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Dwarves: Difference between revisions
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[[Image:Dwarves.png|thumb|right|300px|A mountain, hill, and ascre dwarf.]] | |||
Legendary for their toughness and strong will, Dwarves are indomitable warriors and master artisans. | Legendary for their toughness and strong will, Dwarves are indomitable warriors and master artisans. | ||
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== Names == | == Names == | ||
A dwarf’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 dwarf’s name belongs to the clan, not to the individual. A dwarf who misuses or brings shame 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, Throfinn, Tordek, Traubon, Travok, Ulfgar, Veit, Vondal | :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, Throfinn, 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 | :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 | ||
Latest revision as of 23:34, 20 November 2025

Legendary for their toughness and strong will, Dwarves are indomitable warriors and master artisans.
The mountain dwarf land of Fornmidr is comprised of mighty mountain citadels and great forges, but clans of these dwarf crafters can be found in almost any major town or city.
Hill dwarves are a friendly folk who often live in the south of Letier. They are united under a leadership of guilds and clans and enjoy trade with almost every nation.
Cursed by fate, the nomadic ascre have learned to take advantage of their life in the desert and their lack of limbs and turn it to their advantage. Equipped with gleaming prosthetics made of sand and Fahrstone, they are master crossbowmen and mercenaries.
Names
A dwarf’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 dwarf’s name belongs to the clan, not to the individual. A dwarf who misuses or brings shame 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, Throfinn, 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
Traits
Your dwarf character has an assortment of inborn abilities, part and parcel of dwarven nature.
- Ability Score Increase
- Your Constitution score increases by 2.
- Age
- Dwarves mature at the same rate as humans, but they’re considered young until they reach the age of 40. On average, they live about 120 years.
- Alignment
- Most 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
- 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 .
- 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.
Subrace
Three main subraces of dwarves populate the worlds of D&D: hill dwarves, mountain dwarves, and ascre. Choose one of these subraces.
Hill Dwarf
As a hill dwarf, you have keen senses, deep intuition, and remarkable resilience. The dwarves of Nalarin in their southern cities are hill dwarves, and are more likely to get along with the surface world than their deeper cousins.
- Ability Score Increase
- Your Wisdom score increases by 1.
- Dwarven Toughness
- Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
- Dwarven Combat Training
- You have proficiency with the battleaxe, handaxe, throwing hammer, and warhammer.
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 kingdom of Fornmidr was founded by the ancestors of the mountain dwarves. The economic clans of the mountain dwarves hold the Miners’ Guild’s strings and form one of the world’s major axes of profit.
- Ability Score Increase
- Your Strength score increases by 2.
- Dwarven Armor Training
- You have proficiency with light and medium armor.
- Dwarven Combat Training
- You have proficiency with the battleaxe, handaxe, throwing hammer, and warhammer.
Nomadic Dwarf (Ascre)
Nomadic, dark-skinned dwarves split from their hill dwelling cousins near to the beginning of the dwarven race. They dwell beneath the desert, travelling between underground oases. Due to their small genetic diversity, they exhibit a common birth defect that leaves most born without a limb. Ascre turned this disadvantage around, their knowledge of stonecutting to the sand becoming medical mastery, and created Fahrstone-powered prosthetics.
- Ability Score Increase
- Your Dexterity score increases by 2.
- Forced Adaptations
- Reroll any ones when rolling for hit points each level.
- Speed of the Sand
- Your mount's base speed increases by 5 when you are not wearing armor.
- Desert Combat Training
- You have proficiency with javelins, spears, slings, and crossbows.
