Dwarf Species in Cycles of Infinity | World Anvil

Dwarf

Sturdy, Crafty, and Vigilant

Much like how the elves were designed to watch over the arboreal lands, the dwarves were charged with the great hills, mountains, and what lies beneath. They were to create great constructs to idolize the embodied gods and help them push back against the guardians. We can see some of this in every age, where the dwarven dense kingdoms build massive testaments to anything with even a hint of glory.
— Accumulated Lore of The Ages by Sinsorious Shakadai
  Throughout the ages, dwarves have been the industrious backbone of any race. The desire to tinker is deep in the soul of every dwarf, leading even those who have otherwise mundane jobs to tinker in their free time with some form of hobby. Like elves, the dwarves tend to have mixed nations of species, but one can always tell when the population grew from dwarven stock. Guilded buildings, many monuments, and short, stocky entrances are all hallmarks of dwarven architecture.   Dwarven personalities are known for being somewhat gruff. Many dwarves are slow to trust, putting stock in their large clans before anything or anyone else. Before a dwarf will bring someone in close, they often need to have that individual vetted by their clan. Clansmen at their core, most dwarves live for the glory of their clan, falling back on them in hard times.

Basic Information

Anatomy

Dwarves are short and stocky. Even the meekest dwarves tend to have arms that a human would struggle to grab. These dense bodies are powerful and allow them to operate in the same capacity as all other species, though they suffer from a short walking gait.   The most prominent feature on a dwarf comes from their faces. All men have thick facial hair, with many dwarf-prominent cultures putting large stock in the design and upkeep of the male beard. Women too tend to grow facial hair as well, though for them, it is often thinner and smoother. The culture will largely dictate how the women tend to their faces.

Civilization and Culture

History

Divinity Cycle
Dwarves, as the architects of monuments to the Embodied, were the last to rebel in the Divinity Wars. This caused part of the initial rift between the dwarves and the other races at the end of the cycle.   Oblivion Cycles
With the Nullium Scales obliterating the world every age, dwarves became one of the dominant races as their sheltered cities in the depths of the earth often were untouched or minimally damaged by the Nullium Scales as they ran through the world.   Great Races Cycle
Dwarves started the new cycle off when they opened the doors back up to the world, allowing civilizations to expand outward and explore.

Playing a Dwarf

Dwarves tend to excel at martial roles, but are far from limited to that. When choosing classes that focus on mental pursuits, their natural resilience makes them survive strikes their peers would crumble to, allowing them to stay in the fight longer to rain down arcane fury.   D&D 5e

Dwarf

Ability Score Increase +2 Con
Size Medium
Speed 25ft

Tool Proficiency: One of these tools: Smith's Tools, Brewer's Supplies, or Mason's Tools
  Darkvision: You can see up to 60 ft. in dim light as if it were bright light. You can see in darkness as if it were dim light (but shades of gray).
Dwarven Resilience: You have advantage on savings throws against poison, and you have resistance against poison damage.
Dwarven Combat Training: You are proficient with the battleaxe, handaxe, light hammer, and warhammer.
Stonecunning: You make an Intelligence (History) check related to the origin of stonework, you are considered proficient at the check and add double your proficiency bonus instead of your normal proficiency.

Languages. Regional


 
  Pathfinder
Ability Score: +2 to Constitution and Wisdom, -2 to Charisma
Alignment: Tend towards Lawful Good. Not mandatory.
Size: Medium
Type: Humanoid with the Dwarf subtype Speed: 20 ft. but never modified by armor or encumbrance
Languages: Common & Dwarven
Additional Languages: Giant, Gnome, Orc, Terran, and Undercommon Defense Racial Traits:
Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Feat and Skill Racial Traits
Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones.
Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Senses Racial Traits
Darkvision: Dwarves can see perfectly in the dark up to 60 feet.
Offense Racial Traits
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
 
  Fate
All Dwarves start with the Bonus Aspect of I'm not Nimble, but I am Stocky or similarly worded. You may omit this Aspect for a Refresh Point or alter it by incorporating it into one of your primary aspects.   Take on the these Aspects below as a Bonus Aspect, they can be lightly modified:
  • Clan is blood, spirit, and soul
  • Lineage of Stone and Metal
  • I just can't help tweaking things
  • Idle hands are best kept tinkering
  • Call me uncouth but I'm just cautious
  • If it's not glorious, there is no point

 
Origin/Ancestry
Created by the Embodied Gods
Lifespan
150 years
Average Height
4' - 5'
Average Weight
120 - 250 lbs.
Cycles Available
Any After Divinity
  Locations Available
Any unless stated otherwise
  Restrictions:
None

Articles under Dwarf


Comments

Please Login in order to comment!