall and average 150 
  pounds. Your size is Medium.
  Speed: Your base walking speed is 25 feet. Your speed is not 
  reduced by wearing heavy armor.
  Mystical Limitations: You can only gain spells through the 
  cleric or holy champion classes, unless otherwise noted.
  Darkvision: Accustomed to life underground, you have  
  superior vision in dark and dim conditions. You can see in 
  dim light within 60 feet of you as if it were bright light, and in  
  darkness as if it were dim light. You can’t discern color in  
  darkness, only shades of gray
   
  Dwarven Resilience: You have advantage on all saving throws 
  against poison, and have resistance against poison damage.
  Stonecunning: Whenever you make an Intelligence (History) 
  check related to the origin of stonework, you are considered  
  proficient in the History skill and add double your proficiency 
  bonus to the check, instead of your normal proficiency bonus.
  Weight of the Curse: Dwarven souls are barred from the after-
  life and may not be brought back from it. Instead, when dwarves 
  die, their souls are transferred to an artifact they carry on them 
  called a soul shard.
  For you to be returned to life with spells such as revivify or raise 
  dead, your soul shard must remain intact and in contact with 
  your body. If your soul shard is in contact with your dead body, 
  spells that restore hit points, such as cure wounds can restore 
  your hit points. Until you are healed to your hit point maximum, 
  you do not regain consciousness and are effectively dead. When 
  you reach your hit point maximum, you return to life.
  This 
  effect 
  also 
  neutralizes 
  any 
  poisons 
  and 
  cures  
  nonmagical diseases that affected you at the time you died. 
  This effect doesn’t, however, remove magical diseases, curses, 
  or similar effects. If these aren’t first removed, they take effect 
  when you return to life.
  This effect can’t return you to life if you were undead. Coming 
  back from the dead is an ordeal. You take a −4 penalty to all 
  attack rolls, saving throws, and ability checks. Every time you 
  finish a long rest, the penalty is reduced by 1 until it disappears.
  If your soul is not returned to your body within 24 hours of your 
  death, your soul is trapped in your soul shard forever. If your 
  soul shard is destroyed and you die, you may not be returned to 
  life by any means.
  Languages: You lean Low Coryani and Udor and are  
  considered to be fully literate. The Udor language is shared with 
  the giants, a fact obvious to dwarves due to their ancient heritage, 
  but unknown by most humans. you also learn a number of extra 
  languages of your choice equal to your Intelligence modifier.
  Equipment:
  Dungeoneer’s Pack:
  Includes a backpack, a crowbar, a hammer, 10 pitons, 10 torches, 
  a tinderbox, 10 days of rations, and a waterskin. The pack also 
  has 50 feet of hempen rope strapped to the side of it.
  A set of smith’s tools, a set of traveler’s clothes, and a backpack 
  containing a folio with 5 sheets of parchment, an ink pen and a 
  bottle of ink, 20 gp
  Chain Shirt, Battle Axe, War Hammer, Light Crossbow  
  (20 Bolts)
  Fighter Abilities 
  Fighting Style: Great Weapon Fighting
  When you roll a 1 or 2 on a damage die for an attack you make 
  with a melee weapon that you are wielding with two hands, you 
  can reroll the die and must use the new roll, even if the new roll 
  is a 1 or a 2. The weapon must have the two-handed or versatile 
  property for you to gain this benefit.
  Second Wind. On your turn, you can use a bonus action to  
  regain hit points equal to ld10 + your fighter level.
  Once you use this feature, you must finish a short or long rest 
  before you can use it again.
  Action Surge. Starting at 2nd level, you can push yourself be-
  yond your normal limits for a moment. On your turn, you can 
  take one additional action on top of your regular action and a 
  possible bonus action.
  Once you use this feature, you must finish a short or long rest 
  before you can use it again. Starting at 17th level, you can use it 
  twice before a rest, but only once on the same turn.
   
  Dwarf
  Dwarves were once celestial giants, great beings who swore an 
  oath to protect humanity, the children of Illiir. They violated this 
  oath, deposing the Pantheon of Man and commanding the hu-
  mans to worship them as gods instead. As punishment for their 
  transgressions, Illiir cursed these giants. Forever would they 
  stand shorter than humans, forever would they be barred from 
  the afterlife and the cycle of rebirth, and forever would their 
  souls be tied to the Heart Stone that rests in the statue of each 
  enclave’s founder. However, Sarish took pity on the fallen giants 
  and offered them a way to lift the curse. If an enclave manages 
  to craft the “perfect item,” that one enclave’s curse will be lifted.
  Common Dwarf Traits
  Ability Scores Increases: Your Constitution score increases  
  by 2.
  Age: Dwarves mature at the same rate as humans, 
  but are not considered adults until the age of 50. 
  On average, dwarves live about 350 years.
  
  3
  Solani Dwarf
  The dwarves of Solanos Mor have a reputation as some of the 
  most noble and self-sacrificing among the dwarves. These noble 
  beings travel throughout the lands of man protecting, advis-
  ing, and—if need be—sacrificing their lives for humanity. They 
  are easily identified from other dwarves by their immaculately 
  groomed beards.
  Ability Score Increases: Your Wisdom increases by 1.
  Religious Training: Every Solani Dwarf is thought in both the 
  Canticle of the Pantheon and the newer Revelations of Illiir. As 
  such all Solani Dwarfs possess proficiency in Religion. 
  Noble Heart:  You gain advantage on all Wisdom (Insight) skill 
  checks, you also enjoy advantage on all saving throws when 
  directly acting in the honest defense of defenseless humans, 
  gnomes, val, or dark kin.  
  Enclave Specialization: You gain proficiency with smith’s 
  tools. You also have advantage on all ability checks you make 
  with smith’s tools..
  Dwarven Soul Shards
  Some non-dwarven philosophers and scientists (specifically  
  several prominent Altherian Metaminds) point to the  
  resemblance between the psi-crystal and the dwarven soul 
  shard as proof of the dwarf’s latent psionic energy; or at least a  
  subconscious or intuitive understanding of psionic crystal  
  construction.
  These soul shards seem to resonate a weak psionic aura when 
  detected and become harder to crack as the dwarf who is bonded 
  to it advances in age.
  All dwarves are given a soul shard in a solemn ceremony at birth. 
  These soul shards have hit points equal to one-half the dwarf’s 
  hit points and have resistance to slashing, piercing, and blud-
  geoning damage. They are also immune to all cold, disease, fire, 
  poison damage.
  If a dwarf loses his soul shard or has his soul shard shattered, the 
  dwarf becomes vulnerable to necrotic damage until he acquires 
  a new soul shard. The dwarf may obtain another soul shard by 
  traveling to their enclave and simply requesting one.
  They must then spend a week in seclusion attuning themselves 
  to the new soul shard. Should a dwarf die when he is not in  
  possession of a soul shard, or if a soul shard containing their 
  soul is destroyed, they are either lost to oblivion or, in rare cases,  
  become a very dangerous shade. The corpse then becomes  
  susceptible to necromantic energies, a unique situation which 
  delights nefarious necromancers to no end.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Arcanis 5E/Living Arcanis 5E - Introductory Season - Pregenerated Character - Solani Dwarf Fighter.pdf