Dwarf

*Kingdoms rich in ancient grandeur, halls carved into the roots of mountains, the echoing of picks and hammers in deep mines and blazing forges, a commitment to clan and tradition, and a burning hatred of goblins and orcs – these common threads unite all dwarves.*

Mountain DwarfHill DwarfDuergarForged DwarfYeldic Dwarf

## Dwarf Traits

Your dwarf character has an assortment of inborn abilities, part and parcel of dwarven nature.

#### 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.

#### 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 (explained in the “Combat” section).

#### 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

You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak.

## Gray Dwarf (Duergar)

The gray dwarves, or duergar, live deep in the Underdark. After delving deeper than any other dwarves, they were enslaved by mind flayers for eons. Although they eventually won their freedom, these grim, ashen-skinned dwarves now take slaves of their own and are as tyrannical as their former masters.

Physically similar to other dwarves in some ways, duergar are wiry and lean, with black eyes and bald heads, with the males growing long, unkempt, gray beards.

Duergar value toil above all else. Showing emotions other than grim determination or wrath is frowned on in their culture, but they can sometimes seem joyful when at work. They have the typical dwarven appreciation for order, tradition, and impeccable craftsmanship, but their goods are purely utilitarian, disdaining aesthetic or artistic value.

Few duergar become adventurers, fewer still on the surface world, because they are a hidebound and suspicious race. Those who leave their subterranean cities are usually exiles. Check with your Dungeon Master to see if you can play a gray dwarf character.

Duergar see themselves as the true manifestation of dwarven ideals, clever enough not to be taken in by the treacherous deceptions of Moradin and his false promises. Their period of enslavement and the revolt against the mind flayers led by their god, Laduguer, purged the influence of the other dwarven gods from their souls and thus made them into the superior race.

Duergar have no appreciation for beauty, that ability having been erased from their minds by the mind flayers long ago and any thought of recapturing it obliterated by Moradin’s betrayal. The duergar lead bleak, grim lives devoid of happiness or satisfaction, but they see that as their defining strength — the root of duergar pride, as it were — rather than a drawback to be corrected.

#### Superior Darkvision

Your darkvision has a radius of 120 feet.

#### Extra Language

You can speak, read, and write Undercommon.

#### Duergar Resilience

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

#### Duergar Magic

When you reach 3rd level, 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. Intelligence is your spellcasting ability for these spells.

## Wildbane (Hill) Dwarf

As a hill dwarf, you have keen senses, deep intuition, and remarkable resilience. The Wildbane dwarves of Sin in their mighty northern kingdom are hill dwarves.

#### Dwarven Toughness

Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

#### Knock em Back

You admire the buzz of a good ale. You may treat a single serving of ale as a salve to cure both the charmed and frightened conditions. You may use this feature once, before taking a long rest.

## Fjordstead (Mountain) Dwarf

As a mountain dwarf, you’re strong and hardy, accustomed to a difficult life in rugged terrain. You’re probably on the tall side (for a dwarf), and tend toward lighter coloration. The Fjordstead dwarves of northern Sin are mountain dwarves.

#### Eye for Steel

You have a knack for spotting poor craftmanship. You gain advantage on *Persuasion* checks with equipment merchants (blacksmiths, weapons/armor dealers etc.)

#### Dwarven Armor Training

You have proficiency with light and medium armor.

## **Forged (Dwarf Subrace)**

*Much like the Martaigan’s, the Forged dwarfs were shifted and changed by magical snarls as they were transported to a new realm. The Forged live in the screaming hot mesa island known as Tletl-Tlan. Using the immense heat from Chiltik, a massive burning magical snarl, they are able to elevate their craft.*

Developed by Gaz

* **Ability Score Increase.** Your Charisma score increases by 1.
* **Forged from Embers.** Your anatomy has changed and evolved to match your surroundings, you have resistance against fire damage.
* **Scorch.** When you hit a creature with a melee attack, you may add Your Charisma Modifier to the damage dealt. This is considered as fire damage. Alternatively, you may use your reaction to apply this feature to deal the same damage to a creature who successfully hit you with a melee attack. Your residual body heat allows you to use this feature a number of times equal to Your Charisma Modifier before needing a short or long rest.
* **Aldreian Native.** You can speak, read and write Enseti

## Yeldic Dwarf

*Yeldic Dwarves hail from the frozen lands of Frostfall, enduring the biting cold with a resilience that sets them apart. These stout and hardy dwarves have adapted to the harsh Arctic conditions, developing Winter's Endurance, granting them enhanced vitality. Expert artisans, they excel in crafting tools and weapons from ice and snow.*

Developed by Gaz

* **Ability Score Increase.** Your Constitution score increases by 2.
* **Winter's Endurance.** Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
* **Yeldic Artisan.** You gain proficiency with one artisan's tool of your choice.
* **Arctic Weapon Training.** You have proficiency with greataxes, war picks, and light crossbows.
* **Greytongue.** You can speak, read and write Yeldic (Greytongue).