Dwarf Species in Freyna | World Anvil

Dwarf

Dwarf

Ability Score Increase +2 Con
Size Medium
Speed 25ft.

Basic informations

Lore

Dwarves were unusually tough for humanoids, in more ways than one. Dwarven stomachs, for instance, were resistant to virtually all poisons and it took less effort for a dwarf to get back on their feet than other races. Dwarves also had dense bodies and were difficult to push around as a result, as well as having the capacity to bear loads that other races might find hindering with little ill effect. Dwarves also had a sense about them that few races did, with a preternatural awareness of their surroundings useful for a subterranean race as well as good judgment all-around in general. Many dwarves were difficult to like and lacked the charm of many other smaller races, such as halflings or gnomes, though this was not a trait common to all dwarves and some possessed a great deal of charismatic power. Furthermore, dwarves were not entirely unsocial and more than a few had a natural knack for bartering or judging the value of an offer, something that sat well with their legendary crafting abilities. Male dwarves were often bald and grew thick facial hair, which was sometimes used to display social status. Unusually for humanoids, both sexes naturally grew ample facial hair.

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 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.

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.

Subraces

Gold Dwarf

Lore

Humans who wander into the gold dwarven strongholds may be surprised to find a people far more confident and secure in their future than most dwarves. Whereas the shield dwarves suffered serious setbacks during their history, the gold dwarves have stood firm against the challenges thrown against them and so have few doubts about their place in the world. As a result, gold dwarves can come off as haughty and almost eladrin-like in their pride, believing themselves culturally superior to all other races and lacking the fatalistic pessimism of their shield dwarven cousins. Living on top of the world in Rionkiel they started a longlasting friendship with a pack of gryphons. Now elite guard known as Thundering Riders patrol both Rionkiel and their port city Rakael on Svarteng coast.

Ability Score Increase

Your Wisdom score increases by 1.

Dwarven Toughness

Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Shield Dwarf

Lore

Shield dwarves are a cynical and gruff people, but they are not, despite a reputation to the contrary, fatalistic, still possessing some hope for the future. Typically, shield dwarves take time to trust and even longer to forgive but the dwindling of their race has led many to be more open to other ways of thinking. Shield dwarven attitudes have in the past been typically divided between the Hidden and the Wanderers, two separate schools of thought amongst the race, though since the Thunder Blessing this separation has begun to erode. The Hidden, like the gold dwarves, believed it best to take an isolationist policy towards other races, fortifying their mountain homes and continuing their ancient ways, while the Wanderers have been more adventurous, seeking their fortunes on the surface world. Living under Hvarkellig and Lonely Mountain on south of Gallanti they spend their time on crafting masterpieces of blacksmithing.

Ability Score Increase

Your Strength score increases by 2.

Dwarven Armor Training

You have proficiency with light and medium armor.

Albino Dwarf

Lore

Most Pakweih dwarves lived deep below the surface of Pakweih within one of its many mines full of gems, minerals, and ore. They made use of the dinosaurs of the surface as pack animals in their mining operations. Their culture revolved around the wealth of their subterranean mines, and they were superb craftsmen, particularly when working with gems and precious metals. Their hair and skin were white, and they had pink eyes. This meant that they were very sensitive to the hot sun of Pakweih and therefore only came above ground at night.

Ability Score Increase

Your Dexterity score increases by 1.

Camouflage

As part of a short rest, you can create camouflage made from surrounding vegetation. This camouflage lasts up to 8h or until You choose to dismantle it. While wearing camouflage in terrain connected to one in which you created the camouflage You gain advantage on all stealth checks.

Hunter's Lore

You gain proficiency with one skill of your choice from: Nature, Perception, Stealth, and Survival.

Duegar

Lore

Like their other dwarves, duergar were typically stocky figures, though beyond this there were many differences. Both male and female duergar were typically bald, with females also lacking the capacity to grow facial hair. Many were also thinner than their dwarven brethren. Most obvious, however, was their dull gray skin and hair, often matched with an equally stolid expression. Duergar were in some ways even better adapted to underground living than other dwarves. While other dwarves lacked the capacity to see completely in the deepest darkness, this was not a problem for duergar. Duergar were also immune to many of the ancient techniques used by the mind flayers to control them, such as paralysis, phantasms, alchemical poisons, or some types of illusion.

Ability Score Increase

Your Strength score increases by 1.

Superior Darkvision

Your darkvision has a radius of 120 feet.

Sunlight Sensitivity

You have disadvantage on attack rolls and on 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.

Extra Language

You can speak, read, and write Undercommon.

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.

Languages. Common, Dwarvish

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