Dwarven Proficiencies in Greyhawk | World Anvil

Dwarven Proficiencies

Proficiencies are the best way to quantify the various skills that distinguish dwarves from each other.

Acquiring Proficiencies

How Weapon Proficiency Slots and Nonweapon Proficiency Slots are acquired are described in their separate sections. Detection proficiency slots are described below.

Refer to the following table when it is necessary to determine the number of proficiency slots a character starts with, the number available, and at what levels new ones are acquired.

Dwarven Proficiency Slots


GroupWeapon Proficiencies InitialWeapon Proficiencies #LevelsNon-Proficiency PenaltyNonweapon Proficiencies InitialNonweapon Proficiencies #LevelsDetection Proficiencies InitialDetection Proficiencies #Levels
War.43-23354
Priest24-34354
Thief24-33453
War. / Priest43-24354
War. / Thief43-23353

Weapon Proficiencies and Specialization

Only single-class fighters may have weapon specialization. Multi-class fighter/priests and fighter/thieves have other benefits to offset their lack of specialization. The Complete Fighter's Handbook contains many new and useful forms of weapon specialization that will enhance the abilities of dwarf warriors. You do not need to use it in your campaign, the AD&D® game works perfectly well without the optional rules, but they are recommended.

Nonweapon Proficiency Groups

Nonweapon proficiencies are used to add more depth to a character and to assess his chances of success at certain tasks. Dwarves come from a different cultural background than humans and other races so they do not automatically learn their nonweapon proficiencies from the same groups. Dwarves may draw proficiencies from the groups below, instead of those on pages 54-55 of the Player's Handbook.

The number of slots needed for proficiencies and the ability modifier may differ from those in the Player's Handbook. These changed costs and ability modifiers are used for dwarf characters only.

Initial nonweapon proficiencies have been selected for the various dwarf kits in the next chapter. If you are using the kits, the tables below are only useful when the character gains experience and becomes eligible for additional slots. If you design your own kits, or do not use kits, these tables will still prove useful.

There are six dwarf nonweapon proficiency groups: General, Crafts, Warrior, Rogue, Priest, and Special Background. When a player selects a proficiency from those categories listed under "Proficiency Groups," it requires the number of proficiency slots listed. If a proficiency is selected from any other category, it will require one additional proficiency slot beyond the number listed. A proficiency not listed in any of the dwarf groups may still be purchased (from the Player's Handbook or other supplement), but at the cost of two additional proficiency slots.

General Group: This group is available to all dwarves. It is part of their background and training.

Craft Group: The craft group represents the clan-based nature of dwarf society and the long apprenticeships that young dwarves undergo before becoming adults. A dwarf may choose one craft at no cost in proficiency slots.

Warrior, Priest, and Rogue Groups: Multi-classed characters may select proficiencies for each of their classes. A warrior/priest could choose from both Warrior and Priest groups.

Special Background: This group is only used if the dwarf is from an unusual background, such as dwarves who live in a stronghold subject to heavy flooding during the spring thaw. These dwarves would have learned to swim to avoid drowning when their tunnels filled with water. They may also have become expert boatwrights and boat handlers.

Dwarven Detection Proficiencies (Optional)

Not all dwarves have the same ability to detect underground phenomena, some are better than others. Detection proficiencies may be used as an alternative to the system described on page 21 of the Player's Handbook to detect slopes, new tunnels, sliding walls, stonework traps, pits, deadfalls, and depth underground. Like nonweapon proficiencies, it is an optional system. If you don't use nonweapon proficiencies in your game, then detection proficiencies may be ignored. If you do use them, detection proficiencies will adapt the abilities more smoothly to your game.

Number of Detection Proficiencies

A dwarf character receives his standard number of nonweapon proficiency slots according to his character class. In addition, he receives another five slots solely to buy detection proficiencies. The initial number of proficiencies increases if he is of high Intelligence. Detection proficiency slots must be used to purchase detection proficiencies, but may be spent on any the player wishes.

Using Detection Proficiencies

Detection proficiencies may be used any time a dwarf is underground, within 10 feet of the particular phenomena. Determining depth underground is the exception to this rule and may be attempted any time.

To use a detection proficiency, a dwarf must concentrate for one melee round. Any modifier for the proficiency listed in the Detection Proficiency Table is added to the appropriate ability score. A +1 modifier is acquired if the dwarf is actually touching stonework. Detection proficiencies are checked by rolling 1d20. If the character rolls his adjusted ability score or less, he is successful, otherwise he fails. A roll of 20 always fails.

If successful, the dwarf sees the phenomenon or becomes aware of his approximate depth underground. If he fails, he cannot try again within that 10-foot area.

Improving Detection Proficiencies

The Proficiency Slots Table shows the number of levels the character needs to attain to acquire new detection proficiency slots. These slots may be spent on any detection proficiency, but not nonweapon or weapon proficiencies. However, nonweapon proficiency slots may be spent to improve detection proficiencies.

Dwarven Detection Proficiencies Table


Detect or Determine. . .# of Slots RequiredRelevant AbilityCheck Modifier
Grade or Slope in Passage1Wisdom+4
New Tunnel/Passage Construction1Wisdom+4
Sliding/Shifting Walls or Rooms1Wisdom+2
Stonework Traps, Pits, and Deadfalls1Wisdom0
Approximate Depth Underground1Wisdom0
[Complete Book of Dwarves]

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