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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

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

AlarmArmor of Agath­ys

   2nd

Arcane LockKnock

   3rd

Glyph of Ward­ingMag­ic Cir­cle

   4th

Leo­mund’s Secret ChestMor­denkainen’s Faith­ful Hound

    5th

Antil­ife Shell

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.
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