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=PC Stats= ==BECMI== The BD&D Dwarf is essentially a [[Fighter]] (since back then every non-human race was a class) with a few special gimmicks. Requiring a base [[Constitution]] of 9 to qualify for, and treating Strength as its primary requisite, the BD&D Dwarf's main advantage over the standard fighter is its toughness; it has a d8 hit dice mechanic, and at Attack Rank G (1,400,000 XP) it halves all damage taken from spells and magical attacks (quartering it on a save). It also has infravision and a 1-in-3 chance to detect hidden/secret doors, traps or other stonework related details. It technically maxes out its level at level 12, but can keep gaining XP to increase its Attack Rank up to AR M The [[Known World Gazetteers|Dwarves of Rockhome]] introduced a variant dwarf class, in the form of the Dwarf-[[Cleric]]; able to cast clerical magic, if not to the same potency as the human cleric... whilst also mandated to hide this ability from other races. Needless to say, if you weren't running an all-dwarf campaign or didn't have a DM who waived that bit of fluff, this made you all but unplayable. Yes, you were allowed to waive this rule if the party's survival depended on you revealing you can cast clerical magic, but let's be honest, a lot of DMs were willing to dick you over about this. Mechanically, the dwarf-cleric functions as a sort of proto-prestige class. It follows all of the same rules as a standard dwarf, but requires an extra amount of XP to advance a level, and from 2nd level onwards gains access to clerical magic. This is tabled up below. Due to TSR's "one true wayism" approach to racial & class crunch 'n' fluff, dwarf-cleric PCs can only belong to [[Kagyar]], even though NPC dwarf-clerics of the Chaotic Immortals respected by dwarves do exist. For this reason, dwarf-clerics are... discouraged... from using Destruction type clerical spells, especially the Reversed form of appropriate spells (Inflict Wounds, Harm, Bane, etcetera). As in, if you use these abilities "too frequently" for the DM's liking, they are encouraged to slap you with everything from warning dreams of Kagyar's displeasure to a divine geas/quest to seek redemption, to just arbitrarily taking away your clerical powers '''permanently'''. Yeah, you got to deal with the same shit as the [[Paladin]], how nice is that? Dwarf-clerics cannot raise members of any race except dwarves when they cast Raise Dead spells, and they cannot [[Turn Undead]]. They require [[Strength]] 9 and [[Wisdom]] 9 to qualify for the racial class, and treat these ability scores as primary requisites; dwarf-clerics need ''both'' Str and Wis to be 13+ for their +5% EXP boost, and they need Wisdom 16+ for their +10% EXP boost. Dwarf-clerics have access to all forms of armor, abut are culturally restricted to hammers and axes for weapons; they normally use the Character Hit Rolls table column for a [[Fighter]] when fighting with hammers & axes, but if they are forced to use some other weapon, they use the "normal" CHR table column instead. Unlike normal dwarves, dwarf-clerics only have a D6 hit dice, but they still use the Fighter's saving throw table. Their high level bonus traits are effectively identical to the standard dwarf, but they gain dwarven magic resistance at Attack Rank C. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Click "Expand" to see the stablock. <div class="mw-collapsible-content"> ::Level: Bonus EXP Required: Spells ::1: 0: 0 ::2: 4,000: 1 First Level Spell ::3: 8,000: 2 First Level Spells ::4: 16,000: 2 First Level Spells, 1 Second Level Spell ::5: 32,000: 2 First Level Spells, 2 Second Level Spells ::6: 64,000: 2 First Level Spells, 2 Second Level Spells, 1 Third Level Spell ::7: 120,000: 2 First Level Spells, 2 Second Level Spells, 2 Third Level Spells ::8: 250,000: 2 First Level Spells, 2 Second Level Spells, 2 Third Level Spells, 1 Fourth Level Spell ::9: 400,000: 3 First Level Spells, 2 Second Level Spells, 2 Third Level Spells, 2 Fourth Level Spells ::10: 600,000: 3 First Level Spells, 3 Second Level Spells, 2 Third Level Spells, 2 Fourth Level Spells, 1 Fifth Level Spell ::11: 800,000: 4 First Level Spells, 3 Second Level Spells, 3 Third Level Spells, 2 Fourth Level Spells, 2 Fifth Level Spell ::12: 1,000,000: 4 First Level Spells, 4 Second Level Spells, 3 Third Level Spells, 3 Fourth Level Spells, 2 Fifth Level Spell, 1 Sixth Level Spell </div></div> {{D&D1e-Races}} ==AD&D== The dwarf PC first appeared in the AD&D [[Player's Handbook]], specifically with the classic subraces of Hill Dwarf and Mountain Dwarf. Rules would later be expanded upon with their own dedicated sourcebook, [[the Complete Book of]] Dwarves, which provided not only a collection of dwarfin cultural notes, but also dedicated dwarf [[kits]] and complete ability score writeups for the six extant dwarven subraces of the time; Mountain Dwarf, Hill Dwarf, Deep Dwarf (a non-evil [[Underdark]]-dwelling dwarf, which would be phased out in subsequent editions), Sundered Dwarf (surface-dwelling culturally shattered dwarves), Gully Dwarf (degenerate and stupid dwarf-kin originating from [[Dragonlance]]), and [[Duergar]]. