Dwarves
Dwarves work on longer time scales than Humans, they have almost 400 years after all. Dwarves have an affinity for disease and death, absorbing the illness of others.
They are born from Dwarf Stones, eggs laid by their mothers which grow over time as they absorb disease. They start as small pebbles and grow to dwarf sized boulders. Due to its healing properties, dwarf parents freely share their dwarf stone to heal their community, ingratiating themselves and growing their child. Eventually after absorbing enough malady, the stone cracks, revealing the dwarf within; fully developed, but with the mind and beard of a child.
Dwarves were the ones to illuminate the Principle of Death, interning their dead within the boulders that birthed them, developing the first funerary rights.
Dwarves possess stony or gem-like scales all over their body, but are made of flesh beneath. Their hair grows through the cracks, wispy and curled, spooling over their head. All dwarves are capable of growing beards and many do as a sign of age and wisdom.
Dwarves have become associated with the mastery of aspects, but don't have any particular affinity for them, just the time to hone their skill. Their long lives mean they are the only other species who can appreciate the Elven long-seasons, even if they'll likely only see one cycle in their lifetime.
Homebrew
Poultice Dwarves
Many dwarves retain the healing properties of their Dwarf Stones after birth. These are known as Poultice Dwarves. Whilst all Dwarves are born of disease and have some capacity to resist it, Poultice Dwarves can wholy absorb it, healing those they touch.
- Darkvision. You can see in dim light within 120 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
- Malady Absorbtion. Starting at 3rd level, you can cast the Lesser Restoration spell with this trait, without requiring a material component. Starting at 5th level, you can also cast the Aid spell with it, without requiring a material component. Once you cast either of these spells with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level.
- Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
- Dwarven Resilience. You have advantage on saving throws you make to avoid or end the poisoned condition on yourself. You also have resistance to poison damage.
- Dwarven Combat Training. You have proficiency with the battleaxe, handaxe, light hammer, and warhammer
- Disease Born. Whenever you make a Wisdom (Medicine) check to identify disease or poison, you are considered proficient in the Medicine skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

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