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Adventures in Middle-Earth (5e) - pgs 38 - 40

Dwarves of the Lonely Mountain

The Kingdom Under the Mountain

When the Dwarves first settled on Erebor, the Lonely Mountain, they dug deep and far, carving a kingdom of stone and jewels beneath its slopes. Lamps and candles burned ceaselessly to illuminate their busy hands, and their treasure grew along with their fame in the Northern world.    One day, the greatest Dragon of the Age came south on the wings of greed; Smaug the Golden burnt the Kingdom under the Mountain to ashes, smashing tis pride with a lash of his tail. But Dwarves can hold a grudge that outlasts a Dragon's life, and at the end of an incredible adventure, Thorin Oakenshield and thirteen fellow conspirators lived to see the death of Smaug. Today, the halls of the Dwarves resound again with the din of hammer and anvil, and their masons craft the roads and buildings of Dale and Erebor with stones of many colors. The Men of Dale, now also called 'Bardings' in honor of their lord, the Dragon-slayer, provide the busy Dwarves with everything they need to sustain themselves, in exchange for the fruits of their exceptional stone and metalworking.   Since the killing of the Dragon, the Dwarves have ceased to be a wandering folk of exiles, and have undertaken great labors to restore the Kingdom under the Mountain. Its wealth and renown are rapidly growing, and seem destined to grow greater than before: new halls are dug, cavernous streets under the earth are adorned with pillars as numerous as trees in a forest, while superior armor and keen swords leave their smiths' workshops in ever greater number. More Dwarves arrive every year from distant lands and join King Dáin's underground court.
ability score increase: Your Constitution score increases by 2.
age:
Size: Medium
speed: 25ft Your speed is not reduced by wearing heavy armor.
Languages: You can speak, read, and write Dalish, which is the tongue of the Bardings, who speak an older version of the Common Tongue. You can also speak, read, and write the secret language of your people, which has never been shared with any others.
race features:
Standard of Living - Rich   Bonus Equipment: 
  • A fur-lined travelling cloak
  • Travelling gear for the current season
  • A bedroll
  • An ornamented walking stick
  • A backpack
  • Comfortable boots
  • 10d6 silver pennies
  • Plus choose any two: another 2d6 silver pennies, a gold coin from the hoard of Smaug the Magnificent, artisan's tools of your choice, a musical instrument, a fine beard comb and mirror, a gold ring, a flask of dwarven spirits.
Night Vision (Dwarf) - Accustomed to life underground, you have superior vision in dim conditions. You can see in Dim light within 60ft of you as if it were bright light, but you cannot see in the dark.   Dwarven Resilience - You have advantage on saving throws against poison, and you have resistance against poison damage.   Dwarven Combat Training - You have proficiency with axe, hand axe, great axe, light hammer, and warhammer.   Tool Proficiency - You gain proficiency with the artisan's tools of your choice: jeweler's tools, mason's tools, miner's tools, smith's tools, or woodcarver's tools. You also gain proficiency in one musical instrument of your choice.   Stonecunning - Whenever you make an Intelligence (History) ability 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.  

Origin (Pick One)

As a Dwarf of the Lonely Mountain you must pick an origin of either Erebor or the Iron Hills.  

Erebor

You belong to the line of Durin's folk once native to Erebor, though you may have spent much of your life on the road, or come from the Blue Mountains in the West. Long accustomed to hardship, you've learned much in your time, but you've come home at last.   Additional Ability Score Increase - You Wisdom score increases by 1. Dwarven Toughness - You hit point maximum increases by 1, and it increases by 1 every time you gain a level. Road Wisdom - You may choose one additional tool proficiency of your choice.  

The Iron Hills

You belong to the line of Durin's folk that headed east to found a hold in the Iron Hills when Erebor was first reclaimed, before the coming of Smaug. Your people are great miners and stern warriors, with strong arms from long hours of breaking stone.   Additional Ability Score Increase - Your Strength score increases by 2. Tool for War - You have proficiency with the mattock.
Dwarves are an ancient and secretive race, whose customs and traditions are mostly unknown to outsiders. At the end of the Third Age, they are a proud but dwindling people, survivors from a distant past. Almost all Dwarves that can be encountered speak of themselves as belonging to 'Durin's folk'. They are probably the most redoubtable warriors in Middle-earth, hard to break or corrupt, but often at odds with other Free Peoples over old quarrels or new slights. Dwarves are short and stocky, with robust limbs, and heads crowned with long hair and longer beards that give them their typically elderly appearance. They are long-lived, known to reach 250 years of age.

Created by

Lahallah Kayvaan.

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