Dwarf Species in Gonde | World Anvil
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Dwarf

Found In. Greenwyrm Vale, Empyrean Spires, Twilight Vale, Hellonde, Cerulea   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.   Dwarves can live to be more than 200 years old, so the oldest living dwarves often remember a different world. This longevity grants them a perspective on the world that shorter-lived races such as humans and halflings lack.   Dwarves are solid and enduring like the mountains they love, weathering the passage of centuries with stoic endurance and little change. They respect the traditions of their clans, tracing their ancestry back to the founding of their most ancient strongholds in the youth of the world, and don’t abandon those traditions lightly. Part of those traditions is devotion to the gods of the dwarves, who uphold the dwarven ideals of industrious labor, skill in battle, and devotion to the forge.   Individual dwarves are determined and loyal, true to their word and decisive in action, sometimes to the point of stubbornness. Many dwarves have a strong sense of justice, and they are slow to forget wrongs they have suffered. A wrong done to one dwarf is a wrong done to the dwarf’s entire family, so what begins as one dwarf’s hunt for vengeance can become a full-blown feud.   Dwarven kingdoms stretch deep beneath the mountains where the dwarves mine gems and precious metals and forge items of wonder. They love the beauty and artistry of precious metals and fine jewelry, and in some dwarves this love festers into avarice. Whatever wealth they can’t find in their mountains, they gain through trade. They dislike boats, so enterprising humans and halflings frequently handle trade in dwarven goods along water routes. Trustworthy members of other races are welcome in dwarf settlements, though some areas are off limits even to them.   The chief unit of dwarven society is the clan, and dwarves highly value social standing. Even dwarves who live far from their own kingdoms cherish their clan identities and affiliations, recognize related dwarves, and invoke their ancestors’ names in oaths and curses. To be clanless is the worst fate that can befall a dwarf.   Dwarves in other lands are typically artisans, especially weaponsmiths, armorers, and jewelers. Some become mercenaries or bodyguards, highly sought after for their courage and loyalty.   Dwarves who take up the adventuring life might be motivated by a desire for treasure—for its own sake, for a specific purpose, or even out of an altruistic desire to help others. Other dwarves are driven by the command or inspiration of a deity, a direct calling or simply a desire to bring glory to one of the dwarf gods. Clan and ancestry are also important motivators. A dwarf might seek to restore a clan’s lost honor, avenge an ancient wrong the clan suffered, or earn a new place within the clan after having been exiled. Or a dwarf might search for the axe wielded by a mighty ancestor, lost on the field of battle centuries ago.   Ability Score Increase. Their 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 200 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. Their size is Medium.   Speed. Their base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor.   Darkvision. Accustomed to life underground, they have superior vision in dark and dim conditions. They 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. Thry can’t discern color in darkness, only shades of gray.   Dwarven Resilience. They have advantage on saving throws against poison, and they have resistance against poison damage.   Dwarven Combat Training. They have proficiency with the battleaxe, handaxe, light hammer, and warhammer.   Tool Proficiency. They gain proficiency with the artisan’s tools of their choice: smith’s tools, brewer’s supplies, or mason’s tools.   Stonecunning. Whenever they make an Intelligence (History) check related to the origin of stonework, they are considered proficient in the History skill and add double their proficiency bonus to the check, instead of their normal proficiency bonus.   Languages. They 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.   Dwarf Variants Hill Dwarves. Hill Dwarves tend to spend more time above ground and in the foothills rather than the mountains. Ability Score Increase. Their Wisdom score increases by 1. Dwarven Toughness Their hit point maximum increases by 1, and it increases by 1 every time they gain a level.   Mountain Dwarf Mountain Dwarves spend most of their time underground, only rarely coming to the surface. Ability Score Increase. Your Strength score increases by 2. Dwarven Armor Training. You have proficiency with light and medium armor.   Refugee Dwarf Refugee Dwarves are dwarves whose families used to call The Sanctuary home, but were born outside of The Sanctuary after the goblins drove their ancestors out. About 50% of the first generation born outside The Sanctuary are refugee dwarves. Future generations of that bloodline will all be Refugee Dwarves until The Sanctuary is reclaimed. Ability Score Increase. Your Strength score increases by 1. Your Dexterity score is increased by 1. Lost Touch. Born outside of their ancestral home of The Sanctuary, Refugee Dwarves have lost their stonecutting racial trait. Resilient. When they are reduced to 0 hit points but not killed outright, they can drop to 1 hit point instead. They can’t use this feature again until they finish a long rest. Brave Hearts. They have advantage on saving throws against being frightened.

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