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Dwarf

Kingdoms rich in ancient grandeur, halls carved into the roots of mountains, the echoing of picks and hammers in deep mines and blazing forges, a commitment to clan and tradition, and a burning hatred of goblins and orcs-these common threads unite all dwarves.  

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 deep brown to a paler hue tinged with red, but the most common shades are light brown or deep tan, like certain tones of earth.   Their hair, worn long but in simple styles, is usually black, gray, or brown, though paler dwarves often have red hair. Male dwarves value their beards highly and groom them carefully.  

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 dwarves living in Citadel Felbarr (in the world of the Forgotten Realms) can recall the day, more than three centuries ago, when orcs conquered the fortress and drove them into an exile that lasted over 250 years. This longevity grants them a perspective on the world that shorter-lived races such as humans and halflings 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 gods of the dwarves, who uphold the dwarven ideals of industrious labor, skill in battle, and devotion to the forge.   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.  

Gods, 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 a deity, a direct calling or simply a desire to bring glory to one of the dwarf gods. 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.  

Slow to Trust

  Dwarves get along passably well with most other races. "The difference between an acquaintance and a friend is about a hundred years," is a dwarf saying that might be hyperbole, but certainly points to how difficult it can be for a member of a short-lived race like humans to earn a dwarf's trust.   Elves. "It's not wise to depend on the elves. No telling what an elf will do next; when the hammer meets the orc's head, they're as apt to start singing as to pull out a sword. They're flighty and frivolous. Two things to be said for them, though: They don't have many smiths, but the ones they have do very fine work. And when orcs or goblins come streaming down out of the mountains, an elf's good to have at your back. Not as good as a dwarf, maybe, but no doubt they hate the orcs as much as we do."   Halflings. "Sure, they're pleasant folk. But show me a halfling hero. An empire, a triumphant army. Even a treasure for the ages made by halfling hands. Nothing. How can you take them seriously?"   Humans. "You take the time to get to know a human, and by then the human's on her deathbed. If you're lucky, she's got kin-a daughter or granddaughter, maybe-who's got hands and heart as good as hers. That's when you can make a human friend. And watch them go!. They set their hearts on something, they'll get it whether it's a dragon's hoard or an empire's throne. You have to admire that kind of dedication, even if it gets them in trouble more often than not."  

Dwarf

ability score increase: Choose one of: (a) Choose any +2; choose any other +1 (b) choose three different +1
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.
Size: Medium
speed: Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor.
Languages: You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak.

3.5E Conversion

Atarak (Badland Dwarf)

The Atarak native to the continent of Makhet, calling the Dahara Wastes, the Majahara Badlines and the Azerban desert their home.
ability score increase: Choose one of: (a) Choose any +2; choose any other +1 (b) choose three different +1
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.
Size: Medium
speed: Your base walking speed is 25 feet.
Languages: You can speak, read, and write Common and one other language that you and your DM agree is appropriate for your character.
parent race: Dwarf
race features:
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.   Wasteland Adaption. You are able to go two days without water and have proficiency on Wisdom (survival) checks made to find water.

Player's Handbook

Borþal (Hill Dwarf)

As a hill dwarf, you have keen senses, deep intuition, and remarkable resilience. The gold dwarves of Faerun in their mighty southern kingdom are hill dwarves, as are the exiled Neidar and the debased Klar of Krynn in the Dragonlance setting.
ability score increase: Choose one of: (a) Choose any +2; choose any other +1 (b) choose three different +1
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.
Size: Medium
speed: Your base walking speed is 25 feet.
Languages: You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak.
parent race: Dwarf
race features:
Speed. 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.   Dwarven Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Plane Shift Kaladesh

Dashi (Kaladeshi Dwarf)

