Dwarf
Dwarves are a stout folk traditionally known for building great halls in mountains and foothills or in the deep places of the earth. They believe that they were created by their god Nabashakh, the god of creation (and a god existing under several names in various belief systems), and many aspire to be like him in various aspects of their lives. Most dwarves desire stability and structure and prefer professions that involve keeping such structures (be they laws or manufactured creations). Regardless of where dwarves find themselves the dwarves all have one deep, fundamental inclination: the feeling that they are not “whole”, this is enforced both by their traditional religious beliefs and the common desire to be closer to the earth be it stone or metal or gems. Most dwarves write the feeling off as part of their religion or completely ignore it, but it is there when they look for it.
Dwarves of Harental
Before the Sundering, the dwarves under Eldaria built an extensive network of tunnels and settlements that stretched under the land in all directions. These great kingdoms were famed for their skill and knowledge of craft and earth. After the Sundering many of these kingdoms fell to the same fate as the elves, falling into the ocean to be flooded. Those that survived rebuilt until an invasion of creatures from deep within the Underworld assaulted their settlements, enslaved their people and drove them to the far corners of their lands. Now, in Harental, the only dwarven kingdoms that remain are Khaghammer and Doldarel.Dwarves of Binordheim
While dwarves have made their way north from the lands of Lithria and Harental, the dwarves of Binordheim that command the most respect are the Children of Ivaldi, the “dvergar” that live in the mountains of Binordheim. While other dwarves are uncommon, they are given respect by the people of Binordheim, but seen as (for lack of a better term) lesser than their Binordheim brethren, several steps removed from the sagas that made their ancestors great. The Children of Ivaldir, however, while rarely seen within the society of the Nords, are secretive and particular about tradition, easily annoyed or even angered by lack of decorum and respect. However, the respect afforded them is well earned as most, if not all, weapons, armors, and jewelry of the Nord’s sagas were crafted by the dwarves and their ancestors were said to have created many items of power and prestige for the Aesir gods themselves.Basic Information
Genetics and Reproduction
Aside from humans, who have the strange ability to reproduce with seemingly any race, dwarves are more likely to reproduce with others of their kind than any other, but dwarven genasi (usually earthen or fire) are known to exist as well.
Growth Rate & Stages
A dwarf is considered working age around their 16th year, battle-ready around their 30th year, but are only considered an adult by most traditional dwarvish civilizations around their 65th to 80th year at which they leave their parent's home. They are considered to reach old age around their 280th year and live up to 400 years (averaging around 350 years).
Additional Information
Facial characteristics
Unlike most other races, both genders of dwarves are known to commonly grow beards. Those who live outside of dwarven lands may shave their beards in order to blend in with others, but dwarven culture encourages the growth and grooming of their beards.
Perception and Sensory Capabilities
Dwarves are believed to have all kinds of extrasensory abilities by people less familiar with them, from the ability to know the depth of the earth, to sense metals, and feel movement of the stone. In reality, the dwarves are far less extraordinary than believed by them. They have a superior darkvision, likely given by years underground. Some are able to estimate the depth they travel underground but that comes more from years of experience than any mystical source.
Civilization and Culture
Average Technological Level
By legends, dwarves once boasted incredible technological advances, and many of their creations still boast significant advances versus the average surface civilizations. However much of the technology that they once boasted was lost or devolved from their former functions when their kingdoms were lost during the Age of Decline.
Ancestry Features
These are the base features for all dwarves. Each of the lineages add additional traits to this base depending on the one chosen.Base Features
Dwarf
The creation of the Forge-Father Nabashakh, dwarves are an ancestry of short, bulky humanoids who have a deep connection with metal and stone intrinsically. They are often great crafters and inventors who throw themselves into their work with a passion for creation. All dwarves feel an inherent bond with the earth that they can never truly grasp no matter how deeply they delve or masterfully they craft stone and metal.
race features:
Darkvision. You have darkvision with a range of 60 feet.
