Dwarven Advancements

Dwarven Trade (360 xp). Your Trade die increases by one step. You can take this advancement multiple times, but its cost doubles each additional time you take it.
Dwarven Resilience (40 xp). A resilience of your choice increases by 2. You can take this advancement multiple times.
Dwarven Weapons (40 xp). You gain competency with a type of axe, hammer, or pick. You can take this advancement multiple times but its cost increases by 20 each additional time you take it.
Dwarven Skills (40 xp). You gain competency with one Trade skill. You can take this advancement multiple times, but its cost is doubled for each additional time you take it.
Built like a Rock (80 xp). You have resistance to falling damage.
Chthonic Psyche (90 xp). You have resistance to psychic damage.
Dark Lungs (90 xp). You are immune to common gaseous poisons.
Efficient Rest (80 xp). When unconscious, you are as aware of your surroundings as you would be while conscious. To dream, you must actively suppress this ability.
Stone Veins (70 xp). You have resistance to poison damage.

Extraordinary Dwarf Advancements

These advancements have prerequisites as described below:
Deep Lungs. You must have the Dark Lungs advancement to take this advancement. You can hold your breath for ten times longer than normal.
Find the Fault. You must be competent with shields and at least five martial weapons to take this advancement. Instead of moving, you can grant yourself advantage on your next attack in the next minute against a specific enemy you can see.
Forgeclad. You must be competent with heavy armor, at least four martial weapons, and have a Grit of at least 34 to take this advancement. Armor you wear has +1 armor.
Glimpse the Rubric. You must have at least seven dwarf advancements to gain this advancement. You can add half your competency bonus (rounded down) to any check you’re not competent in.
Iron Frame. You must have a Grit of at least 30 and have the Built like a Rock trait to take this advancement. You have immunity to falling damage.
Liver of the Great Feast Halls. You must have the Stone Veins trait and have consumed at least four gallons of ale in one sitting at five separate carousals to take this advancement. It takes four times the number of doses of any nonmagical drug or poison to affect you.
Mastercrafts. You must have rolled a natural 20 on a craft skill (with which you have expertise) check to craft a single item worth at least a thousand copper to take this advancement. You gain mastery with the craft skill competency you used to craft the item that qualified you for this advancement and can complete tasks using that craft in half the time.
Mazeproof. You must have at least 34 advancements, at least 20 of which must be dwarf advancements, to gain this advancement. As an action you can determine the shortest possible route to a location of your choice you’ve been to, are familiar with, and is on the same plane of existence as you.
Metrically Inclined. You must be competent in perception (Trade) and at least six craft skills to take this advancement. You can spend one minute observing an item or group of similar items that you can observe clearly to determine one objectively measurable metric such as weight, volume, distance, market value, velocity, etc. to within a 5% margin of error.
Schiltronic Tenacity. You must be competent with shields and have a Grit of at least fifteen to take this advancement. If you are wielding a shield and are adjacent to at least two conscious allies wielding shields, you do not fall unconscious at zero Grit.
Tunnel Fighting. You must have at least seven dwarf or fighter advancements to gain this advancement. You do not take penalties on movement or checks while squeezing. Attacks against you while you’re squeezing do not have advantage.

Dwarven Advancements

Meskellian seanbyram seanbyram