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Click "Expand" to see the stablock. <div class="mw-collapsible-content"> ::Dwarven Hardiness: All Dwarves receive a bonus to their saving throws against poison and magical attacks determined by their Constitution modifier; +1 for Con 4-6, +2 for Con 7-10, +3 for Con 11-13, +4 for Con 14-17, and +5 for Constitution 18-19. ::Racial Enmity: [[Ogre]]s, [[troll]]s, [[oni]], [[giant]]s and [[titan]]s suffer a -4 penalty on attack rolls against dwarves. Dwarves receive a +1 bonus to attack rolls made against [[orc]]s, [[half-orc]]s, [[goblin]]s and [[hobgoblin]]s. ::Magical Interference: When a dwarf attempts to use a magic item that is ''not'' either specifically intended for the dwarf's class or else a weapon, shield, armor, gauntlet or girdle, there is a 20% chance that it will instead dramatically fail. A check is made each time the dwarf attempts to use an item; if it fails one time, it may work the next, and vice-versa. ::Stonecunning: Dwarves are naturally adept at surviving underground, and can attempt to identify specific aspects of their environment by rolling a d6. A dwarf can detect the gradient or slope of a passage on a 1-5, detect new tunnels or other construction on a 1-5, identify sliding/shifting walls and rooms on a 1-4, locate stonework traps/pits/deadfalls on a 1-3, and estimate just how deep underground they are on a 1-3. ::Dwarves have a base movement rate of 6, and encumbrance affects their movement rate as follows: Light (None), Moderate (-1/3rd), Heavy (-1/2) and Severe (-2/3rds). </div></div> ;Hill Dwarf <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Click "Expand" to see the stablock. <div class="mw-collapsible-content"> ::Ability Score Modifiers: +1 Constitution, -1 Charisma ::Ability Score Minimums/Maximums: Strength 8/18, Dexterity 3/17, Constitution 11/18, Intelligence 3/18, Wisdom 3/18, Charisma 3/17 ::Infravision: 60 feet ::Class/Level Limits: Warrior 15, Priest 10, Thief 12 ::Thief Skill Adjustments: +10% Open Locks, +15% Find/Remove Traps, -10% Climb Walls, -5% Read Languages </div></div> ;Mountain Dwarf <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Click "Expand" to see the stablock. <div class="mw-collapsible-content"> ::Ability Score Modifiers: +1 Constitution, -1 Charisma ::Ability Score Minimums/Maximums: Strength 8/18, Dexterity 3/17, Constitution 11/19, Intelligence 3/18, Wisdom 3/18, Charisma 3/16 ::Infravision: 60 feet ::Class/Level Limits: Warrior 16, Priest 10, Thief 12 ::Thief Skill Adjustments: +10% Open Locks, +15% Find/Remove Traps, -10% Climb Walls, -5% Read Languages </div></div> ;Deep Dwarf <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Click "Expand" to see the stablock. <div class="mw-collapsible-content"> ::Ability Score Modifiers: +2 Constitution, -2 Charisma ::Ability Score Minimums/Maximums: Strength 8/18, Dexterity 3/16, Constitution 13/19, Intelligence 3/18, Wisdom 3/18, Charisma 3/15 ::Infravision: 90 feet ::Special Advantage: +1 to the dwarven saving throw bonus against poison and magical attacks. ::Special Disadvantage: -1 penalty on attack rolls when within Sunlight or Continual Light spells. ::Class/Level Limits: Warrior 14, Priest 12, Thief 10 ::Thief Skill Adjustments: +5% Pick Pockets, +10% Find/Remove Traps, +5% Hide In Shadows, -10% Climb Walls, -15% Read Languages </div></div> ;Sundered Dwarf <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Click "Expand" to see the stablock. <div class="mw-collapsible-content"> ::Ability Score Modifiers: +1 Strength, +1 Constitution, -1 Charisma ::Ability Score Minimums/Maximums: Strength 8/18, Dexterity 3/17, Constitution 11/18, Intelligence 3/16, Wisdom 3/18, Charisma 3/16 ::Infravision: 30 feet ::Special Disadvantage: Sundered Dwarves are Claustrophobic; they must successfully save vs. death in order to overcome their fear before they can enter any underground locale, be it a dungeon, cave or tomb. Furthermore, when underground, a sundered dwarf suffers a -2 penalty to its attack rolls. Each day they remain underground, they must make another save vs. death to master their claustrophobia; if