Dwarven Resilience. You have Resistance to Poison Damage and Advantage on saving throws to avoid or end the Poisoned Condition on yourself.
Darkvision. You have darkvision with a range of 60 feet.
Dwarven Resilience. You have Resistance to Poison Damage and Advantage on saving throws to avoid or end the Poisoned Condition on yourself.
Forge Wise. The Forgefather has given you an uncanny affinity with products gathered from the earth. You gain a Tool Proficiency with two of the following options of your choice: Jeweler's Tools, Mason's Tools, Smith's Tools, Brewer's Supplies, or Tinker's Tools.
Stonecunning. There is a part of your being that feels a longing connection to the earth you can never truly hold onto... As a Bonus Action, you gain Tremorsense with a range of 60 feet for 10 minutes. You must be on a stone surface or touching such a surface to use this Tremorsense. The stone can be natural or worked. You can use this Bonus Action a number of times equal to your Proficiency Bonus per Long Rest.
Stonecunning. There is a part of your being that feels a longing connection to the earth you can never truly hold onto... As a Bonus Action, you gain Tremorsense with a range of 60 feet for 10 minutes. You must be on a stone surface or touching such a surface to use this Tremorsense. The stone can be natural or worked. You can use this Bonus Action a number of times equal to your Proficiency Bonus per Long Rest.
Lineages
Iron
Iron dwarves are the most common dwarves and the only ancestry to have walked the surface long enough not to be blinded by the sun.
Iron Dwarf Features
Iron
Iron dwarves make up the majority of the dwarven ancestry on Glan'Amar, stemming from their long lost kingdoms beneath the earth prior to the Shattering of Eldaria. They are as resilient as their namesake and have held their remaining footholds in the world with the loss of much of their technology by the determination and grit of their nature.
ability score increase:
--
age:
up to 400 years
Size:
Medium
speed:
30ft.
Languages:
Dwarvish
parent race:
Dwarf
race features:
Dwarven Resolve. Your Hit Point Maximum increases by 1 and it increases by 1 again whenever you gain a level.
Iron Body. When you use your Stonecunning ability, your body becomes as stone granting you a bonus to your AC equal to half your proficiency modifier (rounded down).
Dwarven Resolve. Your Hit Point Maximum increases by 1 and it increases by 1 again whenever you gain a level.
Iron Body. When you use your Stonecunning ability, your body becomes as stone granting you a bonus to your AC equal to half your proficiency modifier (rounded down).
Riven
Riven dwarves are considered "broken" by most other dwarves, and in some cases they aren't wrong. These dwarves have been enslaved and broken down over the centuries into a hateful people who would love nothing more than to see their god brought down and destroyed.Riven Dwarf Features
Riven
Also known as "broken" or dark dwarves, riven dwarves are the descendants of dwarves who were lost during the fall of their empire and enslaved by the creatures of the Underworld for centuries. Changed by the magic of their former masters and the Underworld itself these dwarves have renounced their god Nabashakh and his Paragons for a darker set of their own Paragons, determined to see the kin who abandoned them to servitude and death brought to ruin before the eyes of their former god.
ability score increase:
--
age:
up to 350 years
Size:
Medium
speed:
30 ft.
Languages:
Underworld Trade
parent race:
Dwarf
race features:
Superior Darkvision. Your darkvision extends to 120 feet.
Riven Magic. At 3rd level, you can cast the Enlarge/Reduce spell on yourself with this trait, without requiring a material component. Starting at 5th level, you can also cast the Invisibility spell on yourself with this trait, 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 if you have the appropriate spell slots available.
Psionic Fortitude. You have advantage on saving throws you make to avoid or end the charmed or stunned condition on yourself.
Sunlight Sensitivity. You have disadvantage on Attack Rolls and on 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.
Superior Darkvision. Your darkvision extends to 120 feet.
Riven Magic. At 3rd level, you can cast the Enlarge/Reduce spell on yourself with this trait, without requiring a material component. Starting at 5th level, you can also cast the Invisibility spell on yourself with this trait, 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 if you have the appropriate spell slots available.
