Dwarf
Kingdoms rich in ancient grandeur, halls carved into the roots of mountains, the echoing of picks and hammers in deep mines and blazing forges, a commitment to clan and tradition, and a burning hatred of goblins and orcs -these common threads unite all dwarves.
Dwarf Biology
- ( 1) Strong. +1 to your Strength score.
- (-1) Clumsy. -1 to your Dexterity score.
- Size. Medium.
- Squat Stature. While your size is medium, you count as a small creature regarding height.
- +1 AC bonus when using shields.
- Half cover for other medium-sized creatures counts as Three-Quarters for you, and Three-Quarters cover counts as Total for you in the same way.
- Speed. 25 feet.
- (-1) Short Step. -5 to your Speed.
- ( 1) ✦ Darkvision. 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.
Dwarf Ethnology
- ( 1) Stout. +1 to your Constitution score.
- (-1) Arrogant. -1 to your Charisma score.
- ( 2) ✦ Toxic Fortitude. You have Poison Resistance and Advantage on Saves against being Poisoned.
- ( 1) Apt Smith. You gain Tool Proficiency in Smith's Tools.
- ( 1) Brewering Lineage. You gain Tool Proficiency in Brewer's Supplies.
- ( 1) Passing Jeweler. You gain Tool Proficiency in Jeweler’s Tools.
- ( 1) Brewers intuition. Whenever you make a skill check related to tasting alcohol, brewing beer, or cooking with wine, or any other skill checks related to alcoholic beverages, you add your proficiency bonus to the roll. The bonus stacks with any already existing bonuses.
- ( 1) Stone-cunning. Whenever you make a skill check related to determining stonework, studying geology, taking on stone surfaces, or any other skill checks related to or using stone, you add your proficiency bonus to the roll. The bonus stacks with any already existing bonuses.
- ( 2) Earth sence. As a Bonus Action, you gain Tremorsense with a range of 60 feet for 10 minutes. You must be on a dirt surface or touching such a surface to use this Tremorsense. 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.
- ( 1) ✦ Axe training. You have Proficiency with any hafted weapons that deal slashing damage and don't have reach.
- ( 1) Hammer training. You have Proficiency with any hafted weapons that deal bludgeoning damage and don't have reach.
- ( 2) Superior Edurance. Requirement: Superiority Dice: Whenever you take damage, you can expend a Superior die to reduce the damage taken equal to the result of the roll plus your Constitution bonus.
- (-2) Rude. Whenever you make a skill check related to talking, diplomacy, or communicating with other humanoid creatures. You roll the skill check with disadvantage.
- If the creature has a strong friendship or loyalty with you, then the penalty is negated.
Dwarven Lineages
While Dwarves are known as the sons of the mountain, where one would often find the stout and stubborn mountain folk, it's not the only place where their clans can be found. The Dwarves of the hill trade in the grand stone holds of the mountains for vast underground hill-dugouts. Relying more on subterfuge than static fortifications to protect their clans. The Deep dwarves, also known as Duregar, dug even deeper than the mountain's roots. Finding things in the dark that shouldn't be found.Hill Dwarf
- ( 1) Wise. +1 to your Wisdom score.
- ( 1) ✦ Tough. Your hit point maximum increases by 1 for every hit die used to determine your health.
- ( 1) Bilingual. You know one additional mortal language of another race or land in addition to the language from your background.
- ( 1) Lumberjack. You gain Tool Proficiency in Carpenter's Tools.
- ( 1) Hill Guard. Requirement: 1 level of Ranger: you gain the Familiar Terrain feat for plane terrain.
- ( 1) Nomadic Resilience. You are used to travel, hardship, and shifting environments. While travelling, you have advantage on the first saving throws per day against extreme environmental effects such as exhaustion from heat, cold, or high winds.
Mountain Dwarf
- ( 1) Smart. +1 to your Intelligence score.
- ( 1) ✦ Martial Training. You are proficient with two martial weapons of your choice and with light armour.
- ( 1) Patch Worker. You gain Proficiency with Weaver’s Tools.
- ( 1) Rock Splitter. You gain Tool Proficiency in Mason’s Tools.
- ( 3) Grudge-Bearer You have a deep hatred for a particular group of creatures, who have wronged you or your ancestors. Choose your foes, a type of creature to bear the burden of your wrath, or choose two races of humanoid. You gain the following benefits:
- Dammaz Kraz. You can use a book, or a similar method of archiving, to write down the name of a creature and the wrongdoing that has been levied against you or a member of your kin.