they fail, then their attack penalty increases by -1 for each additional day spent underground. Once a sundered dwarf has panicked like this, the saving throw vs. death to try and master its claustrophobia takes a penalty equal to the attack roll penalty. ::Class/Level Limits: Warrior 14, Priest 10, Thief 15 ::Thief Skill Adjustments: +5% Open Locks, +10% Find/Remove Traps, +5% Move Silently, +5% Hide in Shadows, -10% Read Languages </div></div> ;Gully Dwarf <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Click "Expand" to see the stablock. <div class="mw-collapsible-content"> ::Ability Score Modifiers: +1 Strength, +1 Dexterity, -2 Charisma ::Ability Score Minimums/Maximums: Strength 6/18, Dexterity 6/18, Constitution 8/16, Intelligence 3/12, Wisdom 3/14, Charisma 3/12 ::Infravision: 60 feet ::Special Advantage: Gully dwarves excel at the art of groveling, and can attempt to avoid being attacked by mock-fainting or putting on a pitiful display of pleading. All hostile creatures must succeed on a save vs. spells, with a penalty depending on the gully dwarf's level (-2 at level 5-8, -3 at level 9-12, -5 at level 13+) or be incapable of actually harming the gully dwarf, though they can still capture or otherwise restrain it. ::Special Disadvantage: Gully dwarves are legendarily stupid, and even if a gully dwarf PC is uncommonly smart for its kind, it should still be portrayed as a dimwitted simpleton. Additionally, gully dwarves are so wretched that magic items have a 40% chance of failing to work for them, rather than the normal 20% chance. ::Class/Level Limits: Warrior 8, Priest 8, Thief 16 ::Thief Skill Adjustments: +10% Pick Pockets, -5% Open Locks, +5% Find/Remove Traps, -5% Hide In Shadows, -5% Climb Walls, -25% Read Languages </div></div> '''Innugaakalikurit''' (aka '''Arctic Dwarf'''): Whilst not presented in the Complete Book of Dwarves, the Innugaakalikurit did receive a brief PC writeup in "The Great Glacier", a guide to the pseudo-Arctic Circle region of the [[Forgotten Realms]] released for AD&D. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Click "Expand" to see the stablock. <div class="mw-collapsible-content"> ::Ability Score Modifiers: +1 Strength, +1 Constitution, -1 Dexterity, -1 Charisma ::Ability Score Minimums/Maximums: Strength 14/18, Dexterity 3/16, Constitution 13/18, Intelligence 3/18, Wisdom 3/18, Charisma 3/14 ::Special Advantage: Arctic Dwarves are Immune to Cold, including magically generated cold such as spells or the breath of [[Chromatic Dragon|White Dragons]]. ::Class/Level Limits: [[Fighter]] Unlimited, [[Ranger]] 8, [[Rogue|Thief]] 8 </div></div> {{D&D2e-Races}} ==3rd Edition== In 3.5, dwarves changed a little from their 3.0 selves, mostly in the form of tightening up their rules, but the end-result was fundamentally the same. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Click "Expand" to see the stablock. <div class="mw-collapsible-content"> ::+2 Constitution, -2 Charisma ::Humanoid (Dwarf) ::Medium ::Base Speed 20 feet, but ignore the movement penalties from medium & heavy armor and loads ::Darkvision 60 feet ::Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a [[rogue]] can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. ::Weapon Familiarity: Dwarven Waraxes and Urgoshes count as Martial Weapons for a dwarf, rather than Exotic Weapons. ::Stability: +4 racial bonus on checks made to resist being Bull Rushed or Tripped when standing on solid ground. ::+2 racial bonus on saving throws against poison, spells, and spell-like effects. ::+1 racial bonus on attack rolls against [[orc]]s and [[goblinoid]]s. ::+4 dodge bonus to Armor Class against creatures of the [[Giant]] type. ::+2 racial bonus on Appraise and Craft checks relating to stone or metal. ::[[Favored Class]]: [[Fighter]] </div></div> After humans (who are considered the best race in the entire game, or at least the top 5), dwarves are likely the most powerful PHB race, though this isn't much of a challenge since the other PHB races are very weak. Their defensive (and search) bonuses are universally good and only 3 classes even care about losing charisma (and Cleric doesn't care all THAT much). Their bonus on search applies almost always, since underground caves and buildings constructed of stones are the vast majority of adventure locations. Aside from the obvious melee classes dwarves, unusually enough, make for good [[Rogue]]s. Their defensive abilities offset how squishy rogues are, and aside from half-orcs (which are terrible) the only PHB race with darkvision, which is invaluable for sneaking around in the dark and (more importantly) get around the rule oddity that rogues can't use sneak attack in darkness without it. The above stats applies to both Hill Dwarves and Mountain Dwarves equally. However, myriad dwarven subraces exist in 3.5, and they all tweak the formula in some way. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Click "Expand" to see the subraces. <div class="mw-collapsible-content"> '''Aquatic Dwarves''' were underwater-dwelling versions of the dwarf introduced in the 3e [[Unearthed Arcana]] sourcebook. In addition to the normal dwarven statblock, they gain +2 Strength, suffer -4 Dexterity, and possess the Aquatic subtype, the Water-Breather racial trait (breathe water instead of air, can survive out of 2 rounds per Constitution point before starting to suffocate), a Swim speed of 20 feet, the ability to "run" whilst swimming, +8 racial bonus on Swim checks and the ability to Take 10 when swimming. '''Arctic Dwarves''', also from the 3e Unearthed Arcana, gain +2 Strength and suffer -4 Dexterity in addition to the normal dwarf modifiers, and tweak their statblock in various ways. Their racial attack bonus is against ''[[kobold]]s'' and goblinoids instead of orcs & goblinoids, they also apply their Appraise & Craft check bonus to ice, they have the Cold Endurance trait (+4 racial bonus on Fort checks against cold and exposure), and the Icecunning trait, which is literally "Stonecunning but with Ice". This is a generic version of the arctic dwarf, and not based on the original Innugaakalikurit, who hail from the [[Forgotten Realms]]. '''Badlands Dwarves''' are a version of dwarf that has adapted to life in the hot, barren badland regions - essentially a more focused and arguably better designed version of the Desert Dwarf from Unearthed Arcana. These guys appeared in the Sandstorm splatbook, and mostly change their racial traits; they lose Stonecunning and gain Waterwise, which is essentially Stonecunning but for finding water and water conduits, and lose their Appraise & Craft bonuses in favor of Heat Endurance and the ability to go for 2 days + Constitution score hours before thirst starts affecting them. '''Deep Dwarves''', the non-evil [[Underdark]] dwarves mentioned above, appeared in the 3.5 [[Monster Manual]], and have the most meager changes of any dwarven subrace; their resistance to poison and magic increases to +3, their Darkvision increases to 90 feet, and they gain the Light Sensitivity trait. '''Desert Dwarves''' are another of the many "environmental variant" subraces to appear in 3e's [[Unearthed Arcana]]. These dwarves trade their Charisma penalty for a -2 penalty to Dexterity, lose Stonecunning, change the target of their racial attack bonus from orcs & goblinoids to reptilian humanoids & dragons, change the target of their racial defense bonus from giants to dragons, change their bonus to Craft checks for a +2 bonus on Knowledge (Architecture, Engineering & Dungeoneering) and Profession (Miner), and gain the Heat Endurance trait. '''Dream Dwarves''' are a mystical, sagely dwarven subrace introduced in Races of Stone. These dwarves lack the inherent craftsmanship or warlike skills of their kin, but are valued for their innate magical powers and spiritual connection to the earth. Dream Dwarves trade their -2 Charisma for -2 Dexterity, increase their Darkvision to 90 feet, and trade their racial saving bonuses, Craft bonus, Appraise bonus, attack roll bonus and dodge bonus for +1 Caster Level with Divination type spells, a +1 racial bonus to Diplomacy checks against Earth subtype creatures, and the ability to see ethereal creatures at will. Additionally, their favored class is [[Druid]] rather than fighter. '''Frost Dwarves''', introduced in the Planar Handbook, are a race of [[planetouched]] dwarves native to the icy layers of the [[Abyss]]. The ability modifiers for these dwarves is +4 Constitution, -4 Charisma, they gain the Extraplanar subtype, their Darkvision increases to 120 feet, and they gain Cold Resistance 10, +4 to Move Silently checks, Light Sensitivity, and the ability to cast Chill Touch and Obscuring Mist 1/day each at Charater Level +2 (minimum of 3rd). Needless to say, these dwarves get a [[Level Adjustment]] of +1. '''Earth Dwarves''' are, as the name suggests, [[planetouched]] dwarves with earth elemental ancestry, and are yet another Unearthed Arcana variant. They get +2 Strength and -2 Dexterity on top of the normal dwarf ability modifiers, their Stonecunning modifier is +4, their Stability modifier is +8, they change the target of their racial attack bonus from orcs & goblinoids to creatures with the Air subtype, their Appraise & Craft bonuses increase to +4, and their racial saving