Dwarf
Dwarves are a natural humanoid race common throughout parts of The Lost Lands. Dwarves were a tough, tradition-abiding folk known for their strong martial traditions and beautiful craftsmanship.
Dwarves were a short race, as their name implied, standing from 4'- 5' on average. What dwarves lacked in height they made up for in bulk; they were, on average, about as heavy as humans. A dwarf could weigh anywhere from about 160–220 lbs. Dwarven males were a bit taller and heavier than their female counterparts. Like humans, dwarves had a wide variety of skin, eye, and hair colors. Hazel eyes were common throughout the race, with blue, brown or green eyes being less common.
Dwarves were unusually tough for humanoids, in more ways than one. Dwarven stomachs, for instance, were resistant to virtually all poisons and it took less effort for a dwarf to get back on their feet than other races. Dwarves also had dense bodies and were difficult to push around as a result, as well as having the capacity to bear loads that other races might find hindering with little ill effect. Dwarves also had a sense about them that few races did, with a preternatural awareness of their surroundings useful for a subterranean race as well as good judgment all-around in general.
Unlike Elves and Orcs, Dwarves were far less likely to conceive children with Humans, though it was not unheard of.
Masculine Names
Broutmod, Lormuid, Thrazzeg, Grostomi, Kramur, Yordrumlir, Batdrumin, Thrakgrus, Voric, RurdounFeminine Names
Bubraela, Nenaebo, Snastirra, Oumora, Tundrilda, Aratealine, Rehilda, Fofolsia, Thorfabella, NeztrydDwarf Stats and Abilities
Ability Score Increase: Your Constitution score increases by 2.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.
Languages: You can speak, read, and write one Human Language (usually Westerling) and Dwarvish.
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: 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.
Subrace: Choose one of the options below.
Hill Dwarf
As a hill dwarf, you have keen senses, deep intuition, and remarkable resilience.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.
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.Ability Score Increase: Your Strength score increases by 2.
Dwarven Armor Training: You have proficiency with light and medium armor.
Street Dwarf
Street dwarves were originally of mountain dwarf stock, but all trace their descent to a single band of exiles from the Great Mountain Clan Targ in the Forlorn Mountains. Their natural skills as craftsmen soon made them wealthy and allowed them to establish shops, inns, waystations, and merchant houses. In less than a century they had largely abandoned their old dwarven culture and had begun to establish their own rich traditions. Since their early days in Hawkmoon, street dwarves have spread far and wide to many of the world’s major urban centers. Commerce is their livelihood, and they simply follow the coin. They are savvy urbanites who know the ins and outs of city life.Ability Score Increase: Your Intelligence score increases by 1.
Streetwise: Street dwarves are proficient in two of the following skills: Deception, Insight, Investigation, Perception, Persuasion
Glacier Dwarf
As a glacier dwarf, you are native to the highest mountain peaks, where your kin dwell within massive ice packs. Glacier dwarves have a parcticularly fierce rivalry with frost giants, and their wars crack the ice for miles around.Ability Score Increase: Your Dexterity score increases by 1.
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.
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
Duergar
Duergar, also known as gray dwarves, were a subterranean subrace of dwarves. They carved out an existence in the Underdark, often near volcanoes. Their kinship to other dwarven subraces could be compared to that of the drow to surface elves.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, 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 Alternate: A Duergar that has become more accustomed to the surface may forgo taking Superior Darkvision and also remove Sunlight Sensitivity.
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