Dwarf

Deep in the mountains and far beneath the earth live a short and stocky people with a dour and taciturn outlook who dig into the earth and mine for gold and riches. These are the dwarves, an extremely hardy and serious people. They live beneath the mountains, in the hills, or even in frozen tundras or smoldering volcanoes, building vast cities and mines within the rock and earth. Of all the races of the world, the dwarves are the most reclusive, hiding away from the surface and keeping to themselves.   There are seven separate types of dwarves spread among the world, though some are far more common than others. The most common include the shield dwarves and gold dwarves, also known as the mountain and hill dwarves respectively.   Dwarf males have a tendency to go gray early in life, around sixty or seventy years, which is considered a mark of distinction in their society. All dwarves, both male and female, have beards. A clean-shaven dwarf is an outcast, this being the lowest sign of disgrace and dishonor. An exception to this are the lost dwarves.   Dwarves as a whole tend to share many similarities, including a strong belief in a strong and well-regimented society and set of laws. The dwarves as a people tend to be isolated, though some far more than others. This has lead to their trade being rather limited. Most dwarven clans are highly self-sufficient, and this is even more true for the shield dwarves. They tend to barter within their clans rather than buying or selling with coinage. They also take great pride in their crafts. A dwarven smith may need a new chair for their room, seeking out a stonemason to carve one for them in return for work on their family heirloom axe. Both will work, often times for a month or longer, seeking to perfect what they are doing for the other. While the two acts may seem unequal to outside races, dwarves pride themselves on hard work and see the work put into something as equal to its value. While simple upkeep on an axe would cost far less in coinage than anew char carved from stone, the dwarves’ pride in tradition adds their own value to the heirloom item, and the work on it is seen as an honor.   The dwarves tend to be rather pious, though not to the point of zealotry. They tend to weave it into their everyday life, mixing work and worship together. While most dwarven deities tend to be good-aligned, or at the worst neutral, there are some who embrace more evil desires such as greed. To most dwarves, however, hard work itself is a form of worship.   Most dwarves value hard work and honor, and despise idleness. A dwarf who sits idly by, taking in the benefits of their society without contributing to it, is considered the worst thing they can do. In addition to that, dwarves hold great value in their beards. Their facial hair tells a story to other dwarves and they can ‘read’ another dwarf’s beard like a book. Each clan has its own special pattern for braiding their beards, but a dwarf is only allowed to braid their beard in this fashion once they have proven themselves to their clan. How this is done ranges from clan to clan, but typically is done through a show of valor or strength. In the case that a clan primarily worships a particular deity, it may be done in a fashion that lines up with the desires of their deity.   The greatest valor and taboo of the dwarves lies within their heirloom item, whether a tool or a weapon. The heirloom item is always held by a family’s patriarch, regardless of age. When a family member loses their patriarch to age or battle, the chosen weapon if he was a warrior or tool if he was a craftsman is passed to the eldest son. The ceremony is very sacred, and is always attended by members of the clergy and the entirety of the family. The celebration afterwards rivals that of marriage as the family celebrates the new patriarch and the fond memories of the ones who have passed. The eldest son has no choice in this—he must take the offering and the role given to him, and abandon all previous plans. If a dwarf were to refuse this honor, they would be shaved and banished forever, never again allowed to return to their ancestral home or family.
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Game Statistics

5th Edition
Ability Score Adjustment
Your Constitution score increases by 2, but your Charisma score is reduced by 2.
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.
Speed
Your base land speed is 25 feet.
Size
Your size is Medium.
Ancestral Recall
You have proficiency in the History skill.
Darkvision
Accustomed to life underground, you are able to see in darkness much better than others. You can see in dim light as though it were bright light and in darkness as though it were dim light. You can't discern color in darkness.
Dwarven Resilience
You have advantage on saving throws against poisons that affect the body, and you have resistance to poison damage.
Stonecunning
Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered to have expertise in History.
Tideless
Dwarves are unable to use arcane magic, though can still make arcane magic items function if those items do not imitate or cast spells. For example, a dwarf could make use of a ring of protection, but not a circlet of blasting as that item casts the scorching ray spell.

 

4th Edition
Ability Scores
+2 Constitution, +2 Wisdom
Size
Medium
Speed
5 squares
Vision
Darkvision

Languages
Common, Dwarvish
Skill Bonuses
+2 Dungeoneering, +2 Endurance
Cast-Iron Stomach
+5 Racial bonus to saving throws against poison.
Dwarven Resilience
You can use your second wind as a minor action instead of a standard action.
Dwarven Weapon Proficiency
You gain proficiency with the throwing hammer and the warhammer.
Encumbered Speed
You move at your normal speed even when it would normally be reduced by armor or a heavy load. Other effects that limit speed (such as difficult terrain or magical effects) affect you normally.
--Stand Your Ground::When an effect forces you to move—through a pull, push, or a slide—you can move 1 less square than the effect specifies. This means an effect that normally pulls, pushes, or slides a target 1 square does not force you to move unless you want to.   In addition, when an attack would knock you prone, you can immediately make a saving throw to avoid falling prone.--
Tideless.
Dwarves were never touched by the tides of magic as they first swept across the land, and cannot be any Arcane class.