bonus against spells is replaced with a -2 racial penalty on saving throws vs spells, spell-like abilities or supernatural abilitys that either have the Air subtype or come from a creature with the Air subtype. '''Glacier Dwarves''' are, like Badlands Dwarves, a second attempt at an environmental based dwarven subrace in the wake of those done by Unearthed Arcana. They're closer to the Innugaakalikurit than the Arctice Dwarves are, but still not a perfect conversion. Appearing in the Frostburn sourcebook, Glacier Dwarves replace Stonecunning with Icecunning (same thing, but using ice instead of stone), change their Appraise & Craft bonuses to applying to ice, snow & other frostfell materials, trade their save bonus vs. poison for a +2 racial bonus on saves vs. cold damage & cold-based effects, can comfortably survive in conditions ranging from "severe cold" to "hot" without needing a Fortitude save, and are always considered to have the Cold Endurance feat in order to meet prerequisites for feats & prestige classes. '''Gold Dwarves''' appeared in the [[Dungeon Master's Guide]], and represent either dwarves at the very height of their power, the ancestral form of dwarves, or some other form of deep-dwelling dwarf-kin. The only real changes they make are suffering -2 Dexterity intead of -2 Charisma, and changing their attack roll bonus target to [[aberration]]s instead of orcs & goblinoids. '''Jungle Dwarves''' are the last of the environmental variants introduced in Unearthed Arcana. These dwarves lose Stonecunning, downgrade their Darkvision to Low-light Vision, trade their Craft bonus for a +2 racial bonus on Heal, Knowledge (Nature), Spot & Survival checks, and switch their favored class from Fighter to [[Ranger]]. '''Seacliff Dwarves''' are coastal dwarves introduced in the Stormwrack sourcebook, and are essentially an alternative to Aquatic Dwarves, like the Badlands & Glacier Dwarves before them. These dwarves lose their racial attack roll bonus and instead gain the Strong Swimmer racial trait; +2 racial bonus on Swim checks and the ability to hold their breath for twice their Constitution score. '''Innugaakalikurit''', or Faerunian Arctic Dwarves, appeared in the Races of Faerun sourcebook. These have the normal abilities of a dwarf, even though their traditional lore says they shouldn't have Stonecunning, but their ability scores are +4 Strength, -2 Dexterity, +2 Constitution and -2 Charisma, they are Small instead of Medium, they are Immune To Cold, their Favored Class is Ranger, and they have a [[Level Adjustment]] of +2. '''Urdunnir''' are [[Planetouched]], or at least very magical, dwarves native to the [[Forgotten Realms]]. Presented as a PC race in Races of Faerun, Urdunnir have all the normal dwarven racial abilities, but their saving throw bonus against Poison is increased to +4, they have the Stone Walk supernatural ability, can cast Stone Shape and Shape Metal, both at-will and with the power of an 8th level sorcerer, their favored class is Expert, and their Level Adjustment is +4. '''Wild Dwarves''' are feral dwarves native to the tropical jungles of Chult in the [[Forgotten Realms]] and appeared in Races of Faerun alongside the Innugaakalikurit and the Urdunnir. These dwarves are Small, are affected by medium/heavy armor & loads, replace the standard dwarven weapon familiarity trait with free prociency in the handgun and blowgun, have the Poison Use trait, have Fire Resistance 5, have a +3 bonus to saves against poison, are immune to Wild Dwarf Knockout Poison, have a +4 racial bonus to saving throws against disease, lack the Stonecunning trait and the bonuses to Appraise and Craft, and their Favored Class is [[Barbarian]]. </div></div> ==Pathfinder== [[Pathfinder]], for obvious reasons, mostly used the 3.5 version of the dwarf, but tweaked it. Since it was the second most powerful anyways and had a lot of features, it didn't really get much new stuff compared to the other races. Past the core rules, Pathfinder introduced the idea of variant racial traits you could swap in for more unusual versions of the dwarf. As a core race, these alternate traits are everywhere; the Advanced Race Guide, Inner Sea Races, even Horror Adventurers had a few dwarfin variant abilities. Compared to the other core races, Dwarves didn't get much variety here though they do get the ability to make their Defensive Training/Hatred abilities work on a few different monsters. