Dwarf
DnD Dwarfs Race

Overview
Dwarfs are sturdy, proud beings who live in the land of Blackstone.
They resemble humans, but are shorter, broader, and far tougher. Known for their strength, discipline, and craftsmanship, Dwarves are inseparably tied to stone, metal, and tradition.
Types of Dwarfs
There are four main kinds of Dwarves:

- Hill Dwarfs: brave and steadfast dwellers of the hills.
- Mountain Dwarves: powerful warriors and master smiths from the mountains.
- Duergar (Gray Dwarves of deep Dwarf): dark dwarfs who live deep beneath the earth.
- Mark of Warding Dwarfs: magical dwarfs, specialized in protection and seals.
The Land of Blackstone
Blackstone is a rich, rocky land divided into six major regions, each with its own culture, people, and leadership.
Donk
A massive underground prison where the realm’s most dangerous criminals are kept. This heavily guarded area is ruled by the Mountain Dwarves, who are known for their firm hand and strict discipline.
Brightstone
Home of the Duergar, also called Gray Dwarfs. They usually live in seclusion, deep within caves, far away from the sun. Brightstone is mysterious and silent many say you do not simply enter… or leave.
Kurk
A small village from which most of the Mark of Warding Dwarfs come. The area is also famous for its fine beer and rum.
Timber
A region full of vast forests, known for its enormous trees. Timber forms the border between nature and civilization, and is renowned for its woodcraft, lumberjacks, and mysterious forest magic.
Duskwall
The second-largest city of Blackstone and the kingdom’s main port. Ships from distant lands arrive here, making trade with the outside world possible. Duskwall is lively, cosmopolitan, and at times dangerous.
Goldstone
The capital of Blackstone and the political heart of the realm. Hill Dwarfs live here in large numbers, and at its center stands the royal palace of the Blackstone family, rulers of the land.
The Blackstone Family and the God Tuumus
The Blackstone family has ruled over the dwarf kingdom for centuries.
According to legend, their bloodline is blessed by Tuumus, the god of earth, smithing, and mining. It is said that only members of the royal family can speak directly with Tuumus. The other dwarves worship him as well, but have no direct contact.
Their faith tells that Tuumus himself shaped the land of Blackstone, creating it as an eternal home for his children of stone.
The Conflict of Brogan Dûrnheim
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Although most dwarfs believe in the god Tuumus, there are also many who reject their faith in him. Especially the idea that only the Blackstone family can speak with Tuumus causes much resentment. What the dwarfs cannot see or hear for themselves, they often refuse to accept.
The largest group of unbelievers are the Dûrnheims. This clan is led by Brogan Dûrnheim: a serious, harsh mountain dwarf. He regularly fights against the influence and power of the Blackstone family, and the conflicts between the two houses flare up time and again.
Stats
Player’s Handbook
- 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, 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.
- Languages: Your character can speak, read, and write. Common, Dwarvish and one other language that you want.
Hill Dwarf
- 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
- Ability Score Increase. Your Strength score increases by 2.
- Dwarven Armor Training. You have proficiency with light and medium armor.
- Eberron: Rising from the Last War
Mark of Warding
- Ability Score Increase. Your Intelligence score increases by 1
- Warder’s Intuition. Whenever you make an Intelligence (Investigation) check or an Ability Check involving Thieves’ Tools, you can roll a d4 and add the number rolled to the total ability check.
- Wards and Seals. You can cast the Alarm and Mage Armor spells with this trait. Starting at 3rd level, you can also cast the Arcane Lock spell with it. Once you cast either spell with this trait, you can’t cast that spell again until you finish a Long Rest. Intelligence is your Spellcasting Ability for these spells, and you don’t require material components when you cast them with this trait.
- Spells of the Mark. If you have the Spellcasting or Pact Magic class feature, the spells on the Mark of Warding Spells table are added to the spell list of your Spellcasting class.
Mark of Warding Spells
Spell Level | Spell |
1st | |
2nd | |
3rd | |
4th | |
5th |
Plane Shift: Kaladesh
- Ability Score Increase. Your Constitution score increases by 2, and your Wisdom score increases by 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 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 around 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 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.
Duergar (Gray Dwarf or deep dwarf)
- Ability Score Increase. When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. You can’t raise any of your scores above 20.
- Creature Type. You are a Humanoid. You are also considered a dwarf for any prerequisite or effect that requires you to be a dwarf.
- Size. You are Medium.
- Speed. Your walking speed is 30 feet.
- Darkvision. 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 discern colors in that darkness only as shades of gray.
- Duergar Magic. Starting at 3rd level, you can cast the Enlarge/Reduce spell with this trait, without requiring a material component. Starting at 5th level, you can also cast the Invisibility spell with it, without requiring a material component. Once you cast either of these spells with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level.
- Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
- Dwarven Resilience. You have advantage on saving throws you make to avoid or end the poisoned condition on yourself. You also have resistance to poison damage.
- Psionic Fortitude. You have advantage on saving throws you make to avoid or end the charmed or stunned condition on yourself.
- Languages: Your character can speak, read, and write. Common, Dwarvish And (also stone if you have learned that) and one other language that you want.