Dwarf Species in The Five Realms | World Anvil
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Dwarf

The Stout Folk are deliberate and steadfast, with a proud history as great artisans, builders, and warriors. The still hold to the glory of their ancient ways and traditions stubbornly defending what remains of their old domains beneath hill and mountain.   According to their own legends, the first of their peoples were called the grillf and were formed from iron, earth, and stone after the power of life was breathed into them in the heart of the world. They found their way to the surface and, from there, spread across each continent. Thousands of years of settlement and separation divided the dwarves into distinct subraces: the most common are known as the hill dwarf and found throughout the North and their ancestral lands of Grililath, the occasional mountain dwarf can also be found in Grililath but they are more frequent in the southern lands of Paracia, while since the end of the Godswar the deep dwarves, or duergar defend their Underrealm settlements.   Bold and hardy, known as skilled warriors, miners, and workers of stone and metaI. Standing well under 5 feet tall, broad and compact, weighing 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.   Grillf 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 earthy tones. Their hair, worn long but simply, is usually black, gray, or brown, though paler dwarves often have red hair. Male dwarves value their beards highly and groom them carefully.   Grillf can live to be more than 400 years old, so the oldest among them remember living in very different times, even a different world. The very oldest among them remembering the events at the end of the Godswar and of walking alongside the gods themselves. This longevity grants them a perspective on the world shorter-lived races such as humans and halflings lack. Dwarves by their nature 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. They don't abandon those traditions lightly.   ParI 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 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 a hunt for vengeance can become a full-blown clan feud.   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. Others 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.

RPG Datasheet

Dwarf

Player's Handbook page 18  
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, throwing hammer, and warhammer.
Tool Proficiency
You gain proficiency with the artisan's tools of your choice from smith's tooIs, 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 and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other languages a dwarf might speak.
Subrace
Three main subraces of dwarves populate the world; hill dwarves, mountain dwarves and the grey dwarves or duergar. Choose one of these subraces.
 

Subrace 1: Hill Dwarf

Player's Handbook page 20  
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.
 

Subrace 2: Mountain Dwarf

Player's Handbook page 20  
Ability Score Increase
Your Strength score increases by 2.
Dwarven Armor Training
You have proficiency with light and medium armor.
 

Subrace 3: Deep Dwarf or Duergar

Sword Coast Adventurer's Guide page 104  
Ability Score Increase
Your Strength score increases by 1.
Superior Darkvision
Your darkvision has a radius of 120 feet.
Extra Language
You can speak, read, and write Undercommon.
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, a lthough 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 a re trying to perceive is in direct sunlight.

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The Players Guide
Races

Homunculi

"Grillf" or "Dwarf"

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