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Dwarf

Kingdoms rich in ancient grandeur, halls carved into the roots of mountains, the echoing of picks and hammers in deep mines and blazing forges, a commitment to clan and tradition, and a burning hatred of goblins and orcs – these common threads unite all dwarves. Dwarves of the Known World originate in Hinterland, where Moradin planted the first diamonds that would grow into the first of their kind. After establishing various clans and holds around the Dragonpeaks, the greatest of which was Wintersword of Clan Frostclaw, a city still standing today, the eventually began to spread their race across the Known World, resulting in three distinct subraces: Mountain dwarves, hill dwarves, and dune dwarves.
ability score increase: +2, +1 in Anything
age: ~350 Years
Size: Medium
speed: 25 ft., not reduced by wearing heavy armor
Languages: Common, One of Your Choice
race features:
  • 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.
  • Dwarven Combat Training. You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.
  • 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.

Created by

CalebStrange.

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Race/Species

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