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Click "Expand" to see the stablock. <div class="mw-collapsible-content"> ::+2 Constitution, +2 Wisdom, -2 Charisma ::Medium ::Slow & Steady: Base speed is 20 feet, but medium/heavy armor and loads don't affect this speed. ::Darkvision 60 feet ::Defensive Training: +4 Dodge bonus to AC against Giants. ::Greed: +2 racial bonus on Appraise checks made to determine the price of nonmagical goods that contain precious metals or gemstones. ::Hatred: +1 racial bonus on attack rolls against Orcs and [[Goblinoid]]s. ::Hardy: +2 racial bonus on saving throws against poison, spells and spell-like abilities. ::Stability: +4 racial bonus to Combat Maneuver Defense against Bull Rush and Trip when standing on solid ground. ::Stonecunning: +2 racial bonus on Perception checks made to notice unusual stonework, and can make a check to notice such things whenever they pass within 10 feet of them. ::Weapon Familiarity: Proficient with Battleaxe, Heavy Pick and Warhammer, treat any weapon with "Dwarven" in its name as a Martial Weapon. </div></div> The main additions were an extra ability score boost (standard for PF races), some free martial weapons (even better for a medium BAB class not proficient with martial weapons) and better "Dwarven" exotic weapons (Dwarven Longhammer is a greatsword with bludgeoning damage and reach, taking a good weapon and making it better.). With these boosts Dwarves make even better Clerics and Rogues than they did in 3E. Dwarves make natural [[Warpriest]], since that uses charisma even less than a cleric. A survey of Pathfinder characters determined Dwarves were the 6th most popular race in the game (losing to Human, Half-Elf, Elf, [[Half-Orc]] and the non-core [[Tiefling]]). Dwarves mostly fall so low since Half-Orc is now a viable race for most beatstick classes as well and they split the non-human beatstick percentage. Naturally Dwarf Clerics and Warpriests are exceptionally common. Weirdly Dwarves are popular fighters even though fighters already get the ability to wear heavy armor without speed penalty. Despite making excellent [[Druid]]s, Dwarf druids are exceptionally rare. {{Pathfinder-Races}} {{Starfinder-Races}} ==Starfinder== ==4th Edition== Iconic, well-defined, and readily adapted, the dwarf took pride of place in the very first Player's Handbook, where they were the second PC race option only because [[Dragonborn]] alphabetically precedes them. This version of the dwarf didn't have the flashy racial powers that most other races of the edition had, but emphasized its traditional strengths with lots of racial traits, which made them one of the hardiest races in the game, and yet also surprisingly good at being [[Cleric]]s, [[Shaman]]s and [[Druid]]s. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Click "Expand" to see the stablock. <div class="mw-collapsible-content"> ::Ability Scores: +2 Constitution, +2 Wisdom (or +2 Strength, post Essentials Update) ::Size: Medium ::Speed: 5 squares (25 feet) ::Vision: Low-Light ::Skill Bonuses: +2 Dungeoneering, +2 Endurance ::Cast-Iron Stomach: +5 racial bonus on saving throws against poison. ::Dwarven Resilience: Triggering 2nd Wind only costs you a minor action. ::Dwarven Weapon Proficiency: You have proficiency with the throwing hammer and the warhammer. ::Encumbered Speed: You ignore the normal movement penalties caused by armor or carrying a heavy load. ::Stand Your Ground: You can choose to reduce the effects of all forced movements (pull, push, slide) by -1 square; this can negate an effect that would normally only move you 1 square. Additionally, you can immediately make saving throws against attacks that would knock you prone. </div></div> 4e also introduced the concept of subraces in two different ways. [[Dragon Magazine]] #383 introduced the ''Forgeborn'' subrace for dwarves, representing dwarves whose ancestors hadn't been freed from their slavery to the [[Archomental|Primordials]] before elemental energy had contaminated them, turning them into essentially the dwarven equivalent of [[genasi]]. This version of a subrace took advantage of the plethora of feats that 4e characters received. A forgeborn dwarf was defined by taking a normal dwarf and then taking the ''Forgeborn Heritage'' feat; this gave them the Elemental Legacy racial power (1/encounter, when you hit an enemy with an attack, inflict +3/tier Acid, Cold, Fire or Lighting damage - your choice of which element) as well as minor resistance to Acid, Cold, Fire and Lightning damage simultaneously. Not much - 2 points of damage resistance, increasing to DR 3 at 11th level and to DR 5 at 21st level. Of course, the racial feat ''Iron Hide Resilience'' boosted this damage resistance to 5 points per character tier; still inferior to the fire resistance of [[tiefling]]s or the cold resistance of winterkin [[eladrin]], but hey, you're