Undergwarfs

The gwarven race is known for producing remarkable craftsmen, able to craft or repair armor and weapons of any kind. Undergwarfs spend most of their time exploring caves, building mines and expanding their knowledge about minerals and “essence-stones”, making them great blacksmiths. The dust of these Essence-Stones is able to fully repair, upgrade and even refine objects. It may also be used on living things, granting powerful effects at the cost the of the user’s lifespan. Fearing the thirst for power and blood the other races displayed, they vowed to keep the location of its source unknown. Thereafter, they lived like hermits isolating themselves deep underground. After several generations of proximity to the Essence-Stones, the gwarfs developed some resistance towards the dust’s drain on their lifespan, even seeing it expand. 
Gwarfs use Essence-Stones like mages use spells, carving them into meaningful forms to expedite their powers – what the other races known as Runes. 
Their prolonged retreat from the world stage saw them to be known only as legends and myth. However, during the War of Ascension of 535 H.E., a gwarven tribe was rescued by the LADS in the kingdom of Dragonfell, prompting the rediscovery of their race among isolated mountain chains.
=== Racial Traits ===
==== Appearance ====
Gwarfs are stout humanoids – measuring an average of 5 feet (1,5 m; Medium) – with a tendency to grow large amounts of facial hair. They are more muscular than most other humanoids, being second only to Ogres in terms of physical strength.
==== Senses ====
Accustomed to life underground, undergwarfs have superior vision in dark and dim conditions. Within 60 feet of you, you can see in dim light 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 grey. 	
====Languages ====
You can speak, read, and write Common and Gwarvish. Gwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak. 
==== Age ====
On average, they live about 80years, with the oldest gwarves reaching 150 years old, upon which they turn to stone and become a corpse-statue.
==== Size ====
Gwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium. 
==== Names ====
A gwarf’s name is granted by a clan elder, in accordance with tradition. Every proper gwarven name has been used and reused down through the generations. A gwarf’s name belongs to the clan, not to the individual. A gwarf who misuses or brings shame to a clan name is stripped of the name and forbidden by law to use any gwarven name in its place. Examples include:
* Male Names: Adrik,	Alberich, Baern, Barendd, Brottor, Bruenor, Dain, Darrak, Delg,	Eberk, Einkil, Fargrim, Flint, Gardain, Harbek, Kildrak, Morgran,	Orsik, Oskar, Rangrim, Rurik, Sandga, Taklinn, Thoradin, Thorin,	Tordek, Traubon, Travok, Ulfgar, Veit, Vondal
* Female Names:	Amber, Artin, Audhild, Bardryn, Dagnal, Diesa, Eldeth, Falkrunn,	Finellen, Gunnloda, Gurdis, Helja, Hlin, Kathra, Kristryd, Ilde,	Liftrasa, Mardred, Riswynn, Sannl, Torbera, Torgga, Vistra
* Clan Names: Balderk,	Battlehammer, Brawnanvil, Dankil, Fireforge, Frostbeard, Gorunn,	Holderhek, Ironfist, Loderr, Lutgehr, Rumnaheim, Strakeln, Torunn,	Ungart
==== Ability Score Increase ====
Undergwarfs gain +2 Strength or +2 Constitution, and +1 Wisdom or +1 Dexterity.	
==== Racial Abilities ====
* That’s	Your Best Shot?	Once	per	battle,	as a reaction to having been hit by an enemy attack, you can heal	using a hit-dice and roll a d20, halving the heal if the result is 7	or lower. At 1st level, the heal is halved automatically. The number	of hit-die you roll when healing increases to two at the 8th level,	to three at the 14th level and to four at the 18th level. You can’t	use this ability if the attack drops you to 1 hit-point or below –	you’ve	got to be on your feet to sneer at their attack and recover.
* Never Say Die. Whenever	you drop to 0 hit-points or below, roll a normal save if you have	hit-die available. On an 11+, instead of falling unconscious, you	stay on your feet and heal yourself by spending a hit-die. 
* Gwarven	Resilience.	You have advantage on saving throws against poison and as well as	resistance against poison damage. 
* 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.
Category:Playable Race