```metadata title: The Dwaarvsimar description: A dwarf based aasimar with a progression taken from the Grim Hollow Setting tags: '' systems: - 5e renderer: V3 ``` # The Dwaarvsimar Beings with the blood of celestial entities coarsing through their veins are often called aasimar. Sometimes abilities appear in humans spontaneously after many generations, sometimes a direct celestial parent is responsible. For dwarves there is only one celestial family, the Moradinsamman; any dwaarvsimar would be related to the celestial family or the aasimon (angels) that serve them. Credit: Tincho Castañon ## Augmentation and entropy Angels grow in power not through experience and training but through acts of great virtue. Like angels, dwaarvsimar grow into their celestial paragons when they demonstrate angelic virtue. There is a cost to these augmentations: the mortal form, even of a hardy dwarf, cannot conduct such power without side effect. As the dwaarvsimar's power grows, so too does the mortal form succumb to angelic entropy as divine power leaks out uncontrolled. **With every 2 angelic augmentations earned through a great act of virtue, the dwaarvsimar gains one angelic entropy.** Many augmentations are only available with a minimum amount of entropy. While the dwaarvsimar can focus a particular augmentaion and therefore have a choice on the matter, the flaw is gained at random. Examples of possible great acts of virtue that lead to an augmentation could be: • Defeating a powerful force of evil. • Creating a hallowed landmark for pilgrims. • Establishing a lasting parish of worshipers to Moradin. • Sacrificing oneself to protect the weak and unfortunate. • Redeeming a soul that was considered beyond redemption. ### Angelic augmentations The following augmentations can be chosen by the player, requirements are in parenthesis. Upon obtaining their first augmentation, the character gains the creature type *Celestial* in addition to any other types they are. Spells and abilities that affect Celestials of a specific CR have no effect on you. Many augmentations will not manifest unless they are blananced with a sufficient amount of angelic entropy. ##### Free Augmentations #### Angelic wings You have manifested feathered wings. You have a flying speed of 40 feet. You cannot wear armour or clothing that has not been modified to accommodate your wings. #### Beacon of Light You can cast the Light cantrip as a bonus action on your eyes. You can understand and speak Celestial, and when you cast Light you can also make your voice boom dramatically at volumes that rattle windows. #### Paragon of the Moradinsamman Your Charisma score increases by 2 and your Constitution score increases by 1. Dwarves sence a purity in you: in any interaction with dwarves have advantage to Persuarsion and Insight rolls but you have disadvantage to Deception rolls. ##### Augmentations which require 1 angelic entropy #### Divine Retribution (Requirement: 1 entropy) When you or an allied creature you can see within 30 feet takes the attack action, you can use your reaction to imbue them with holy zeal. Immediately after the target completes the attack action, they can make an additional attack as a bonus action. On a hit, the hit target takes an additional 1d8 radiant damage. You may use this feature a number of times equal to your Charisma modifier (minimum of 1). You regain all uses of this feature when you finish a long rest. \page #### Divine Clemency (Requirement: 1 entropy) When you or a creature you can see within 60 feet takes damage, you can use your reaction to cast a spell of 1st level or higher. This spell must target the damaged creature and restore hit points to it. You may use this feature a number of times equal to your Charisma modifier (minimum of 1). You regain all uses of this feature when you finish a long rest. #### Divine Expedition (Requirement: 1 entropy) At the beginning of another creature’s turn, you can use your reaction to move yourself up to your speed or allow an ally that you can see, within 60 feet, to move up to their speed. Movement made this way does not cause attacks of opportunity. You may use this feature a number of times equal to your Charisma modifier (minimum of 1). You regain all uses of this feature when you finish a long rest. ##### Augmentations which require 2 angelic entropy #### Swiftwind's Spirit (Requirement: 2 entropy) Any mount you touch gains angelic wings as long as you are in contact with it. If you are in contact with multiple mounts, only one can banefit from *Swiftwind's Spirit*. The mount gets a flying speed 1.5 times it's movement speed. If you loose contact with the steed, the wings disappear instantly. \column #### Wings of the Protector (Requirement: 2 entropy) Your wings have a formidble width and dexterity. As a reaction when an adjacent ally gets takes damage you can protect them with your wings and take the damage in their stead. Your fly speed increases by 10 feet. #### Radiant Strike (Requirement: 2 entropy) Whenever you hit a target with a melee attack, you deal an additional 1d6 radiant damage to the target. This damage increases to 2d6 if the target is a Fiend, Fey, or Undead. #### Bow of Celestial Judgement (Requirement: 2 entropy) You can use a bonus action to summon a powerful bow made of divine light. The bow is the same as a longbow, except attacks made with it deal radiant damage and have the following features: • The bow does not use ammunition. Instead, when the wielder draws the bowstring, an ethereal arrow of radiant light forms. • Attacks with the bow deal an additional 1d8 radiant damage. Against fiends, fey and undead, the bow deals an additional 2d8 radiant damage instead. • The bow’s radiant form emits bright light in a 5-foot radius and dim light for an additional 5 feet. You can unsummon the bow at any time with the use of an action. If you unwield the bow, it immediately unsummons. \page #### Cleanse Affliction (Requirement: 2 entropy) When you cast a spell that restores hit points to an