Dwarf
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The dwarves are stout denizens of the Underworld where their kingdoms and great halls are carved deep into the mountains. The echo of picks and hammers beat the cadence of their ancient songs, singing of their commitment to clan and the wisdom of the old ways. Their forges burn as bright as their hatred for the goblins and the evils which dwell in the Deep.

Short and Stout


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 cole-black to alabaster white, but the most common shades are light brown or deep tan, like certain tones of earth. Their hair is often worn long but in simple styles, and is usually black, gray, or brown, though paler dwarves may have red hair. Male dwarves value their beards highly and groom them carefully, often into elaborate styles and braids.

Long Memory, Long Grudges


Dwarves can live to be more than 400 years old, so the oldest living dwarves often remember a very different world. For example, some of the oldest hill dwarves living in Montega can recall defending the gates of Svalingaar against the Iron Horde more than three centuries ago, when goblins conquered the city and drove them into exile. This longevity grants them a perspective on the world that humans 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 Maker, who instilled in the dwarven the ideals of industrious labor, defense of the precious things, and devotion to crafting.

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 clan, so what begins as one dwarf’s hunt for vengeance can become a full-blown clan feud.

Clans and Kingdoms


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.

God, Gold, and Clan


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 the Maker, a direct calling or simply a desire to bring glory to God. 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.

Dwarf Names


A dwarf’s name is granted by a clan elder, in accordance with tradition. Every proper dwarven name has been used and reused down through the generations. A dwarf’s name belongs to the clan, not to the individual. A dwarf who misuses or brings shame to a clan name is stripped of the name and forbidden by law to use any dwarven name in its place.

Gem and stone names are often used by dwarves, but only when the dwarven name of the gem has come into common usage.

Clan names are always translated when uttered among a foreign people so that they can be understood and honor can be given.

Male Names: Aadar, Albor, Angos, Baern, Barendd, Brock, Bromor, Bruenor, Coal, Dain, Darrak, Delg, Eiberd, Einkil, Fargrim, Gar'ron, Gloren, Granite, Greer, Harben, Haedum, Kaeharan, Kildryx, Morrison, Mortran, Oren, Orsed, Oskar, Onyx, Rangrim, Regal, Roark, Rurig, Slate, Svalyx, Taklinn, Thaldon, Thoradin, Thorin, Thorfin, Trubyx, Travok, Ulfgar, Undwar, Vate, Voldan

Female Names: Amber, Altrynn, Aulga, Bardrynn, Dagby, Diamond, Earthen, Eldeth, Emerald, Emby, Falkrunn, Finellen, Gunnloda, Gurmond, Helga, Hliner, Kathrald, Kristryd, Ilby, Mardrynn, Riswynn, Ruby, Svandrann, Shale, Torbera, Torgra, Undora, Vystra

Clan Names: Alebarron (Thanam), Axemaster (Aalgrum), Battlehammer (Hammarhein), Brawnanvil (Dainthald), Burrowmaster (Aalmorr), Fardeep (Xyund), Fireforge (Forgruben), Frostbeard (Auldiam), Gravehammer (Hammarmort), Graveiron (Ironmort), Greenhill (Hlinald), Hammerfast (Kilhammar), Ironfist (Thoriron), Ironthumb (Beldiron), Irontruth (Ulfiron), Keystone (Stonvate), Redhearth (Helby), Ringsteel (Orrurig), Silveraxe (Grummith), Soulforge (Forgmond), Steelguard (Garor)


Dwarf Traits


Your dwarf character has an assortment of inborn abilities, part and parcel of dwarven nature.

  • Ability Score Increase. Your 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 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
  • Languages. You can speak, read, and write Cathian and Dwarven. Dwarven is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak.


Subraces


Angir Dwarf


Angir Dwarves hail from the kingdom of Angaar in the southern reaches of God's Wall where it meets the Ragnaar Mountains. They're durable and hardy, acclimated to the sweltering climate of their volcanic home. They have pale skin and medium to dark hair and dress in dark clothing.

  • Ability Score Increase. Your Strength score increases by 1.
  • Fire Resistance. You have resistance to damage from fire.

Hill Dwarf


Hill dwarves are cousins to the mountain dwarves who have lived above ground for generations, adapting to life on the surface of the world. Many are descendants of still-standing nations, but some trace their lineage to kingdoms long fallen, such as the Svalir. They have keen senses, deep intuition, and remarkable resilience.

Hill dwarves have a variety of earthy colorations and wear simple, homespun clothing.

While many hill dwarves live in villages populated by their own kind, most large human cities house communities of hill dwarves as well.

  • 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.

Mortir Dwarf


Mortir Dwarves hail from the kingdom of Mortaar in the northern reaches of God's Wall. They're strong and hardy, accustomed to a difficult life in rugged terrain. They're among the tallest of dwarfkind with pale skin and hair.

  • Ability Score Increase. Your Strength score increases by 2.
  • Dwarven Armor Training. You have proficiency with light and medium armor.

Undir Dwarf


Undir Dwarves hail from the kingdom of Undaar in the Andoran Mountains to the west of the Plains of Thannon. They're thickly built, accustomed to life in their treacherous mines. They have dark skin and hair and dress in opulent clothing.

  • Ability Score Increase. Your Strength score increases by 2.
  • Dwarven Armor Training. You have proficiency with light and medium armor.
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