DWARF (Doo-warv)

The children were born in the mythical era, from the stone of the earth, by Ergo the Soul Forger, the Prime Divinity of the Dwarves. They are known to appear as stout, stubborn and stocky folk, noteworthy for their great works and craftsmanship, deep and loyal ties to their family and an inherent sense of honour and pride. Characterised by their rigid caste system and highly skilled craftsmanship.
As long as the records have existed the dwarves have always been the self-proclaimed rulers of the mountains. As a culture, they are extremely distrusting of outsiders, and so their history is not widely known. That being said, the most important events relating to them are the unification of the clans and the war against the Deep Elves. They were not always a unified Empire, during the ages past, the clans rebelled against the great Tetrarch, waging war against one another. The head of the Clan Magroku, Baltharion the Strong, led his warriors against the other clans during this war. Instead of claiming the throne for himself, he allowed the Emperor to maintain his position, declaring himself the realms acting Shogun, ruling in the Emperor's need. Over the course of Dwarven history, the position of the Shogun has changed between the clans as more wars were waged.
Their isolated kingdom rested within the mountains of central Lorthal, the open lands and valleys surrounding it and across the subterranean earth of the Underworld. They were forged from the spark of Ergo's own diamond heart, and thus stone was rendered to flesh to house one of his greatest creations, the soul and the body. They joined their great ancestor spirit to defeat the great Primordial Titans in the Divine Era, and Linnorm Wyrms of the world after the fall of the draconic empire. Ergo took the essences of fire, air, water and earth, in order to give purity to the world, and gifted them to his children in order to master how to create great marvels and weapons to fight against these horrible apocalyptic foes; and for a time they succeeded, and banished them into the beyond, of the Elemental Chaos and the four Elemental Planes.   The Four Elements were forces of nature in which they gained control over, but the forge god also denied them the fifth element, Aether, said to be the most powerful force of the world. The Four Elements were said to be the keys to unlocking great potential and power beyond the physical demands of the world, and rather the spiritual - much like how wonderful or harmful we can be for one another, directing positive and negative energy in the natural course of the world. By mastering all four elements, it is said that one can achieve the final and Fifth Element - symbolising the psychological and emotional qualities we have to adopt in order to develop our understanding of life. The fifth element is said to emerge in your conscious mind and automatically takes control of any situation.   Paled-skin from dwelling deep within the dark underground for so long, until summoned to the surface to do battle against the Dark Diabolicals of the Divine War. They have sought to master and discover the lost elements of the world, to become the Paragons of Earth, Air, Water and Fire. Most of their kindred hail from the industrious kingdom known as the Alloyar Shaperate, where dwarves are raised to become legends.
Dwarves do not tend to worship any other gods other than their creator, and even then, they instead worship him as their great ancestor. They believe that they live on in the afterlife so long as they are not forgotten by their ancestors. Because of this belief, almost every dwarf is aware of all their ancestors and the ways in which they are related. Their strict worship of their ancestors has caused their society to develop an intense desire to maintain an honourable family name. Shame caused by a family member can last generations and it is extremely difficult to wash away.   To work with water, learn to understand how water works as it takes on different mutations and forms. Essential for the purpose of self-development.   To work with earth, the bringer of life, and the child; the child being symbolic of the creation you manifest through thoughts and actions. Also, in relation to the body, if you do not look after yourself, are unfit or unhealthy, you become more difficult to build other energies created from the three other elements. The Ordeal of Earth relates to the physical world, worries that hold you back, tasks and events that are weighing you down or obstructing your path.  

RACIAL SKILLS, ABILITIES & FEATURES

 
  • Ability Score Increase. Your Constitution score increases by +2.
  • 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.
  • Alignment. Most dwarves 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. 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 armour.
  • 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 colour in darkness, only shades of grey.
  • 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.
  • Tool Proficiency. You gain proficiency with one of 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.

SUBRACES


Hill Dwarf

  • Ability Score Increase. Your Wisdom score increases by +1.
  • Dwarven Toughness. Your hit points maximum increases by +1, and it increases by +1 every time you gain a level.
 

