Notes about making your character for Dungeons & Dobbers
The Dobberton capitol city is full, busy and the center of commerce in the region. Depending on your class, you may have trained at a school there. Of course, apprenticeships can happen anywhere a master is willing to teach. There are several small villages around the capitol that are within the kingdom boundaries. Our campaign will begin in one of those villages, Oak Den.
Physique: Dobbers are small creatures. They are often described as three apples tall, though in truth, they are taller. They range between 14 inches and 2 feet tall, though 2 feet tall would be extremely rare. Around 18″ is the most common. They are often stocky, built with a sturdy frame, and large hands and feet. Their most famous features are probably their overly large, round nose and equally large ears. Their small size is perfect for their home in forest and though they are equally matched with many other creatures there, they are not known for their strength. They are known for their intelligence, wisdom and ingenuity. They are peace loving and hard working. Most prefer working with their hands, spending their time farming, building or crafting.
Age: Dobbers reach adulthood in their late teens and live less than a century.
Alignment: Dobbers tend toward good alignments, however all alignments are found in the Dobber population. The best and the worst are found among them.
Languages: You can speak, read, and write Common and one extra Language of your choice. Dobbers typically learn the languages of other peoples they deal with, including obscure dialects.
The primary race. If you choose to play a common Dobber you will be from the Dobberton Kingdom.
Ability Score Adjustment: Their Strength and Constitution Ability Scores are each reduced by one. Dobbers may add one to both Charisma and Intelligence.
Speed: Base speed is 20 feet.
Bonus Proficiency, Gifted Learner: Common Dobbers are curious and gifted with learning new things. Common Dobbers may take two bonus Skill Proficiencies.
Ability Score Adjustment: Strength and Constitution Ability Scores are each reduced by one. Your Dexterity score increases by 2.
Alignment: Sylvan Dobbers are reclusive and very set in their ways. They are often seen as stubborn and that can make them seem unreasonable at times. They are usually good, many are chaotic, but all alignments can be found among the Sylvan Dobbers.
Size: Sylvan Dobbers are often more slender than the Common Dobbers. They are of a similar height, but on average are a couple of inches shorter. Their ears, while as large as their cousins, come to a point at the top.
Speed: Base speed is 25 feet.
Bonus Proficiency, Keen Senses: Sylvan Dobbers have proficiency in the Perception skill.
Stubborn: Sylvan Dobbers have advantage on saving throws against being Charmed, and magic that would be used to influence their decision making ability.
Treetop Navigation: Sylvan Dobbers have a unique relationship with the forest. When they take to the trees they have an uncanny ability to move and can always find their way.
– Your can’t become lost except by magical means.
– If you are traveling alone, you can move stealthily at a normal pace.
– You can hide while in the trees, even when in full light
Ability Score Adjustment: Strength Ability Score is reduced by one. Terrin Dobbers may add one to either Wisdom or Intelligence.
Alignment: Most Terrin Dobbers are lawful, believing firmly in the benefits of a well-ordered society. They tend toward good as well, with a strong sense of Fair Play and a belief that everyone deserves to share in the benefits of a just order.
Size: Terrin Dobbers are stockiest of the three Dobber races. Their ears have uniquely square shape.
Speed: Your base speed is 20 feet. Your speed is not reduced when traveling over difficult Terrain while on the ground. Unlike the other Dobber races, they do not like being in the trees. The trunk and roots are the important parts of a tree.
Limited Darkvision: Terrin Dobbers work the earth digging, and mining for ors and particularly rare root types. Having spent so much time underground, they can see in the dark better than most other dobbers. They can see in dim light within 30 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.
Resilience: Terrin Dobbers have advantage on saving throws against poison, and you have Resistance against poison damage.
Bonus Proficiency, Insightful: Terrin Dobbers have the bonus proficiency of Insight. Lying to a Terrin Dobber is never a good idea.
Woodcunning: You have Advantage when making an Intelligence (History) check related to the origin of trees or wooden structures. After spending generations digging in and around trees and their root systems, you know them better than anyone else.
Ability Score Adjustment: Wisdom and Intelligence Ability Scores are reduced by one.
Alignment: Most Rats are chaotic. Within their culture they lean toward evil, striving to expand their territory, influence and power. They take what they want, often by force. They have little regard for safety, both for themselves and those around them.
Size: Full grown rats are typically taller than Dobbers. They have a lanky, wiry build with arms and legs that seem long for their torso.
Speed: Base speed is 25 feet.
Bonus Attack: As a Bonus Action you can make a bite attack. It is a strength attack. It does 1d4 damage plus your Strength adjustment.
Bonus Proficiency, Fierce: Rats may take a bonus Skill Proficiency of Intimidation.
Ability Score Adjustment: Strength is reduced by one. Constitution is reduced by two. Intelligence Ability Score is increased by one.
Alignment: Often goblins often true neutral or lawful evil. They are calculating and rarely chaotic. They look out for themselves and will manipulate any situation to ensure they come out on top.
Size: Goblins vary greatly in size. Some are large, towering over 2 feet and others are small, barely cresting a foot tall. Some are skinny, others are fat. Though they come in all shapes and sizes, they have a weak constitution and at times, seem to be prone to sickness.
Speed: Base speed is 20 feet.
Bonus Proficiency: Goblins may take a bonus Skill Proficiency of Deception.
Darkvision: Goblins spend almost all of their life in caves and 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.
Fighter – Maybe you’re training to be in the Kingdom guard. Maybe you’re just a tough guy, trained to fight by a friend or family member.
Bard – Dobberton is famous for celebrations and festivals for every season and important date in history. Entertainers are in high demand. The Queen wants to keep the people happy.
Rogue – It’s illegal to steal in Dobberton. There is no thieves guild… that’s just made thieves all the more careful.
Wizard – The use of magic is discouraged within the Kingdom limits, though not expressly illegal. You keep your magic a closely guarded secret.
Druid – A life of solitude in the forest guides a Druid. They use their magic to protect, commune with and recently, heal their home.
Ranger – Your backstory would start outside of the city, either a Sylvan Dobber or for some reason trained by them.
Order of the Blue Star (Paladin) – Every little dobber dreams of growing up to be one of the Kings personal guards and wearing the Blue Star. All of the best heroes from the best stories were in the wore the blue star. The last king, Quillon (Father to the current king) was famously a Blue Star knight before he became king.
Cleric – They are uncommon, keeping their training and skills secret to the common dobber. They serve the King and the Order of the Blue Star directly.
Barbarian – The fiercest of the Rat warriors. Feared by most Dobbers.