- Hold the grudge. When you try to recall information or perform a hostile skill check against the target of your grudge, you add your proficiency bonus to the roll. If you make a roll where the act is friendly or compassionate regarding the foe of your grudge, you apply your proficiency bonus as a penalty to the roll instead.
- Striking out a Grudge. It's up to the Player's discretion as to what is required to strike out the grudge from the book. If successful, the DM decides on the reward, such as a level up, learning a feat, or one week of inspiration, depending on the magnitude of the grudge.
Deep Dwarf
- ( 1) Charming. +1 to your Charisma score.
- ( 1) ✦ Superior Darkvision. Requirement: Darkvision: Your darkvision has a range of 120 feet.
- ( 2) ✦ Psychic Fortitude.You have Psionic Resistance and Advantage on Saves against being Charmed.
- ( 1) Deep Magic. You pick to learn one of these spells:
- 1st level: Arms of Hadar, Armor of Agathys
- 2nd level: Enlarge/Reduce, Invisibility
- ( 2) Shadow Trick. When a target of your illusion spell is Dim Light or Darkness, it has disadvantage on saving throws and skill checks against it. Additionally, you can make your illusions affect creatures that are Heavily Obscured by Darkness.
- (-2) ✦ Sunlight Sensitivity. You have disadvantage on Attack rolls and 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.
Basic Information
Anatomy
Dwarves are short and stout, with a wide and strong frame to compensate for their lack of height. Relying on physical might and ingenuity to get the job done. They tend to have fair to bright skin tones because of the time they spend underground away from the sun. The eye colors of the males tend to be dulled and muted, while the eyes of female dwarves almost sparkle like gems.
The second most noticeable feature of the dwarves is their mighty beards, of which they value greatly. Dwarves keep it in good shape by cultivating and grooming it. The color of their beard ranges from ink black to chestnut brown. Dwarves that hail from the northern holds are known to have red and blond hair. Female dwarves don't grow beards, but their hair continues to grow to exceptional lengths and is stronger than spider silk. Much like the males, they pride themself on their hair greatly. The only way a male dwarf is permitted to marry a female dwarf is if she gives him a lock of her hair.
Grey Dwarfs
Dwarves from the Mountains and the Hills are interchangeable in their appearances. Only other dwarves with a keen eye can spot the minute differences between the two. This, however, does not apply to the Duregar. The kin who reside in the deepest parts of the Underdark have dark grey skin and pure white hair. Their eyes are pure white like a pair of large pearls, almost giving them a soulless look.Growth Rate & Stages
Dwarves mature at the same rate as humans, but they're considered young until they reach the age of 60. On average, they live about 450 years.
Ecology and Habitats
Dwarves prefer to build their homes under the earth, either deep under the tall hills or in the solid mountains. The cover of a well-built roof presents a constant protection, while the open sky is unnerving to dwarves in its vast expanse. If a large enough gathering of Dwarfs is present, they will form a hold the moment the High Matron declares a dwarven lord.
Most of what they eat is grown or hunted under the earth. Mushrooms are the primary source of plant food, while eyeless oxen-like creatures are the primary cattle. If a hold is to grow at a quicker pace, the Draws will engage in trade with other races. Unfortunately, they are very protective of their hold and have difficulty trusting others who aren't dwarves.
Behaviour
Dwarves value order and the benefits of a well-ordered society. Where everyone should strive to better themself in a physical, mental, and spiritual way, physical improvement is usually achieved through hard work and perseverance, making dwarves people one of the most industrious and skilled laborers in the world. Many Dwarves tend to develop a meticulous focus on detail and quality, believing that laziness dulls not just the body but the mind, more so. While they feel at peace when they get to use their skill for the betterment of themself and their kin, Dwarfs unfortunately tend not to appreciate criticism of their work. Since their spiritual core is how well they can combine passion and skill with what they do, anyone who insults what they hold close tends to find themself on the sharp end of an axe quickly. The wisest and most skilled of dwarves knows that one should withhold their anger at bay for insults against their work, and reserve later for transgressions.
In spite of this toil-enduring life, Dwarves are dependable and sociable, once you earn their respect. They have a great appreciation for social company and a desire to form camaraderie bonds. With a strong sense of fair play, they are unlikely to either cheat or lie. While their blunt honesty is guaranteed to clash with the poor temperament against criticisms, dwarves usually tend to settle these differences with a good old-fashioned brawl. Once the dust settles after the bloody roughhousing, and if no animosity lingers between either party, a bond strong as steel is forged from this newfound respect.
