Je continue les comparaisons (même si celle-ci est beaucoup moins directe)
Hill Dwarf 5.0
16 (Sag), 16 (Con), 13, 12, 10, 8
Age. Dwarves mature at the same rate as humans, but they’re considered young until they reach the age of 50. On average, they live about 350 years.
Size. Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium.
Speed. Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor.
Darkvision. Accustomed to life underground, 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.
Dwarven Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage.
Dwarven Combat Training. You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.
Dwarven Toughness. Your hit-point maximum increases by 1, and it increases by 1 every time you gain a level.
Tool Proficiency. You gain proficiency with the artisan’s tools of your choice: smith’s tools, brewer’s supplies, or mason’s tools.
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
Languages. You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak.
Fireforge Dwarf KP
16 (Sag), 15 (Con), 13, 12, 10, 8.
Age. Dwarves mature at the same rate as humans, but most consider themselves young until they reach the age of 50. On average, they live about 350 years.
Size. Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium.
Speed.Your base walking speed is 25 feet.
Night Vision. You have superior vision in naturally 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.
Dwarven Resilience. You have advantage on saves against becoming poisoned, and you are resistant to poison damage.
Dwarven Toughness. Your hit-point maximum increases by 1, and it increases by 1 every time you gain a level.
Expert Artisan. You gain Proficiency with glassblower’s tools or smith’s tools. Choose one of those tools. Your PB is doubled for any ability check you make that uses the chosen tool.
Forgecraft. You are resistant to fire damage.
Friend to Elementals. You can speak, read, and write Ignan in addition to your chosen languages.
Reforge. Your people have a deep connection with elemental fire and have collectively learned how to repair forged items with a touch. You know the mending cantrip, and you can cast it as an action. However, you can use this trait to repair objects made only of metal, such as reconnecting two halves of a broken sword.
Languages. You know Common and one additional language of your choice. Typical creatures of this heritage choose Dwarvish.
Il faut voir a "combien" on valorise la résistance aux dégâts de feu (courants des le deuxième
tiers of play) mais j'aurais tendance a trouver la proposition KP un peu en dessous en terme d'efficacité pure (mais beaucoup plus cool au niveau de l’esthétique).