Dwarves
PHB'24 p188
Dwarves
Short and Stout
Bold and hardy, dwarves are known as skilled warriors, miners, and workers of stone and metal. Though they stand well under 5 feet tall, dwarves are so broad and compact that they can weigh as much as a human standing nearly two feet taller. Their courage and endurance are also easily a match for any of the larger folk.
Dwarven skin ranges from deep brown to a paler hue tinged with red, but the most common shades are light brown or deep tan, like certain tones of earth.
Their hair, worn long but in simple styles, is usually black, gray, or brown, though paler dwarves often have red hair. Male dwarves value their beards highly and groom them carefully.
The High King.
The range of impressive mountains that housed the dwarves since their first days have gone by many names, but the most widespread is the Bulwark of Avani. Just as many wars have been fought over control of the peaks, seemingly each and every mountain has had its own king vying for control. Dwarven mosaics and engravings tell of days where valleys were filled with blood and corpses, until one dwarf sought to end the suffering once and for all. Seeking the blessings of Gravita, the earth mother, he led a years-long crusade with a righteous fury. Thunder crashed with each strike of his hammer, and with each step a valley would open. Once he conquered the lands, he cemented his rule through blessings of god and dragon alike. His name, Hjalmiir, would ring in the halls and songs of the dwarves forever more, and dwarven society has since followed his example. Any dwarf worth his beard respects the name Hjalmiir almost as highly as the gods themselves.
The Great War
One millennia ago, during the Great War, the dwarves maintained a purely defensive conflict against the invaders, using the mountainous and rocky terrain to their advantage. While the toll was heavy on both sides, humans found little success in pushing through the dwarven defenses. Comparatively, the losses of the dwarves were quite small. The ensuing years would see the dwarves tend their wounds, and they would slowly become close friends with the River Lily Empire. While the process was slow, dwarven ale eventually broke even the cruelest human.
The Shoulders of Giants.
The first high king established many hallmarks, such as the council of nine nobles who would advise the ruling monarch and provide their wisdom. From his decree, only a dwarf of royal blood may rightfully take the throne. While some see this as antiquated, many dwarves swear by this system as it has guided their lands through the harshest of times. Even the most remote of dwarven farmers put great faith in the crown of the high king. Recent schools of thought have raised a slowly growing party of detractors to the crown, known as the Bronze Wolves, who cite recent tragedies as reason to draft a constitution.
While politics are debated in the halls of scholars, in the mountain homes dwarven pride is as immovable as stone, and has crept into every facet of their culture. From the countless wonders to the simple blacksmith, dwarves will put their entire being into a task, and then some. This culture of perfectionism weighs heavily on the shoulders of the dwarves, but thankfully they have a tightly knit camaraderie. Family and friends join together in events and festivities, from labor on the mushroom farms to holiday tradition. This kinship between dwarves is reflected in their workers guilds. From the adventurers of the Emerald league to the mages of the Sapphire Circle, many guilds have become worldwide organizations due to their popularity.
Dwarf Names
A dwarf's name is granted by a clan elder, in accordance with tradition. Every proper dwarven name has been used and reused down through the generations. A dwarf's name belongs to the clan, not to the individual.
A dwarf who misuses or brings shame to a clan name is stripped of the name and forbidden by law to use any dwarven name in its place.
Male Names: Adrik, Alberich, Baern, Barendd, Brottor, Bruenor, Dain, Darrak, Delg, Eberk, Einkil, Fargrim, Flint, Gardain, Harbek, Kildrak, Morgran, Orsik, Oskar, Rangrim, Rurik, Taklinn, Thoradin, Thorin, Tordek, Traubon, Travok, Ulfgar, Veit, Vondal Female Names: Amber, Artin, Audhild, Bardryn, Dagnal, Diesa, Eldeth, Falkrunn, Finellen, Gunnloda, Gurdis, Helja, Hlin, Kathra, Kristryd, Ilde, Liftrasa, Mardred, Riswynn, Sannl, Torbera, Torgga, Vistra Clan Names: Balderk, Battlehammer, Brawnanvil, Dankil, Fireforge, Frostbeard, Gorunn, Holderhek, Ironfist, Loderr, Lutgehr, Rumnaheim, Strakeln, Torunn, UngartDarkvision. You have Darkvision with a range of 120 feet.
Dwarven Resilience. You have Resistance to Poison damage. You also have Advantage on saving throws you make to avoid or end the Poisoned condition.
Dwarven Toughness. Your Hit Point maximum increases by 1, and it increases by 1 again whenever you gain a level.
Stonecunning. As a Bonus Action, you gain Tremorsense with a range of 60 feet for 10 minutes. You must be on a stone surface or touching a stone surface to use this Tremorsense. The stone can be natural or worked.
You can use this Bonus Action a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.