Dwarf
C l a n s a n d K i n g d o m s
Dwarven kingdom s stretch deep beneath the mountains
where the dwarves mine gems and precious metals
and forge items of wonder. They love the beauty and
artistry of precious metals and fine jewelry, and in som e
dwarves this love festers into avarice. W hatever wealth
they can’t find in their mountains, they gain through
trade. They dislike boats, so enterprising humans and
halflings frequently handle trade in dwarven goods
along water routes. Trustworthy m em bers of other races
are w elcom e in dw arf settlements, though som e areas
are off limits even to them.
The chief unit of dwarven society is the clan, and
dwarves highly value social standing. Even dwarves
w ho live far from their ow n kingdom s cherish their clan
identities and affiliations, recognize related dwarves,
and invoke their ancestors’ nam es in oaths and curses.
To be clanless is the worst fate that can befall a dwarf.
Dwarves in other lands are typically artisans,
especially weaponsm iths, armorers, and jew elers. Som e
becom e m ercenaries or bodyguards, highly sought after
for their courage and loyalty.
G o d s , G o l d , a n d C l a n
D warves w ho take up the adventuring life might be
motivated by a desire for treasure—for its ow n sake, for
a specific purpose, or even out of an altruistic desire to
help others. Other dwarves are driven by the com m and
or inspiration of a deity, a direct calling or simply a
desire to bring glory to one of the dwarf gods. Clan and
ancestry are also important motivators. A dw arf might
seek to restore a clan’s lost honor, avenge an ancient
w rong the clan suffered, or earn a new place within the
clan after having been exiled. Or a dwarf might search
for the axe w ielded by a mighty ancestor, lost on the field
of battle centuries ago.
S l o w t o T r u s t
Dwarves get along passably well with most other races. “The
difference between an acquaintance and a friend is about a
hundred years,” is a dwarf saying that might be hyperbole,
but certainly points to how difficult it can be for a member of
a short-lived race like humans to earn a dwarf’s trust.
Elves. “ It’s not wise to depend on the elves. No telling what
an elf will do next; when the hammer meets the orc’s head,
they’re as apt to start singing as to pull out a sword. They’re
flighty and frivolous. Two things to be said for them, though:
They don’t have many smiths, but the ones they have do very
fine work. And when orcs or goblins come streaming down
out of the mountains, an elf’s good to have at your back. Not
as good as a dwarf, maybe, but no doubt they hate the orcs
as much as we do.”
Halflings. “Sure, they’re pleasant folk. But show me a
halfling hero. An empire, a triumphant army. Even a treasure
for the ages made by halfling hands. Nothing. How can you
take them seriously?”
Humans. “You take the time to get to know a human, and
by then the human’s on her deathbed. If you’re lucky, she’s
got kin— a daughter or granddaughter, maybe— who’s got
hands and heart as good as hers. That’s when you can make
a human friend. And watch them go! They set their hearts on
something, they’ll get it, whether it’s a dragon’s hoard or an
empire’s throne. You have to admire that kind of dedication,
even if it gets them in trouble more often than not.”
D w a r f N a m e s
A dw arf’s name is granted by a clan elder, in accordance
with tradition. Every proper dwarven name has been
used and reused down through the generations. A
dw arf’s nam e belongs to the clan, not to the individual.
A dw arf w ho m isuses or brings sham e to a clan name
is stripped of the name and forbidden by law to use any
dwarven name in its place.
Male Names: Adrik, Alberich, Baern, Barendd, Brottor,
Bruenor, Dain, Darrak, Delg, Eberk, Einkil, Fargrim,
Flint, Gardain, Harbek, Kildrak, Morgran, Orsik,
Oskar, Rangrim, Rurik, 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
D w a r f T r a i t s
Your dwarf character has an assortm ent of inborn
abilities, part and parcel of dwarven nature.
Ability Score Increase. Your Constitution score
increases by 2.
Age. D warves mature at the sam e rate as humans, but
they’re considered young until they reach the age of 50.
On average, they live about 3500 years.
Alignment. M ost 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. D warves 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 w earing heavy armor.
Darkvision. A ccustom ed 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 w ere 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 chapter 9).
Dwarven Combat Training. You have proficiency
with the battleaxe, handaxe, throwing hammer,
and warhammer.
Tool Proficiency. You gain proficiency with the
artisan’s tools of your choice: smith’s tools, brew er’s
supplies, or m ason’s tools.
Stonecunning. W henever 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 norm al proficiency bonus.
Languages. You can speak, read, and write Com m on
and Dwarvish. Dwarvish is full of hard consonants and
guttural sounds, and those characteristics spill over into
whatever other language a dw arf might speak.
Subrace. Two main subraces o f dwarves populate the
worlds of D&D: hill dwarves and mountain dwarves.
Choose one of these subraces.
H i l l D w a r f
As a hill dwarf, you have keen senses, deep intuition,
and remarkable resilience. The gold dwarves of Faerun
in their mighty southern kingdom are hill dwarves, as
are the exiled Neidar and the debased Klar of Krynn in
the Dragonlance setting.
Ability Score Increase. Your W isdom score
increases by 1.
Dwarven Toughness. Your hit point maximum
increases by 1, and it increases by 1 every time you
gain a level.
M o u n t a i n D w a r f
A s a mountain dwarf, you're strong and hardy,
accustom ed to a difficult life in rugged terrain. You’re
probably on the tall side (for a dwarf), and tend toward
lighter coloration. The shield dwarves of northern
Faerun, as well as the ruling Hylar clan and the noble
Daewar clan of Dragonlance, are mountain dwarves.
Ability Score Increase. Your Strength score
increases by 2.
Dwarven Armor Training. You have proficiency with
light and medium armor.
Glacier Dwarf Traits
As a glacier dwarf, you are native to the highest mountain
peaks, where your kin dwell within massive ice packs.
Glacier dwarves have a parcticularly fierce rivalry with frost
giants, and their wars crack the ice for miles around.
Ability Score Increase. Your Strength and Dexterity
scores are both increased by 1.
Ice Walk. You can move across and climb icy surfaces
without needing to make an ability check. Additionally,
difficult terrain composed of ice or snow doesn’t cost you
extra moment.
D u e r g a r
In cities deep in the Underdark live the duergar, or gray
dwarves. These vicious, stealthy slave traders raid the surface
world for captives, then sell their prey to the other races of
the Underdark. They have innate magical abilities to become
invisible and to temporarily grow to giant size.
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