Players looking for information on new campaigns should find their campaign page in the Book of Mondevai

Dwarves

A D&D Campaign Setting
Revision as of 19:23, 14 June 2016 by Ariese (talk | contribs)

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.