Dwarf(Humanoid)

Dwarves are a stereotypical fantasy race. In Nexus, they are primarily found on Anntarrem, though pockets of them exist on other continents. This is deliberately excluding the presence of Duergar, which are prolific throughout all layers of the Underdark, though not usually found on surface continents. All Dwarves belong to a greater creature category known as the Dwarren, which also includes Gnomes and other creatures.

With the exception of Duergar, Dwarves very rarely possess magic beyond their connection to the Forge of Creation, with Dwarren sorcerers almost wholly unheard of. The Forge of Creation typically manifests for Dwarves as an involuntary force which empowers their creations and grants them inspiration. For surface-dwelling(Or similar, as many Dwarren keeps and cities extend into the ground) Dwarves, this inspiration happens in dreams or in the intensity of other acts of creation. For Duergar, the Forge of Creation grants inspiration in hallucinations and strange visions.

Dwarves and Dwarren in general tend to live in strict merit-based societies, sometimes with a royal family, though often just a simple council.

## Dwarves as DnD Characters

Dwarves share the following traits, regardless of subrace;

**Medium Humanoid; Constitution +2; 25 ft. Walking speed; 60 ft. Darkvision**

**Armored Speed.** Your speed is not reduced by wearing heavy armor.

**Dwarven Combat Training.** You gain proficiency in 3 weapons and 1 armor set of your choice.

**Dwarven Resilience.** You add your Tier to your constitution modifier for the purposes of gaining benefits from high ability scores.

**Forge of Creation.** You gain proficiency in Mason's Supplies and Smith's Tools. All objects and vehicles you create using these tools become Magical. They do not require more time or materials than a nonmagical form of what you are crafting. The magic is of a Divine origin.

You may choose to forge nonmagical items, though doing so requires additional time and effort(An additional day per workweek the item would ordinarily take to craft).

**Sense Craftsmanship.** When you make an intelligence-based skill or tool check to identify the origin or nature of stone or metalwork, you are considered as having expertise in the roll.

### Heroic Dwarves

Heroic Dwarves find their divine magic permeate their body. Any armor or clothes you wear become +1 magical items for as long as you wear them, and all weapons and tools you wield become +1 magical weapons and tools while you wield them. This even applies to magical items, if they possess a smaller bonus to attack and/or damage rolls. When you craft items using your Forge of Creation, they also benefit from this magical +1 bonus.

### Dwarf Paragons

Dwarven Paragons are granted more direct inspiration from the Forge of Creation. Thrice each day, when you make an attack roll or tool check, you may add a 1d8 Divine Inspiration to the roll.

In addition, the +1 bonus to items you create and use becomes a +2 magical bonus.

### Epic Dwarves

Epic Dwarves gain a special, direct connection to all things material. You gain 120 feet of tremorsense, and you are able to detect materials and changes of materials the entire way through this range. This allows you to identify metals, stones, creatures, minerals, and all other things within your tremorsense radius, though you do not learn the exact identity of the creature, only their general body shape.

In addition, all items you create using Forge of Creation or wield or wear become +3 magical items.

Dwarves are then split into the following subraces;

## Duergar

**Strength +1; 120 ft. Darkvision**

**Duergar Magic.** 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.

**Duergar Resillience.** You have advantage on saving throws against illusions and against being charmed or paralyzed.

**Sunlight Sensitivity.** You have disadvantage on attack rolls and perception checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

## Hill

**Wisdom +1**

**Dwarven Toughness**. Your hit point maximum increases by your Tier times your level. This bonus is retroactive.

## Jungle

**Dexterity +1; 30 ft. Walking/Climbing speed**

**Woodcunning**. All of your magical abilities, spells, and abilities gained through being a Dwarf which only effect stone or metal also effect wood and wooden objects, as appropriate to the effect, and vice-versa.

## Mountain

**Strength +2**

**Dwarven Might**. You add your Tier to your strength modifier for the purposes of gaining benefits from high ability scores.