1. Races

Dwemer

Ability Score Increases:

When the Elven Schism occurred, and the various different subspecies of Aldmer chose regions of Tamriel to make as their home, the Dwemer went a step beyond. They built their homes underground and spanned across nearly all of Tamriel. They even built roadways and infrastructure beneath their cities, beneath the land, spanning from one land mass to another, even connecting between waterways. Not actually short, in comparison to other humanoids of Tamriel, the Dwemer got the name because of early interaction with a sect of Giants who saw them as small in comparison to them.

While not heavily focused on dealing with religion and many forms of magic, the Dwemer put their foundations on technology. They have constructed massive pipeworks and systems of steam-powered machinery. Dabbling in some form of magic, however, they uncovered some great mystery and vanished from the world, perhaps entirely from the Prime Material plane. Nevertheless, their constructions still function in their now desolate cities, a mystery that still baffles people all across Tamriel thousands of years later. Regardless of intent, origin, or purpose, their extensive knowledge grants them a +2 to Int.

The most public face of the Dwemer was the architect and engineering branch of the Dwemer. In fact, most people might even believe this was the only kind of Dwemer that existed. These Dwemer focused on the study of technology and steam power systems throughout their cities. As such, an Architect Dwemer gains a +1 bonus to Wis.

Less known to the world at large, there was a time before the Falmer inhabited Blackreach; the pathways underground between the Dwemer cities. There was a time when the Dwemer lived there, as well. Due to their lives being lived so deep in the world and subject to the dangers of both their experimentations and the natural dangers from the denizens present deep underground, the Blackreach Dwemer gain a +1 bonus to Con.

Languages:

As a Dwemer, you can speak, read, and write, Tamrielic, Aldmeri, Dwemeri, and one other language of your choice that you and your DM agree is appropriate.

Creature Type/Size:

You are a Medium-sized Humanoid.

Darkvision:

Accustomed to twilit forests and the night sky, 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.

Speed:

Your base movement speed is 30 ft, and you have a swimming speed equal to your walking speed.

Trance:

Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

Fey Ancestry:

You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

Keen Senses:

You have proficiency in the Perception skill.

Dwemer Resilience:

You gain resistance to acid damage.

Tool Proficiency:

You gain proficiency with an artisan's tool of your choice.

Architect's Cunning:

Whenever you make an Intelligence (History) check related to the origin of stonework or technology, you are considered proficient in the History skill and add double your proficiency bonus to the check.

Warder's Intuition:

Prerequisite: Architect Dwemer

When you make an Intelligence (Investigation) check or Wisdom (Insight) check, you can roll a d4 and add the number to the ability check.

Blackreach Toughness:

Prerequisite: Blackreach Dwemer

Your hit point maximum is increased by 1 and continues to increase by 1 additional hit point every time you gain a level.

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