To the artisans of Kaladesh, a device's beauty is almost as important as its function. Different artists, though, have different definitions of beauty, and to most dwarves, the highest mark of beauty is quality. Nothing is more exquisite than a machine that endures—one that functions perfectly, with a minimum of maintenance, despite the passage of years. Dwarves don't understand laziness or shortcuts. Just as a machine must function smoothly at all times, so too an artisan should work steadily and with care. Dwarves take pride in their work ethic, and abhor any attitude or behavior that would undermine the quality of their work. They are more thorough than speedy, and although a dwarf's work might take longer to complete, its quality makes the time worthwhile. If a job must be done, a dwarf will see that it is done correctly. And when a dwarf repairs a machine, it will work as well as it did when it was first built, if not better—and it will last.   Among the folk of other races, dwarves have a reputation for being utterly fearless. This is largely because their work often finds them scaling tall buildings or hanging from the undersides of airships. Far from being reckless, though, dwarves enter any potentially dangerous situation with firm safeguards in place, thoroughly prepared to avoid any accident. With an unshakable trust in the quality of harnesses, scaffolding, and handiwork, a dwarf has no need to fear falling.
ability score increase: Choose one of: (a) Choose any +2; choose any other +1 (b) choose three different +1
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.
Size: Medium
speed: Your base walking speed is 25 feet.
Languages: You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak.
parent race: Dwarf
race features:
Speed. Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor.   Darkvision. Accustomed to life underground in your race's ancient past, 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 Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.   Artisan's Expertise. You gain proficiency with two kinds of artisan's tools of your choice. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. In addition, whenever you make an Intelligence (History) check related to the origin of any architectural construction (including buildings, public works such as canals and aqueducts, and the massive cogwork that underlies much of the construction of Ghirapur), you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

Drumr (Dream Dwarf)

Dream dwarves are an ordinary looking, but mystically gifted subset of the stout-folk who possess ethereal sight. They share a profound connection with the earth around them, and are able to enter a trance they call the earth dream, which allows them to learn through the earth by accessing a sort of collective consciousness. Dream dwarves are a rare sight, and most can’t tell them apart from a hill dwarf.
ability score increase: Choose one of: (a) Choose any +2; choose any other +1 (b) choose three different +1
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.
Size: Medium
speed: Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor.
Languages: You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak.
parent race: Dwarf
race features:
Darkvision. Glacier dwarves are accustomed to life in caverns deep beneath the ground. They can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light.   Dwarven Resilience. Unlike the dwarves of the mainland, glacier dwarves possess an innate resistance to cold instead of poison. You have advantage on saving throws against the effects of cold, and have resistance to cold damage.   Dwarven Combat Training. You have proficiency in the battleaxe, handaxe, spear, and warpick.   Tool Proficiency. You gain proficiency with the artisan's tools of your choice: smith's tools, mason's tools, or brewer's supplies.   Ethereal Sight. You can use your bonus action to enter a state that allows you to see into the Ethereal plane for 30 feet around you. You can easily differentiate the Ethereal and Material planes, as objects and creatures on the ethereal plane appear translucent. This benefit lasts until you end the effect as a bonus action, or until you are incapacitated.   Earth Dream. Once per day, when you take a long rest in a natural environment, you can enter a trance-like state where the earth speaks to you through your dreams. This feature doesn't function where nature has been replaced by construction, such as in dungeons and towns. At the end of your rest, you instantly gain knowledge of one fact of your choice about one of the following subjects as it relates to the area within 500 feet of you:  
  • Terrain and bodies of water
  • Prevalent plants, minerals, animals, or peoples
  • Buildings

Mordenkainen's Tome of Foes

Duergar (Grey Dwarf)

Duergar are dwarves whose ancestors were transformed by centuries living in the deepest places of the Underdark. That chthonic realm is saturated with strange magical energy, and over generations, early duergar absorbed traces of it. They were further altered when mind flayers and other Aberrations invaded and performed horrific experiments on them. Fueled by Underdark magic, those experiments left early duergar with psionic powers, which have been passed down to their descendants. In time, they liberated themselves from their aberrant tyrants and forged a new life for themselves in the Underdark and beyond.
ability score increase: Choose one of: (a) Choose any +2; choose any other +1 (b) choose three different +1
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.
Size: Medium
speed: Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor.
Languages: You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak.
race features:
Superior Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. 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 can't discern color in darkness, only shades of gray.   Duergar Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage. You also have advantage on saving throws against illusions and against being charmed or paralyzed.   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.   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 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.