 

3.5th Edition
Ability Score Adjustment
+2 Constitution, -2 Charisma
Size
Medium
Speed
A dwarf's base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load.
Darkvision
Dwarves can see with no light source at all. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise—invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Stonecunning
This ability grants a dwarf a +2 Racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn't stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Dwarves have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground homes.
Dwarven Weapon Familiarity
Dwarves treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
Stability
Dwarves are exceptionally stable on their feet. A dwarf has a +4 Racial bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
Dwarven Resilience
Dwarves receive a +2 Racial bonus on saving throws again poison.
Tideless
Dwarves cannot use arcane magic or replicate it using magic items, and receive a +2 Racial bonus on saving throws against arcane spells and spell-like effects.
Dwarven Combat
Dwarves receive a +1 Racial bonus on attack rolls against orcs (including half-orcs) and goblinoids (including goblins, hobgoblins, and bugbears.
Giant Dodger
Dwarves receive a +4 Dodge bonus to Armor Class against creatures of the Giant type (such as ogres, trolls, and hill giants).
Racial Skills
Dwarves receive a +2 Racial bonus on Appraise and Craft checks that are related to stone or metal.
Languages
Automatic Languages Common, Dwarven; Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, Undercommon.
Favored Class
Fighter

 

2nd Edition
Dwarves of all kinds are extremely resilient against magic. A dwarf gains a +1 bonus for every 3½ points of Constitution score against wands, staves, rods, and spells. These bonuses are summarized in the chart below.
Constitution ScoreSaving Throw Bonus
4-6 +1
7-10 +2
11-13 +3
14-17 +4
18-19 +5
Additionally, all dwarves are exceptionally resistant to all kinds of toxic substances. Dwarves make saving throws against poison with the same bonus they do for magical attacks as seen above.   When ogres, trolls, ogre magi, giants, or titans attack dwarves, these monsters must subtract 4 from their attack rolls because of the dwarf’s small size and combat agility against these much bigger creatures.   Due to their inherently nonmagical nature, dwarves have trouble using magical items. All magical items that are not specifically suited to the character’s class have a 20% chance to malfunction when used by a dwarf. This check is made each time a dwarf uses a magical item. A malfunction affects only the current use; the item may work properly next time. For devices that are continually in use, the check is made the first time the device is used during an encounter. If the check is passed, the device functions normally until it is turned off. Thus, a dwarf would have to check upon donning a robe of blending but would not have to check again until he or she had taken the robe off and then put it on again. If a cursed item malfunctions, the character recognizes its cursed nature and can dispose of the item. Malfunction applies to rods, staves, wands, rings, amulets, potions, horns, jewels, and all other magical items except weapons, shields, armor, gauntlets, and girdles. This penalty does not apply to dwarven clerics using priest items.   Dwarven infravision allows them to see in the dark out to a range of 60 feet.   Dwarves are miners of great skill. While underground, they can detect the following information when within 10 feet of the particular phenomenon (but they can determine their approximate depth below the surface at any time).
PhenomenaChance
Detect grade or slope in passage 1-5 on 1d6
Detect new tunnel/passage construction 1-5 on 1d6
Detect sliding/shifting walls or rooms 1-4 on 1d6
Detect stonework traps, pits, and deadfalls 1-3 on 1d6
Determine approximate depth underground 1-3 on 1d6
Note that the dwarf must deliberately try to make these determinations; the information does not simply spring to mind unbidden.   Dwarves are shorter and more rotund than most races, and due to this they move slower. A dwarf’s base movement is 6.

Pathfinder 2e
Hit Points
10
Size
Medium
Speed
20 feet
Ability Boosts
Constitution, Wisdom, Free
Ability Flaws
Charisma
Languages
Common, Dwarven, Dwarven Dialect (Based on your Heritage), Additional languages equal to your Intelligence modifier (if it’s positive). Choose from Gnomish, Goblin, Giant, Orcish, Terran, Undercommon, and any other languages to which you have access (such as the languages prevalent in your region). You can additionally choose any dialect of these languages, such as Rock Gnomish or Green Orcish.
Traits
Dwarf, Humanoid
Darkvision
You can see in darkness and dim light just as well as you can see in bright light, though your vision in darkness is in black and white.
Tideless
You cannot learn or cast any arcane spells.
Clan Dagger
You get one clan dagger of your clan for free, as it was given to you at birth. Selling this dagger is a terrible taboo and earns you the disdain of other dwarves.

 
Genetic Descendants

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