Homebrew
Medium Mountain Dwarf, Miner/leader, Lawful Neutral
Dorn Earthenhammer is a stout dwarf with a long beard. Raised around his clans mine he took to swinging a pickaxe young. Soon he began the excavation of his own mines. With the opening of multiple mines, he now is heir to the Earthenhammer clan. He is not the sharpest pick in the mine, but he will be the last swinging by the end of the day.
Love of the Clan, Loyalty to Friends and Ale.
The Earthenhammer Clan, Mining, Gold, Ale.
Greed, Drunk, acts before thinking.
Mines, Quarries, Mountains, Underground.
Dwarven Resilience. You have advantage on saving throws against poison, and you 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.
Tough Labourer. Dorn does not gain exhaustion from marching long distances at speed, carrying excessively heavy loads, or physical labor for long periods.
Armor of Dwarvish Make. Dorns plate armor is crafted by the runesmiths of the dwarvish clans. It resists fire and cold damage.
Spellguard shield. While holding this shield, Dorn has advantage on saving throws against spells and other magical effects, and spell attacks have disadvantage against you.
War Pick. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Comet Smasher. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7(1d6 +4) bludgeoning damage and 7 (2d6) necrotic damage.
Spell guard Shield Bash. Constitution saving throw (DC 16). Target: one creature. Failure, the target is stunned until the end of their next turn. Success, The target is immune to shield bash for 1 minute. (DC 18) if the target creature has cast a spell within the last round.
Taunting call. Dorn Earthenhammer goads a creature into attacking him. The creature must be able to understand a langauge and no more than 40 ft. away. it must make a DC 15 wisdom saving throw. on a failure the target must attempt to inflict damage on Dorn Earthenhammer during their next turn. On a success they are mildly annoyed with him.
Spell-Guard Shield. When a creature Dorn can see hits an ally within 10 feet with an melee or ranged attack, Dorn can use his reaction to move next to his ally and reduce the damage the ally takes by 2d10 + 3 (to a minimum of 0 damage). Dorn must be wielding a shield to use this reaction.