BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

Dwarf

In ages past, the dwarves cared only for riches taken from the earth's depths. Then records surfaced of a god-like race said to have given the dwarves life... and an enchanted birthright. Driven to learn more, the dwarves devoted themselves to the pursuit of lost artifacts and ancient knowledge. Today dwarven archaeologists are scattered throughout the globe.  

Dwarf Traits

Ability Score Increase. Your Constitution increase by 2.   Age. Dwarves mature about as fast as humans, being considered adults at age 20. On average, they live for about 200 years.   Alignment. Mountain and dark iron dwarves are mostly lawful, having a strong code of laws, honor, and a strong sense of tradition. Wildhammer dwarves are mostly chaotic, honoring their elders but preferring to mirror the wilds they live in. Mountain and wildhammer dwarves tend to be good, while dark iron dwarves tend to be neutral with respect to good and evil.   Size. Dwarves are short and stout, standing 4 to 5 feet tall and weighing 140 to 190 pounds. Your size is medium.   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 Weapon Training. You gain proficiency in the light hammer, long rifle, and warhammer.   Languages. You can speak, read, and write Common and Dwarvish. You know additional standard languages (see Chapter 4 for the list of languages) equal to your Intelligence modifier, minimum 0.   Subrace. Three subraces for Dwarf exist: Mountain Dwarf, Dark Iron Dwarf, and Wildhammer Dwarf. Choose one of these subraces.  

Dark Iron Dwarf

Ability Score Increase. Your Charisma increase by 1.   Depth Born. You're acclimated to living deep underground, where it gets very hot. You're also naturally adapted to hot climates.   Fire Blooded. When you deal damage with a melee weapon attack, you may choose to deal damage as fire instead of the damage type for the attack.   Fire Resistance. You are resistant to fire damage.   Mass Production. You are proficient with Smith’s Tools.   Slow and Steady. Your base walking speed is 25 feet. You ignore the strength requirement for armor and shields.

Mountain Dwarf

  Ability Score Increase. Your Strength increases by 1.   Cold Resistance. You are resistant to cold damage.   Mountain Born. You’re acclimated to high altitude, including elevations above 20,000 feet. You’re also naturally adapted to cold climates.   Slow and Steady. Your base walking speed is 25 feet. You ignore the strength requirement for armor and shields.   Stone's Endurance. You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can't use it again until you complete a short or long rest.  

Wildhammer Dwarf

Ability Score Increase. Your Wisdom increases by 1.   Charge. Once per turn if you move at least half your base speed toward a creature and it hit with a melee weapon attack, the target takes an extra 1d6 damage from the attack.    Beast Tamer. You are proficient in the Animal Handling skill.   Lightning Resistance. You are resistant to lightning damage.   Speed. Your base walking speed is 30 feet.

Remove these ads. Join the Worldbuilders Guild

Comments

Please Login in order to comment!