getting '''four''' types of damage resistance for the price of two feats; don't get greedy! Other forgeborn feats include ''Ancestral Wrath'' (+1 speed when bloodied), ''Keen Hatred'' (using Elemental Legacy grants a +2 bonus to your next attack roll), ''Wrathful Legacy'' (Elemental Legacy recharges the first time you are bloodied), ''Improved Legacy'' (boosted damage with Elemental Legacy) and ''Wrathful Resurgence'' (gain temporary hitpoints when you use 2nd Wind). The forgeborn also have a racial [[Paragon Path]] in the ''Fireforged Champion'', which is very focused on withstanding and dishing out fire damage - very reminiscent of the [[azer]]s. The [[Neverwinter]] campaign setting was much simpler, instead presenting alternate racial traits that a dwarf could simply "swap in" that represented the Gold and Shield Dwarves of the [[Forgotten Realms]]. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Click "Expand" to see the stablock. <div class="mw-collapsible-content"> '''Gold Dwarf Alternate Traits''' ::Replace Cast-Iron Stomach with Cast-Iron Mind (+5 racial bonus to saves against ongoing psychic damage) ::Replace Dwarven Weapon Proficiency with Gold Dwarf Weapon Proficiency (War Pick and the Maul) '''Shield Dwarf Alternate Features''' ::Replace Dwarven Weapon Proficiency with either Dwarven Weapon Proficiency (Axe and Battleaxe) or Shield Proficiency (Light Shield) </div></div> {{D&D4e-Races}} ==5th Edition== Your trusty dwarf, of course, once again appeared in the [[Player's Handbook]], with the Mountain Dwarf and Hill Dwarf subraces. The [[Forgotten Realms|Sword Coast Adventurer's Guide]] added the [[Duergar]] subrace as well. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Click "Expand" to see the stablock. <div class="mw-collapsible-content"> ::Ability Score: +2 Constitution ::Typical Alignment: Favor Lawful Good. ::Size: Medium. Listed as being between 4 and 5 feet tall, and average 150 pounds. ::Speed: 25 feet ::Darkvision ::Dwarven Resilience: Advantage on saving throws against poison, and resistance against poison damage. ::Dwarven Combat Training: Proficiency with Battleaxe, Handaxe, Light Hammer, and, of course, Warhammer. ::Free tool proficiency with choice of smith's, brewer's or mason's tools. ::Stonecunning: Double Proficiency bonus when making history checks on the origin of stonework. ::Languages: Common and Dwarvish. Of course, subraces get their own bonuses. '''Hill Dwarf''' ::Ability Score: +1 Wisdom ::Dwarven Toughness: Free +1 max hp every level. '''Mountain Dwarf''' ::Ability Score: +2 Strength (only subrace which allows you to start with two +2 bonuses) ::Dwarven Armor Training: Free Proficiency with Light and Medium Armor. The Sword Coast Adventurer's Guide also gave info on the Duergar subrace, the dour, evil cousins of the dwarves that inhabit the Underdark. '''Duergar''' ::Ability Score: +1 Strength ::Superior Darkvision (120 feet max instead of plain Darkvision's 60 feet) ::Duergar Resilience: Advantage on saves against illusions and being charmed or paralyzed. ::Duergar Magic: Free Enlarge/Reduce at 3rd level, and free Invisibility at 5th level, but has an interesting limitation: they cannot be cast when you are in direct sunlight. The spells still work while you're in sunlight if you cast them somewhere else, but while you're in the sun, nada. Both spells recharge on a long rest, and use Intelligence as their spellcasting Modifier. ::Sunlight Sensitivity: Disadvantage on attack rolls and Perception checks that rely on sight when you, the target of your attack, or whatever you're trying to perceive, is in direct sunlight. </div></div> {{D&D5e-Races}} ===Eberron=== Dwarves of [[Eberron]] were [[Frost Dwarf|originally from the Frostfell (north pole)]] before moving south. They control the world's banking due to House Kundarak's Mark of Warding enhancing security and the vast mineral wealth of their homeland. Otherwise the Dwarves of Eberron don't differ too much from the norm. One [[RPGA]] module has a scholar with the theory that, unlike the rest of Eberron's races, Dwarves were not formed from Eberron, but from [[Dragon Gods|Khyber]] and reforged by [[Dragon Gods|Eberron]] to fight other creations of Khyber. This scholar posits that the short, muscular frame of the Dwarves was to allow them to fight Khyber's other creations (fiends) in [[Underdark|Khyber]]. The text of the module explicitly says this may or may not be true. ===3rd Party Settings=== ;Arkadia The [[Dwarves]] of the world of [[Arkadia]] believe they were forged by [[Erebos]], the God of Fire and Craftsmanship, from the stone and bronze of Kor Erebos, the volcano that is their