Psionic Fortitude. You have advantage on saving throws you make to avoid or end the charmed or stunned condition on yourself.
Sunlight Sensitivity. You have disadvantage on Attack Rolls and on 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.
Brass
Brass dwarves are the most isolated and secretive of the dwarven ancestries, purposefully remaining within their ancestral halls in Binordheim. Those few who venture out do so under the jurisdiction of their home under strict restrictions. Those who travel outside of their own accord do so without the technological advancements afforded them the Halls of Ivaldi.Brass Dwarf Features
Brass
The Brass Dwarves, also known as the Orecutter dwarves, are the most isolated of the dwarven ancestries, living in their ancestral halls in Binordheim and rarely leaving their stringently traditional society for much but trade and occasional business with the Nords of that land. They desire to remain utmost neutral in their dealings with anyone they come across. They are renown in Binordheim for being the greatest craftsmen in the world, descended from those who forged the gods weapons and other implements, and any who have the exceedingly rare opportunity to step into one of their workshops leave spinning tall tales of contraptions far outpacing any technology that exists outside them.
ability score increase:
--
age:
up to 400 years
alignment:
Neutral
Size:
Medium
speed:
30ft.
Languages:
Dwarvish
parent race:
Dwarf
race features:
Superior Darkvision. Your darkvision has a distance of 120 feet.
Earth Glide. When you use your Stonecunning ability, you gain the ability to into earth and stone and move through it as if through water. While stonecunning is active, you gain a burrow speed of 20 feet (unmodified by any movement increases) and can move yourself and any items and equipment you carry through stone and earth. While moving in this way, you must hold your breath and you can carry (outside of normal equipment and items) no more than twice your weight with you. You cannot carry a creature with you. You can do this once per Short Rest.
Child of Stone. You know the Mold Earth cantrip. At 5th level, you can cast the Stone Shape spell using this trait once per long rest. When cast in this way, you can affect up to 5 cubic feet of stone (as per the spell) or half as many cubic feet of metal. When affecting metal, you must concentrate on the spell for a full round, at the end of your next turn, the effect will occur. When used on an item that is being held by a creature, you must make a spell attack roll using Wisdom. Magic items are unaffected by this ability unless under an effect that has dispelled their magic. You can also cast this spell using spell slots you have of the appropriate level.
Sunlight Sensitivity. You have disadvantage on Attack Rolls and on 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.
Superior Darkvision. Your darkvision has a distance of 120 feet.
Earth Glide. When you use your Stonecunning ability, you gain the ability to into earth and stone and move through it as if through water. While stonecunning is active, you gain a burrow speed of 20 feet (unmodified by any movement increases) and can move yourself and any items and equipment you carry through stone and earth. While moving in this way, you must hold your breath and you can carry (outside of normal equipment and items) no more than twice your weight with you. You cannot carry a creature with you. You can do this once per Short Rest.
Child of Stone. You know the Mold Earth cantrip. At 5th level, you can cast the Stone Shape spell using this trait once per long rest. When cast in this way, you can affect up to 5 cubic feet of stone (as per the spell) or half as many cubic feet of metal. When affecting metal, you must concentrate on the spell for a full round, at the end of your next turn, the effect will occur. When used on an item that is being held by a creature, you must make a spell attack roll using Wisdom. Magic items are unaffected by this ability unless under an effect that has dispelled their magic. You can also cast this spell using spell slots you have of the appropriate level.
Sunlight Sensitivity. You have disadvantage on Attack Rolls and on 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.
Origin/Ancestry
Dwarf
Lifespan
350-400 years
Average Height
3'10" - 4'8"
Average Weight
125 - 230 lbs
Geographic Distribution
Related Organizations
Related Ethnicities
Related Materials
Brass Dwarves of the Halls of Ivaldir in Binordheim, known as "Dvergar" to the Nords.
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