3.5E Conversion

Egtan (Seacliff Dwarf)

Some clans of dwarves settled not in the mountain delves favored by most of their race but in the tall, impregnable cliffs that overlook the sea. These seacliff dwarves are considered by other dwarves to all be salt beards, though in truth most of them prefer the safety and security of their subterranean homes as much as any other dwarf. The difference is that those rare few among them who would be saltbeards don't have far to go.   All seacliff dwarves are good swimmers, as behooves folk whose lower passages can fill with seawater during major storms. Living areas and the like are always situated well above even the highest such waterline
ability score increase: Choose one of: (a) Choose any +2; choose any other +1 (b) choose three different +1
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.
Size: Medium
speed: Your base walking speed is 20 feet. You have a swim speed of 20 feet
Languages:
parent race: Dwarf
race features:
Dwarven Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage. Dwarven Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.   Dwarven Athletics. You have proficiency on Strength (athletics) checks.   Tool Proficiency. You gain proficiency with the artisan's tools of your choice: Smith's tools, brewer's supplies, or mason's tools.   Dwarven Combat Training. You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.   Darkvision. Accustomed to life underground in your race's ancient past, 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.   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.

Player's Handbook

Jorvan (Mountain Dwarf)

As a mountain dwarf, you're strong and hardy, accustomed to a difficult life in rugged terrain. You're probably on the tall side (for a dwarf), and tend toward lighter coloration. The shield dwarves of northern Faerun, as well as the ruling Hylar clan and the noble Daewar clan of Dragonlance, are mountain dwarves.
ability score increase: Choose one of: (a) Choose any +2; choose any other +1 (b) choose three different +1
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.
Size: Medium
speed: Your base walking speed is 25 feet.
Languages: You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak.
parent race: Dwarf
race features:
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.   Dwarven Armor Training. You have proficiency with light and medium armor.

Olar (Glacier Dwarf)

Although many of the frostfell's dwarves are the same as dwarves in other lands, some have left their ancestral homes in the mountains, seeking an altogether ifferent material from which to forge their weapons and armor. This material, known as blue ice, is foun only in the deepest and most ancient glaciers. Blue ice can be forged like metal, but is lghter and keeps a sharper edge. These warves have taken to building their underground homes in the hearts of glacier that carry deposits of blue ice. These glacial mines are similar in many ways to the mountain mines, except that everything is crafted from materfully carved ice. The dwarves who dwell in these fantastic structures are often known as glacier dwarves
ability score increase: Choose one of: (a) Choose any +2; choose any other +1 (b) choose three different +1
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 order and justice. Glacier dwarves tend to be fairly neutral in other matters, as they do not possess the luxury of well-defined morals.
Size: Medium
speed: Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor.
Languages: You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak.
parent race: Dwarf
race features:
Darkvision. Glacier dwarves are accustomed to life in caverns deep beneath the ground. They can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light.   Dwarven Resilience. Unlike the dwarves of the mainland, glacier dwarves possess an innate resistance to cold instead of poison. You have advantage on saving throws against the effects of cold, and have resistance to cold damage.   Dwarven Combat Training. You have proficiency in the battleaxe, handaxe, spear, and warpick.   Tool Proficiency. You gain proficiency with the artisan's tools of your choice: smith's tools, mason's tools, or brewer's supplies.   Icebound Navigation. Whenever you make a Wisdom (Survival) check related to navigating forzen territory, you are considered proficient in the Survival skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.   Ice Walk. You can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn’t cost you extra moment.

Civilization and Culture

Naming Traditions

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.   Male Names: Adrik, Alberich, Baern, Barendd, Brottor, Bruenor, Dain, Darrak, Delg, Eberk, Einkil, Fargrim, Flint, Gardain, Harbek, Kildrak, Morgran, Orsik, Oskar, Rangrim, Rurik, Taklinn, Thoradin, Thorin, Tordek, Traubon, Travok, Ulfgar, Veit, Vondal   Female Names: Amber, Artin, Audhild, Bardryn, Dagnal, Diesa, Eldeth, Falkrunn, Finellen, Gunnloda, Gurdis, Helja, Hlin, Kathra, Kristryd, Ilde, Liftrasa, Mardred, Riswynn, Sannl, Torbera, Torgga, Vistra   Clan Names: Balderk, Battlehammer, Brawnanvil, Dankil, Fireforge, Frostbeard, Gorunn, Holderhek, Ironfist, Loderr, Lutgehr, Rumnaheim, Strakeln, Torunn, Ungart
Related Organizations

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