ally, you can also remove one condition being inflicted on them by a spell or ability. ##### Augmentations which require 3 angelic entropy #### Aura of Holy Purge (Requirement: 3 entropy) You emit an aura of righteous fervour. This aura radiates up to 20 feet from you while you are conscious. When you or an ally within range of your aura hits a hostile creature, they can choose for that hit to be a critical hit instead. Once a creature has benefited from this feature, they cannot benefit from it again until they have completed a long rest. #### Aura of Merciful Blessing (Requirement: 3 entorpy) You emit an aura of invigoration and fortitude. This aura radiates up to 20 feet from you while you are conscious. When you or an ally within range of your aura is reduced to 0 hit points, they are reduced to 1 hit point instead. Once a creature has benefited from this feature, they cannot benefit again until they have completed a long rest. #### Aura of Celestial Valor (Requirement: 3 entropy) You emit an aura of swiftness and bravery. This aura radiates up to 20 feet from you while you are conscious. When you or an ally within range of your aura makes a Dexterity ability check to determine initiative, they can add +5 to the result. In addition, on that creature’s turn they gain advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. Once a creature has benefited from this feature, they cannot benefit again until they have completed a long rest. ### Angelic entropy The following entropy is not chosen by the player, rather 1d6 is rolled by the DM which defines which entropy is gained. If an entropy already exists then reroll. #### Planar Binding (Entropy roll: 1) Your body and soul are bound to the divine plane of Dwarfhome. You have disadvantage on death saving throws as the plane attempts to pull you back to it. If you would be killed, your soul grounds in Dwarfhome and you become an NPC under the DM’s control. Spells and abilities which have an effect on Celestials with a specific CR do affect you now and your native plane is considered Dwarfhome, which floats freely in the Astral. #### Divine Appearance (Entropy roll: 2) Your appearance has radically transformed. Your body radiates a divine glow, while your wings are prominent and powerful appendages that cannot be hidden under a cloack. You can contain this form and present the appearance of the dwarf you once were, but this is taxing and requires concentration. Moments of stress or excitement are likely to reveal your true nature. In the following situations, your true form is revealed: • Concentrating on a spell. • Gaining the unconscious condition. • Entering desecrated ground. • Making a critical hit. • Taking a critical hit. • Seeing a loved one in pain. • Choosing to reveal yourself. In events of extreme emotional or physical stress, a DM may call for a Constitution saving throw with a DC of their choosing to see if you maintain your dwarvish form. Evil humanoid creatures that witness or hear about your true form become instantly hostile to you and are compelled by malice to destroy you, unless the DM decides otherwise. If the creature is scared of you or decides that you are too powerful to fight, it will attempt to harm you or your loved ones in another way, but will NOT give up on destroying you. #### Beacon to Darkness (Entropy roll: 3) You have become a being of noted virtue and divinity. This has made you a target for all that is dark in the world. Whenever you or an ally within 30 feet commits an act of greater evil, such as murdering a helpless innocent, a small amount of darkness attaches itself to you, and you gain 1 corruption point (to a maximum of 5). Whether the act constitutes greater evil is determined by the DM. Whenever you make an attack roll against an evil creature, or make a saving throw against a spell or ability from an evil creature, subtract the number of corruption points you have from the roll. Whenever you complete a long rest, and have prayed for at least 1 hour, you can reduce the number of corruption points you have by 1. #### Pull of the Heavens (Entropy roll: 4) Your new native plane of Dwarfhome attempts to draw you to it, laying claim to your form. Whenever you roll a natural 1 for a saving throw against a magical spell or ability, you take 1d6 force damage per 2 class levels in addition to any other damage or effects you would suffer, as your native plane attempts to unbind you from the material plane. For example, a 6th level Fighter would take 3d6 force damage. This damage ignores resistances and immunities. \page #### Rage of Justice (Entropy roll: 5) Righteous indignation fuels your wrath and your sensibilities are offended by even the slightest semblance of evil. When the weak are preyed upon by the strong, where plots are hatched in the shadows to lay the common folk low, you cannot turn away. A DM may call for a Constitution saving throw with a DC of their choosing when you witness something that would draws your ire. On a fail you cannot resist getting violently involved and must physically intrude in some manner. #### Weight of Mount Celestia (Entropy roll: 6) Being torn between realms of existance is lonely even when surrounded by freinds. Being a bastion of good thrown so often into battle against evil can hollow out even the strongest spirits. When you miss an attack or fail a saving throw, your meloncholy is palpable to your allies and tears at the very fabric of their psyche. All allies are affected as if the Slow spell had been cast on them until the end of your turn unless they save vs your Augemantion Save DC. \column ## Credits This racial template was almost entirely stolen from the excellent *Grim Hollow: The Campaign Guide 5e* by Ghostfire Gaming. Slight changes have been made for dwarven flavour and a different progression to suite the Forgotten Realms setting by @Frak_Lou_Elmo. Please visit http://gaximplague.obsidianportal.com to follow the campaign! Template created using The Homebrewery: http://homebrewery.naturalcrit.com
3