Mountain Dwarf

 
  • Ability Score Increase. Your Strength score increases by +2.
  • Dwarven Armour Training. You have proficiency with light and medium armour.
   

Duergar (Gray Dwarf)

 
  • Ability Score Increase. Your Strength score increases by 1.
  • Superior Darkvision. You can see in dim light within 120 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.
  • Duergar Resilience. You have advantage on saving throws against illusions and against being charmed or paralyzed.
  • Duergar Magic. When you reach 3rd level, you can cast the Enlarge/Reduce spell on yourself once with this trait, using only the spell's enlarge option. When you reach 5th level, you can cast the Invisibility spell on yourself once with this trait. You don't need material components for either spell, and you can't cast them while you're in direct sunlight, although sunlight has no effect on them once cast. You regain the ability to cast these spells with this trait when you finish a long rest. Intelligence is your spellcasting ability for these spells.
  • Sunlight Sensitivity. You have disadvantage on Attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

DWARF HEIGHT AND WEIGHT TABLE

GENDER BASE HEIGHT HEIGHT MODIFIER HEIGHT RANGE AVERAGE HEIGHT
MALE (HILL) 3'8'' (MOUNTAIN) 4'0'' (DUERGAR) 3'8'' +(2D4) (HILL) 3'10''-4'4'' (MOUNTAIN) 4'2''-4'8'' (DUERGAR) 3'11''-4'5'' (HILL) 4'1'' (MOUNTAIN) 4'5'' (DUERGAR) 4'3''
FEMALE (HILL) 3'7'' (MOUNTAIN) 3'11'' (DUERGAR) 3'7'' +(2D4) (HILL) 2'9''-4'3'' (MOUNTAIN) 4'1''-4'7'' (DUERGAR) 3'10''-4'4'' (HILL) 4'0'' (MOUNTAIN) 4'4'' (DUERGAR) 4'2''
GENDER BASE WEIGHT WEIGHT MODIFIER WEIGHT RANGE AVERAGE WEIGHT
MALE (HILL) 115 lbs (MOUNTAIN) 130 lbs (DUERGAR) 120 lbs x(2D6) (HILL) 119-211 lbs (MOUNTAIN) 134-226 lbs (DUERGAR) 124-216 lbs (HILL) 150 lbs (MOUNTAIN) 165 lbs (DUERGAR) 160 lbs
FEMALE (HILL) 110 lbs (MOUNTAIN) 125 lbs (DUERGAR) 115 lbs x(2D6) (HILL) 114-207 lbs (MOUNTAIN) 129-222 lbs (DUERGAR) 119-212 lbs (HILL) 146 lbs (MOUNTAIN) 161 lbs (DUERGAR) 156 lb
 
  1. Roll the listed height modifier dice (+2d4) and add that to the total of the race's base height (for Male or Female).
  2. Now, multiply your height modifier roll (+2d4) by your weight modifier (x2d6) roll and add that total to your race's base weight.

DWARF GENERAL INFORMTION

PATRON DEITY ERGO
HOMELAND Prime Material Plane, Underdark
LIFE CYCLE Any
DIET Omnivore
LANGUAGES Common, Dwarvish, Primordial
VISION Darkvision (60 feet), Superior Darkvision* (120 feet - Duergar)
SUBRACES Hill - Mountain - Duergar
 

DWARF APPEARANCE

HAIR COLOUR(s) Black, Brown, Blonde, Red, White, Silver - Black, Brown, Blonde, Red - Bald/ Red, White, Silver
EYE COLOUR(s) Brown, Blue, Green or Hazel - Green, Hazel or Silver-Blue - Black, Yellow, Red
SKIN COLOUR(s) Pale to dark brown - Fair - Ash Grey, Violet to Deep PurpleĀ 
AVERAGE HEIGHT 4-5 ft (1.2-1.5m)
AVERAGE WEIGHT 150 lbs (68kg)
DISTINCTIONS Physically durable, insightful, primarily dwell underground, some females capable of growing beards