Dwarf
Dwarves are native to the mountains of Gabroria. They are universally short and stocky, ranging from 4-5 feet tall but easily weighing 150-230 pounds. Dwarfmen almost always sport impressive beards.
There are a handful of distinct Dwarvish nations. Each nation specializes in processing the resources present in or around their capital.
- Iron Dwarves: largest kingdom with ample iron
- primary subrace: Mountain
- started small but quickly took land from Bronze Dwarves
- elite subcategory: Steel Dwarves
- responsible for binding Shaitan in Helvete after stealing work from Adamant Dwarves
- entered Æði (Behemoth) Pact with Granite Dwarves: Granite Dwarves help bolster Helvete against Behemoth's attacks in exchange for iron, steel, and freedom to study Shaitan. Pact rendered moot while Behemoth is bound.
- Gold Dwarves: small group of cities that is rarely independent
- primary subrace: Deep
- perpetual subjects of other nations, currently Iron Kingdom
- terrible quality of life for working class, which most Gold Dwarves are
- story of a group of gold dwarves who tried to escape slavery by fleeing into underdark and never returned
- East & West Silver Dwarves: actually two kingdoms separated by the Fjordbukta
- primary subrace: Fjord
- the east kingdom came first and colonized the west side, which later declared independence
- only dwarves to have a navy
- Bronze Dwarves: medium-sized kingdom with lots of copper
- primary subrace: Mountain
- once the largest kingdom, but lost territory to Iron Dwarves
- lots of trade with Gnomes and Dwarves, especially Pewter Dwarves
- most inventive Dwarves due to utility of copper and cultural exchange with Gnomes
- starting to use brass
- Pewter Dwarves: smallish kingdom with tin
- primary subrace: Mountain
- historically home of the best small-scale artisans
- increasing in power due to trade with Gnomes and other Dwarves as more uses of tin are found (e.g. canning)
- Adamant Dwarves: single (now deserted) volcanic city that was the only source of adamant
- primary subrace: Cinder
- needed very high temperatures to process raw adamant, forming a bottleneck to production
- feared invasion by Iron Dwarves and were desparate for an advantage
- attempted to bind Shaitan in their city to increase adamant smelting, but failed and were destroyed
- Granite Dwarves: large kingdom with uniquely durable granite
- primary subrace: Hill
- only dwarves to build bulk of cities above ground
- also known for abundance of certain gem-quality minerals
- in order of increasing scarcity/value: quartz (rutile, rose, & plain), fluorite, tourmaline (schorl & watermelon), zircon, moonstone, topaz, beryl (emerald & aquamarine), titanite
- master masons: best architecture by far, including aqueducts carrying water to power public baths & sewer system
- most peaceful of all dwarves due to relative lack of weapons-grade metals, but defenses have never been breached
- largest population of wizards
- used to get iron and steel from Iron Dwarves through Æði Pact before Behemoths's binding; now short on iron
Names
Dwarves have a first name, a clan name, and rarely an epithet.
Game Mechanics
Abilities
Stocky. Dwarves are a hardy race and have a high Constitution score on average.
Feats of Valor. Feats of strength and courage are greatly admired in most Dwarvish cultures. As such, some dwarves achieve an exceptionally high Strength, Wisdom, and/or Charisma score.
Alignment
Dwarvish cultures generally hold strongly to their laws and traditions, which are literally set in stone in most communities. Dwarves tend strongly towards lawful.
Age
Due to their impressive fortitudes, dwarves rarely get sick at any age. Your old age threshold is 200 years, with an aging rate of 5 years.
Languages
You are proficient in your clan's dialect of Dwarvish. Due to the dwarves' long lifespans and opposition to social change, the language hasn't changed much over time. Dwarvish serves as the common language of Gabroria, although there are noticeable differences in dialect between distant regions.
Size
Your size is Medium. Despite averaging 4 feet tall, Dwarves are truly big-boned and often weigh over 200 pounds.
Dwarf
Size
Medium
Medium
Speeds
Walk 25 ft.
Walk 25 ft.
Old Age Threshold
200 years
200 years
Traits
Dwarven Fortitude. You have advantage on saving throws against being poisoned, and you have resistance to poison damage. Furthermore, your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
Unencumberable. You ignore the cumbersome property of armor and shields. Furthermore, you have advantage on saving throws against being pushed or knocked prone.
Subrace. Choose Cinder, Deep, Fjord, Hill, or Mountain Dwarf as your subrace.
Subraces
Select one of the subraces below.
Fjord Dwarf
Ice Diver. Naturally more buoyant than other dwarves and adapted to freezing water, you have resistance to cold damage and a swim speed equal to your walking speed.
Mountain Dwarf
Ore Taster. As a standard action, you can taste a rock or alloy to identify its composition. You learn what minerals or metals are present, and in what quantities.
Crag Climber. Your tough nails and strong hands allow you to climb stone with ease, granting you a climb equal to your walking speed. You also have resistance to damage from falling.
Hill Dwarf
Powerful Build. You have the Powerful Build trait.
Unbreakable Bones. Bludgeoning damage you take is reduced by 1. This reduction is applied after any resistances and vulnerabilities.
Deep Dwarf
Cave Senses. Your ancestors rarely left the safety of their cavern homes. Your darkvision has a range of 120 feet instead of 60 feet. You also have blindsight (10 ft.), and you always know the grade of the ground you stand on.
Cinder Dwarf
Volcano Dweller. As a descendant of dwarves who lived on the slopes of active volcanoes, you have resistance to fire damage and immunity to the effects of low doses of volcanic gas.
Suggested Backgrounds
Dwarven Combat Training
Prerequisite: The ability to speak Dwarvish
You were trained in a Dwarven style of combat, which emphasizes confidence and ferocity. You gain the following benefits:
- Pick any number of the following weapons: battleaxe, greataxe, handaxe, light hammer, maul, warhammer, and/or war pick. You are proficient with the chosen weapons, and when you use one to make a melee weapon attack as part of the Charge action, the target of the attack must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn. The DC is equal to 8 + your Strength score + your Intimidation proficiency.
- You are proficient with medium armor. While you wear medium or heavy armor or wield a medium or heavy shield, you have advantage on saving throws against being frightened.
Dwarven Trade Training
Prerequisite: The ability to speak Dwarvish
You are experienced in a Dwarven trade. Pick one of the following benefits:
- You are proficient with brewer's supplies, you have expertise in History for the purpose of Intelligence checks relating to alcoholic drinks, and you have expertise in Medicine for the purpose of Wisdom checks relating to intoxication.
- You are proficient with jeweler's tools, and you have expertise in History for the purpose of Intelligence checks relating to cut and uncut gemstones.
- You are proficient with mason's tools, and you have expertise in History for the purpose of Intelligence checks relating to stonework.
- You are proficient with smith's tools, and you have expertise in History for the purpose of Intelligence checks relating to forged arms and armor.