- Ability Score Increases: +2 Constitution
- 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.
- 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.
Origin Town: Voldhor, Farris, Gruungrad, or Mordai
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.
Dwarven Toughness: Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
Bold and hardy, dwarves are known as skilled warriors, miners, and workers of stone and metal. Though they stand well under 5 feet tall, dwarves are so broad and compact that they can weigh as much as a human standing nearly two feet taller. Their courage and endurance are also easily a match for any of the larger folk. Dwarven skin ranges from deep brown to a paler hue tinged with red, but the most common shades are light brown or deep tan, like certain tones of earth. Their hair, worn long but in simple styles, is usually black, gray, or brown, though paler dwarves often have red hair. Male dwarves value their beards highly and groom them carefully.
Dwarves respect the traditions of their clans, tracing their ancestry back to the founding of their most ancient strongholds in the youth of the world, and don’t abandon those traditions lightly. Part of those traditions is devotion to the gods, who uphold the dwarven ideals of industrious labor, skill in battle, and devotion to the forge.
Individual dwarves are determined and loyal, true to their word and decisive in action, sometimes to the point of stubbornness. Many dwarves have a strong sense of justice, and they are slow to forget wrongs they have suffered. A wrong done to one dwarf is a wrong done to the dwarf’s entire clan, so what begins as one dwarf’s hunt for vengeance can become a full-blown clan feud.
Dwarves are one of the oldest races in the realm. Dwarven groups have always had an affinity with mountains, and the first dwarves of Avensuna found a habitable mountain and settled in. In such a remote place dwarves did not have to spend a lot of time fending off enemies. Instead the dwarves focused on themselves and their growth, and set out to put the resources of the mountain to good use. Voldhor beings at the foot of a mountain where it meets the open plain, but it stretches on deep into the mountain. Dwarves have always felt at home in a mountain, working on their latest creation in their forge.
Ability Scores: +1 Strength, Intelligence, or Constitution
Skills: Proficiency in the Arcana, History, or Athletic skill.
Tool Proficiency: You gain proficiency with smith’s tools. You have double proficiency bonus when using them.
Gift of the Forge: You can use the Identify spell, but only as a ritual, and only on objects and items.
Voldhor is not too far from Farris, and not all dwarves wanted to push their skills in the practical, functional fields of smithing. A sizeable amount of dwarves wanted to be creative. They wanted to find themselves, and then look outward. Not every dwarf is meant to stay inside a mountain forever. With the constant immigration over time, a sizable dwarven population grew in Farris.
Ability Scores: +1 Dexterity, Charisma, or Wisdom
Skills: Proficiency in the Persuasion, Performance, or Deception skill.
Artisan’s Expertise: You gain proficiency with one set of artisan’s tools of your choice. Your proficiency bonus is doubled for any ability check you make that chosen proficiency.
Actor: You have an advantage on Deception and Performance checks when trying to pass yourself off as a different person. You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Insight check contested by your Deception check allows a listener to determine that the effect is faked.
The dwarves in Voldhor are great smiths, but many never see their weapons put to great use. Some dwarves long for more than just creating amazing weapons. They want to see just how deadly and potent their weapons are in practice. These kinds of dwarves starting moving to Gruungrad, renowned for the ferocity of its arena. Their the smiths could finally see warriors in actions with their finely crafted weapons, though some dwarves preferred to jump into the arena to get a taste of the action themselves.
Ability Scores: +1 Strength, Constitution, or Wisdom
Skills: Proficiency in the Athletics, Intimidation, or Acrobatics skill.
Powerful Build: You count as if you were one size larger for the purpose of determining your carrying capacity.
Aggressive: As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.
One of the defining aspects of people from Mordai is that they use a special kind of dark metal with their weapons. This strange material seems to originate from within the town of Mordai itself. A long time ago a settlement was reached between Voldhor and Mordai. In exchange for critical information, Voldhor sent a large collection of smiths and artisans to Mordai. The people of Mordai were looking for skilled crafters to help them harness their special material. Nowadays a lot of merchants from Mordai are dwarves. Most people seem to be less cautious around a dwarf merchant than a tiefling merchant.
Ability Scores: +1 Charisma, Dexterity, or Intelligence
Skills: Proficiency in the Stealth, Sleight of Hand, or Deception skill.
Superior Darkvision: Your darkvision has a radius of 120 feet.
Gift of the Shadows: When you make a Charisma (Deception) or Dexterity (Stealth) check, you can roll 1d4, and add the number rolled to the ability check.