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Duergar

"The chains trickle ever downward."

The gray dwarves, or duergar, live deep in the Underdark. After delving deeper than any other dwarves, they were enslaved by mind flayers for eons. Although they eventually won their freedom, these grim, ashen-skinned dwarves now take slaves of their own and are as tyrannical as their former masters. Physically similar to other dwarves in some ways, duergar are wiry and lean, with black eyes and bald heads, with the males growing long, unkempt, gray beards.   Duergar value toil above all else. Showing emotions other than grim determination or wrath is frowned on in their culture, but they can sometimes seem joyful when at work. They have the typical dwarven appreciation for order, tradition, and impeccable craftsmanship, but their goods are purely utilitarian, disdaining aesthetic or artistic value.   Few duergar become adventurers, fewer still on the surface world, because they are a hidebound and suspicious race. Those who leave their subterranean cities are usually exiles. Check with your Dungeon Master to see if you can play a gray dwarf character.   Duergar see themselves as the true manifestation of dwarven ideals, clever enough not to be taken in by the treacherous deceptions of Moradin and his false promises. Their period of enslavement and the revolt against the mind flayers led by their god, Laduguer, purged the influence of the other dwarven gods from their souls and thus made them into the superior race.   Duergar have no appreciation for beauty, that ability having been erased from their minds by the mind flayers long ago and any thought of recapturing it obliterated by Moradin’s betrayal. The duergar lead bleak, grim lives devoid of happiness or satisfaction, but they see that as their defining strength — the root of duergar pride, as it were — rather than a drawback to be corrected.

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Duergar

Ability Score Increase +2 Constitution, +1 Strength
Size Medium
Speed 25ft

Superior Darkvision

Your darkvision has a radius of 120 feet.  

Duergar Resilience

You have advantage on saving throws against illusions and against being charmed or paralyzed.  

Duergar Magic


When you reach 3rd level, you can cast the enlarge/reduce spell on yourself once with this trait, using only the spell’s enlarge option. When you reach 5th level, you can cast the invisibility spell on yourself once with this trait. You don’t need material components for either spell, and you can’t cast them while you’re in direct sunlight, although sunlight has no effect on them once cast. You regain the ability to cast these spells with this trait when you finish a long rest. Intelligence is your spellcasting ability for these spells.  

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.  

Dwarven Resilience

You have advantage on saving throws against poison, and you have resistance against poison damage (explained in the “Combat” section).  

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 Common, Dwarvish, and Undercommon

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