Civilization and Culture
Common Etiquette Rules
The dwarfs are skilled in perfecting their craft, seeking to outdo the deeds they have accomplished. While holding their own past in reverence on the account they would not have achieved what they have today. Additionally, Dawrf's repopulate at a slow rate on account of only one in twenty newborn dwarf children being female. This means that keeping the remaining dwarf holds protected is paramount to all dwarf's survival. Any great hold loss will set back the dwarven far more than other races, which fostered a culture founded on building impenetrable fortresses and mastering the art of combat with exceptionally crafted equipment.
Common Taboos
A dwarf shaving one's own beard is considered a social fopaux amongst dwarfs, which is often considered a hatred of one self. Shaving a dwarf's beard is considered the second gravest of insults since it is an act of disregarding the work, dedication, experience, and legacy that the dwarf has accumulated through their long life.
History
Ancient lore
Dwarfs and Gnoes are connected by their shared inters in the crafting and shaping of the world through hard work.
The dwarfs are skilled in perfecting their craft, seeking to outdo the deeds they have accomplished. While holding their own past in reverence on the account they would not have achieved what they have today. Additionally, Dawrf's repopulate at a slow rate on account of only one in twenty newborn dwarf children being female, which means that keeping the remaining dwarf great-holds protected is paramount to all dwarves' survival. Any great loss will set back the dwarven far greater than other races, which fostered a culture founded on building impenetrable fortresses and mastering the art of combat with exceptionally crafted equipment.
Gnomes, however, are far more interested in the discovery of new things, either by discovery or experimentation. The past serves more as a stepping stone rather than something to revere.
Unlike their stouter kin, Gnomes have a greater affinity for magic as well as its use. Dwars aren't as accepting of the use of magic, viewing it as either lazy or unreliable. However, if magical talent is used in conjunction with skilled labor, such as in rune-smiting where magic is more orderly, then it is respected on the account of using magic as a component rather than the be-all of power.
Dwarf societies tend to primarily consist of martial classes, due to their culture primarily focusing on hard labor and strength of brotherhoods. Those few who do dabble with magical power tend to be half-casters. You are hard press to find a Dwarven wizard.
When the world was young the gods created creatures that would help build the very planes that all creatures would reside in. These were the Durazer, the realm builders.
To end of the first Pandemonium, the bridges between the inner and outer planes were destroyed by the fey queen. This however trapped a lot of magical creatures on the material plane, including the the Drurazer. Since the Durazers' power stemmed from the flame of creation, they would slowly dwindle in numbers due to their inability to access the source of that power. In an act of mortal creativity and independence, the remaining Durazer created the first Dwarves, as an image of themselves that could survive without the flame of creation. The dwarves of old learned all the secrets of the Durazers, becoming legendary crafters and builders. But since they now had mortal souls, they deviated from the Iron-clad order of the Durazers. Causing them to create things that the Durazers found illogical and inefficient, such as beer and beard wax. Some of the Durazers deemed the dwarves a failure and migrated to the newly formed plane of fire, where they would eventually form the Azers, a lesser copy of themselves.
Interspecies Relations and Assumptions
Since dwarfs don't consider someone to be an adult until they are older than 60 years, they tend to treat anyone of the short-lived races like children. They are gruff, to the point, and show no care to adjust their demeanor towards any of the none dwarfs. This absolute disregard for decorum would often lead to friction between the other races. Especially in regards to social interacion. Where what dwarfs consider endearing banter can be taken as insult by others.
If there is to be a good diplomatic relationship between dwarfes and short lived races. They need to send their wise elderly to the dwarfs, or the dwarfs has to send in their most pacient, nurturing and gentle of dwarfs. And since they guard their women folk with mroe diligance than their gold, they are in short suply for diplomats. But all kingdoms would know for certain that they are in a strong allegiance with a dwarven hold sould they ever be graced with a dwarven lady as a diplomat. Such is a level of trust rarely afforded or soiled.
Scientific Name
Ingeniatus Petra
Lifespan
Dwarfs usually live to 350 years on average for males, 500 years on average for females.
Average Height
3′ 3″+ 2d4 feet
Average Weight
105 + (2d4 x 2d6) lb
