User:Guy/Splat/Lineages/Vergar

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A man of exceptionally stout build and long beard studies you from a distance, his expression neutral as one hand rests upon the pickaxe at his well-armored hip.

Requirement. You must start with Constitution 11 or higher to make a protag of this lineage.
Size. A vergar typically stands between 4 and 5 feet (or 120 to 150 cm) and weighs around 150 pounds (or 70 kg). Your size is Medium.
Speed. Your walking speed is 25 feet. Your speed is never reduced from any armor you wear
Darkvision. Well-adapted to life underground, you can see to a limited extent even in absolute darkness. 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.
Vergan Resilience. You have advantage on any Constitution saving throw against any nonmagical effect.
Grounded. While standing on solid ground, you have advantage on any Strength check and save to avoid being moved.
Vergan Legacy. You are proficient in your choice of smith's tools, mason's tools, gemwright's tools, prospector's tools, brewer's tools, the flute, or the harp. Alternatively, add Draconic to the languages you know.
Stonecunning. You have advantage on any ability check made to identify or recall lore regarding stonework or determine its origin.
Languages. You can read, write, and speak Common and one language of your choice from Draconic, Goblin, Jotun, and Undercommon. A vergar traditionally speaks Common but the language of their clan's greatest enemy is also taught and used.
Starting Gear. You start with the following gear, in addition to any you otherwise have: a handaxe or mattock, and any tool or musical instrument you're proficient with due to Vergan Legacy.
Heritage. Choose one heritage from Dwarven Digger or Verguard. Alternatively, you can instead choose from any folk heritage or hyrbrid heritage.

Vergar, or "dwarves," are wide-bodied human-like creatures who traditionally work underground. They are known for their vast and efficient mines, their excellent craftsmanship, and their proud warrior culture, all of which hail from hardy mountain citadels.
Stout Folk. Vergar closely resemble humans in all their varied shapes and shades, but tend to be much shorter and wider in frame. This shape seems to naturally augment the mining tunnels for which they are so well known. Most vergar wear long and thick hair in plain styles, and men often pride themselves on facial hair that dwarfs the amount most human men can grow. Regal vergar sometimes show their wealth with clan-fashioned jewels in their hair, and most found outside their homeland take to wearing armor as casual attire.
Invincible Mining Citadels. Each vergar clan traditionally live in well-defended, tightly-knit fortresses built into valleys, hills, or—preferrably—mountains. Each fortress is typically built upon large vein ores, which the clan dutifully mines for decades or centuries until it is depleted. The ores are fashioned into all manner of impressive goods, so impressive that "dwarven" weapons and armor are assumed by other folk to be high quality. This is just as good for vergar, as selling these wares to others is the primary means of acquiring enough food for their tightly-knit underground citadels. Vergar and humans have close relations largely for this reason; for millenia, many humans traded their food to vergar in exchange for high-quality crafted goods. In times of strife, vergar have little choice but to feast on underground lichen or other less appetizing fare from the underdark.
Tradition and Pride. Most vergar exhibit a strong bond to their particular clan. It's not uncommon for a vergar to be born in an underground citadel, spend their entire life mining or working within it, and care little for anything beyond their home or their clan.
Legendary Guardians. The tools vergar use for work are often also the arms used for battle. Pickaxes and warhammers are wielded the expertly-fashioned stone statues of vergan heroes of ages past. Legends tell of such heroes defending their home by felling dragons, giants, porc hordes, and countless other seemingly immortal monsters with nothing more than solid stone and enduring grit. Even today vergar are prized among other cultures as dutiful guardians and sentries who can be trusted to do the job right, and—if needed—to the end.
Subterranean Progenitors. Vergar have an ancient, mysterious origin. Their well-defended underground citadels are a tradition borne from an ancient time of war between giants and dragons, some say predating the dawn of most other folk. So long is their history that many believe all of the sprawling, cavernous labyrinths of underdark were created from ancient vergan clans that mined veins to the last ore before moving on—and in many cases these caves outlasted even their seemingly eternal citadels.
Vergan Adventures. Most vergar who do live their citadels do so as traders, adventurers, or some combination thereof, and usually work alongside humans, hobbits, or similar folk. Many seek foods or tools from other lands to send back to the mineral-rich but comfort-poor citadels from which they originate. The martial legacy and resilient attitudes shared by most vergar adapt readily to the hard and risky live of adventuring. After all, who could be better suited to venture into the underdark than its creator?

Dwarven Digger

As a digger, you carry on the honorable legacy of being at the forefront of new tunnels and construction for vergan citadels. You were likely trained for this role from a young age. While some vergar mine, and some animals burrow, you dig—and while you're at it, you smash through any monsters that would threaten the mine's progress.

Dwarven Dig. While wielding a shovel or a mattock in two hands, as an action you can burrow up to 5 feet through sand, earth, mud, or ice—but not solid rock. You can move into the hole you created as part of this action without expending movement. Any hole you dig this way that is more than 5 feet below the surface collapses once you are not occupying the same space as it.
Stone Slasher. Whenever you use a melee attack to deal damage to an object made mostly of stone or earth (but not metal), your damage roll is maximized.
Burrowsense. You can detect the presence of any creature burrowing or digging within 10 feet of you, so long as you are in contact with the same ground as it. Whenever any creature burrows out of the ground within your reach, you can use your reaction to make one melee weapon attack or unarmed strike against that creature.

Verguard

As a verguard, you carry on the honorable legacy of fighting at the edges of vergan citadels, possibly carrying the same legendary weapons that laid waste in the time of dragons and giants. You likely grew up alongside warriors who repelled bandits and army hordes from entry to your clan's tunnels, or at least trained under them. Exciting as that might seem, chances aren't low that you've spent countless days standing guard somewhere or another...

Forced Halt. Even a giant can't overtake you. When a creature within 5 feet of you hits you with a melee attack or a successful shove, you can use your reaction to reduce that creature's speed to 0 until the start of its next turn. A creature which can't be grappled isn't affected. Once you use this reaction, you must finish a rest before you can do so again.
Built Like a Wall. You have advantage on any ability check and saving throw to prevent a creature from moving through your space.
Ancestral Arms. You are proficient with the warhammer and warpick weapons. The shovel and mattock weapons each gain the light property while you wield them.
Sentry's Senses. You are proficient in the Perception skill.
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