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==Duergar PCs== Being that they are not as psycho-backstabbing crazy as drow, duergar PCs are still stained by the stigma of being an evil race, but they are more likely to fit into a PC party than a drow, in many peoples' eyes. Duergar PCs typically either don't buy into the "toil your way from cradle to grave" cheerless claptrap that Laduguer's priests peddle, or else are survivors of the deadly intra-clan wars that plague the duergar. ===AD&D=== In Unearthed Arcana, Duergar have the following stats: ::Class & Level Limits: [[Cleric]] (8-16), [[Fighter]] (7-16), [[Thief]] (Unlimited), Acrobat, [[Assassin]] (9-12) ::Multiclass Options: Fighter/Cleric, Fighter/Thief, Cleric/Thief, Cleric/Assassin ::Same bonuses to saves vs. rod/staff/wand/spell/natural poison and ability to detect grade/slope/new construction/sliding walls/traps/depth underground as ordinary dwarves. ::Do gain the dwarven combat abilities vs. ogres/trolls/oni/giants/titans, but not against orcs/half-orcs/goblins/hobgoblins ::Immune to illusion spells, paralyzation and non-natural poisons ::Infravision 12' ::When operating alone or with other duergar, a duergar can surprise others on a 3 in 6 chance is surprised on a 1 in 10 chance ::Double the chance of being psionic ::Bright light negates duergar stealth, imposes a -2 penalty to dexterity, inflicts a -2 penalty to "to hit" rolls and grants a +2 to the saving throws of those attacked by a duergar ::Attacking foes in bright light from the presence of darkness negates the surprise and dex penalty and lowers the to hit and save traits to -1 and +1 respectively In the Complete Book of Dwarves, duergar have the following stats: ::Ability Score Minimum/Maximum: Strength 8/18, Dexterity 3/17, Constitution 11/18, Intelligence 3/16, Wisdom 3/18, Charisma 3/15 ::Ability Score Adjustments: +1 Constitution, -2 Charisma ::Can become 12th level Warriors and Priests, and 14th level Thieves ::Infravision 120 feet ::When at least 90 feet ahead of non-duergar, a duergar inflicts a -2 penalty on their opponent's surprise roll (this is negated if the duergar must open a dor to reach them). ::+2 bonus on surprise rolls ::Standard dwarf saving throw bonuses and stonework skills apply. ::Duergar are immune to paralysis, illusion and phantasm spells, as well as to magical and alchemical poisons. ::Once per day, a duergar can Enlarge Self and/or become Invisible as per the spells being cast by a wizard twice the duergar's level. ::In bright light, a duergarloses its surprise bonus, suffers -2 Dexterity, and suffers -2 to its To Hit rolls. ::When attacking a foe in bright light from shadows, a duergar suffers a -1 penalty to its To Hit rolls. ::Other dwarves have a -3 Reaction penalty to duergar, which stacks with any imposed by [[kits]]. ::Ogres, trolls, oni, giants and titans suffer a -4 penalty to hit duergar. Unlike normal dwarves, duergar have no advantage when fighting orcs, half-orcs, goblins or hobgoblins. ::Increase all XP costs to advance in levels by +20%. ===3rd Edition=== For a standard 3e dwarf, take the Hill Dwarf stats and make the following changes: ::Charisma penalty increases to -4 ::Darkvision increases to 120 feet ::+2 racial bonus on saves vs. spells and spell-like abilities ::Spell-Like Abilities: Enlarge Person and Invisibility, self only, both 1/day and as a Wizard of twice the duergar's class level. ::Light Sensitivty :+4 racial bonus on Move Silently ::+1 racial bonus on Listen and Spot ::Dwarf Weapon Proficiency does not apply to dwarven waraxe or dwarven urgrosh ::[[Favored Class]]: [[Fighter]] ::[[Level Adjustment]]: +1 A psionic duergar has the following statblock: ::+2 Constitution, -4 Charisma ::Medium ::Base speed 20 feet, but unaffected by medium/heavy armor or medium/heavy loads ::Darkvision 120 feet ::Immune to Paralysis, Phantasms and Poison ::+2 racial bonus on saves vs. spells and spell-like effects ::Stability: As per [[dwarf]] ::Stonecunning: As per [[dwarf]] ::Psi-Like Abilities: Expansion and Invisibility, both self only, both 1/day with Manifester level equal to Hit Dice. ::Naturally Psionc: +3 psionic power points at 1st level. ::+1 racial bonus on attack rolls against [[orc]]s and [[goblinoid]]s. ::+4 dodge bonus to AC against [[Giant]] type creatrues. ::Light Sensitivity ::+4 rcial bonus on Move Silently checks. ::+1 racial bonus on Listen and Spot checks. ::+2 racial bonus on Appraise & Craft checks related to stone and metal. ::[[Favored Class]]: [[Fighter]] ::[[Level Adjustment]]: +1 ===4th Edition=== Appearing only as an MM2 back-page entry, duergar are distinctly underpowered by 4e standards. ::+2 Constituion, +2 Wisdom ::Medium ::Speed 6 squares ::Darkvision ::+2 Dungeoneering ::Racial Power - Infernal Quills: Once per encounter, as a minor action, target a single creature within 3 squares and make a Constitution check vs. their AC with a +2/4/6 bonus depending on tier. On a hit, the target takes 1d8 damage per tier, plus Constitution modifier extra damage, as well as suffering both a -2 penalty to attack rolls and ongoing 2/5/8 (depending on tier) Poison damage (save ends both effects). ===5th Edition=== For the "core" dwarf racial traits you add the below traits to, see the [[Dwarf]] page. ::+1 Strength ::Superior Darkvision: You have Darkvision 120 feet ::Sunlight Sensitivity: You suffer Disadvantage on attack rolls and Perception checks based on sight if you or the thing you are looking at is in direct sunlight, and you cannot use your Duergar Magic powers if you are in direct sunlight. ::Extra Language: Undercommon ::Duergar Resilience: You have Advantage on saving throws against Illusions, Charm and Paralysis. ::Duergar Magic: At 3rd level, you can cast Enlarge on yourself once per long rest, and at 5th level you can cast Invisibility on yourself once per long rest. ''Mordekainen's Monsters of the Multiverse'' would give Duergar a rewrite as a separate race, which comes with some drastic penalties for them. For one, Duergar not only lose Stonecunning (a minor bonus on checks regarding stonework), but they also lose their innate weapon and tool proficiencies, gaining little in return - no penalties for working in sunlight and shifting their save advantages to any saves against the charmed or stunned conditions (because why be resistant to mind flayers when you can't actually resist the effects of their mind blasts). {{D&D2e-Races}} {{D&D4e-Races}} {{D&D5e-Races}} {{Pathfinder-Races}}
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