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5th Edition Dungeon & Dragons Hammers of Moradin Reavers of the Weave Shadows of the Mountain Sherpa of the Summit By T.C. Wiegler

Cover Art by H.O. Hephaestus Cosmicspark Wyldraven Thehouseofphotoshop

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Table of Contents Trenchant Runes ...... 13 Hammers of Moradin ...... 4 Quickened Runes ...... 13 Warhammer Throw ...... 4 Shadows of the Mountain ...... 13 Cleric – Guardian Domain ...... 5 Shadow Emissary ...... 14 Domain Spells ...... 5 Bard – College of Warfare ...... 14 Initiate of the Forge ...... 5 Bonus Proficiencies ...... 15 Rumbling Earth ...... 5 Sticks and Stones ...... 15 Channel Divinity: Healing Wave ...... 5 Extra Attack ...... 15 Battle Cry ...... 6 Martial Hymn ...... 15 Divine Strike ...... 6 Monk – Way of the Stone Fist ...... 15 Aura of Stewardship ...... 6 Mountain Ram Fighting Style ...... 16 Fighter – Dwarven Defender ...... 6 Inner Mysticism ...... 16 Stonewall Stance ...... 6 Enduring Earth ...... 16 Shield Specialization ...... 6 Quivering Palm ...... 16 Hold the Line ...... 7 Rogue – Hearthstone Binder ...... 16 Extra Second Wind ...... 7 Spell Casting ...... 17 Battlements on High ...... 7 Uncanny Precision ...... 18 Paladin – Oath of Aegis ...... 7 Battle Magic ...... 18 Tenants of Aegis ...... 7 Spell Finesse ...... 18 Oath Spells ...... 7 Arcane Deflection ...... 18 Channel Divinity ...... 8 Sherpa of the Summit ...... 18 Aura of Geomagnetism ...... 8 Spirit Mount (Bear Cavalry) ...... 19 Extra Channel Divinity ...... 8 Barbarian – Path of the Stone Warrior ...... 19 Soul Forger ...... 8 Shattering Strikes ...... 20 Reavers of the Weave...... 9 Dire Onrush ...... 20 Arcane Conservation ...... 9 Ferocious Fortification ...... 20 Sorcerer – Primordial Bloodline ...... 10 Assiduous Regeneration ...... 20 Primordial Ancestry ...... 10 Druid – Circle of the Adderstone ...... 20 Bloodline Spells ...... 10 Wilderness Armorer ...... 20 Elementally Astute ...... 11 Natural Recovery ...... 20 Primary Upsurge ...... 11 Circle Spells ...... 21 Dynamic Integration ...... 11 Nature’s Insight ...... 21 Warlock – Elder Earth Patron ...... 11 Fang of the Adder ...... 21 Expanded Spell List ...... 11 Earthen Mastery ...... 21 Reverberating Ubiquity ...... 11 Ranger – Mountaineer...... 22 Terrestrial Storm ...... 11 Mastery of the Heights & Depths ...... 22 Earthen Resilience ...... 12 Mountaineer Magic ...... 22 Gaze of Stone ...... 12 Electrifying Strike ...... 22 Wizard – School of Rune Scripture ...... 12 Surefooted Prowess ...... 22 Rune Savant ...... 12 Evasion ...... 22 Rune Magic ...... 12 Persisting Runes ...... 13 Sample file

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Citadel Adbar, Mithral Hall, Citadel Hammers of Moradin Felbarr, constitute the crowning three dwarven kingdoms of the north. These final The Order of Moradin’s Hammers formed in sovereign bastions of dwarven civilization are response to the tumultuously fractured all that’s left of a once mighty empire. They history of Dwarven civilization on Toril. It house and quarter the acting three high became necessary to create an elite forward councils of the Hammers of Moradin. engagement force to take the fight to the enemy. For far too long the Dwarven Lords Each sect’s luminaries meet midmonth in have taken refuge behind the thick walls of the depths of their respective mountains, their expertly built mountain keeps. managing their regional affairs and disputes autonomously. Ever vigilant and tirelessly So was born an elite dwarven military circumspect, the commanding three Hammer order comprised of clerics, fighters, and Lords only officially assemble once per paladins in service of Moradin, the Soul calendar year, and always in concert with the Forger. Contingents may be found in nearly crescent moon of Deepwinter. every dwarven stronghold, drawing corps from the most stouthearted and loyal of clan Optional Feat members. Individual Hammers function as If your DM allows the use of feats, a Hammer of field marshals, battle commanders, Moradin member has the option of taking the expeditionary operatives, and shock troopers. following feat. Always at the vanguard when dwarves go Warhammer Throw to ; Hammers are the first to enter the Prerequisite: Hammer of Moradin Member fray, and the last combatants to depart the field of battle. When cataclysm and Endowed with divine efficacy, a warhammer in catastrophe take physical form, Moradin’s your hand is an extension of yourself and of Moradin’s will. sigil bearers strike terror into the dark hearts of demon lord and ancient wyrm alike.  Warhammers take on the thrown property with a range of 20/60. The order is dedicated to the defense of  A thrown warhammer automatically returns the dwarven faithful and their holdings. Ever to your hand on the same turn on which it vigilant in safeguarding the freedom and was thrown. prosperity of their territories, the Hammers When wielding a Dwarven Thrower: defend against incursions from above and below. They are all which stand between  Long range does not impose disadvantage on middle-mountain and the horrors of the your throws. .  If you have the Extra Attack class feature, you are able to make multiple throws on the same The Hammers of Moradin are not turn. centrally located in any one province, clan hold, or region. They are strategically placed Restriction: Dwarves Only throughout the Dwarven Homelands in an effort to stop threats before they become Only dwarves can choose the Hammers of perilous. These secular forces consist of Moradin Order and access the Guardian individual chapters rather than a singular Domain, Dwarven Defender Archetype, or Samplecentralized theocracy. swear an Oath of Aegis. In thefile world of

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