ancestral homeland. Whilst there is a passing implication that the traditional dwarven subraces of Mountain Dwarf and Hill Dwarf exist in Arkadia, the race is primarily divided between two unique subraces, with all of the lore being lavished upon them. '''Volcano Dwarves''' are the original form of the race, although they have spread from their fiery mountain homelands and now tend to smithies and shops throughout the great city-states; whilst the smith-priests of Erebos work bronze and even [[orichalcum]] in Kor Erebos, lesser volcano dwarves can be found working with metal, jewelry and glass wherever there is a market for such things. They make crystal glass and beaten lead funeral masks in Crixos; jewelry in Corinth; and rams, nails, and all the tools needed to furnish Ithean ships. Their most common work, however, is found in Kryta and Hyperium, where the bronze of their swords and spears and armor is prized above all others. Volcano dwarves have relatively light complexions, but are typically seared into permanent partial tans by the molten metal and stone with which they work. Their hair and beards, black or reddish brown, is worn in matted locks. They cap these coils in heavy beads of gold, bronze, or mountain glass. They trade with humans for royal colors of cloth and adorn themselves with thick rings and armbands, set with wide stones. In their native environment, volcano dwarves burrow into the deepest depths of the earth, tapping magma for heat, light, and raw minerals with which to work. Weirdly, it is stated that volcano dwarves are a "mysterious", "secretive" and "reclusive" folk, withdrawn from the daily life of other races. This then might explain the discrepancy noted above; it is possible that mountain and hill dwarves are considered volcano dwarves by culture, but "mountain" dwarves represent the warrior-clans, and "hill" dwarves represent those volcano dwarves who trade with humans or who have integrated into surface life. '''Field Dwarves''' fill much the same role in Arkadia that [[halfling]]s fill elsewhere in the multiverse. Reputedly created when [[Phaedrus]], the God of Fae and Wilderness, lured away a portion of the dwarven race from their volcanic homes, these dwarves have become a simple folk who cherish wine, and growing things, and rich, dark earth. Forsaking metal and glass, field dwarves instead concern themselves with the shaping of clay and stone, or the cultivation of crops. The majority of the race live in the countryside as simple farmers, growing bounties of grapes, olives and other foodstuffs; those who have moved into the cities focus instead on masonry, pottery and sculpture. They are darker skinned and less ostentatious than their elder cousins, preferring loose hair and simple clothes in which they are comfortable. The two races don't really like each other all that much. Volcano dwarves look down on field dwarves as lazy and unskilled, claiming they have forgotten their purpose in the world and are too addicted to the dark drink of wine. Field dwarves, in turn, think their volcano-dwelling cousins are stiff-necked stick-in-the-muds who need to loosen up and get over themselves. Regardless of subrace, all Arkadian dwarves consider themselves Arkadians by blood if not by race, and thusly feel a strong kinship to the [[human]]s with whom they share their world. Arkadian Dwarves have a unique take on the 5e dwarven core racial statblock: whilst it's mostly identical, it replaces Dwarven Weapon Proficiency with the following: <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Click "Expand" to see the stablock. <div class="mw-collapsible-content"> ::Arkadian Dwarven Weapon Proficiency: You are Proficient with the Sling, the (Bronze) Mace, the (Bronze) Sword and the (Bronze) Shortsword. '''Volcano Dwarves''' have the following subrace traits: ::Added Tool Proficiency: You are Proficient with your choice of either Glassblower's Tools or Jeweler's Tools. ::Erebos' Gift: As a light activity during a long rest you may hone one simple or martial weapon. At the end of the long rest, the object becomes a magic item, if it is not already, granting a +1 bonus to attack and damage rolls in addition to the weapon’s other effects. The weapon retains these benefits until you use this feature again. Once you use this feature, you can’t use it again until you finish a long rest. '''Field Dwarves''' have the following subrace traits: ::Ability Score Increase: +1 Wisdom ::Phaedrus' Gift: You may use your action to cause 4d4 magical grapes to grow from the soil at your feet. A creature can use its action to eat one or more of these grapes. Eating a grape restores 1 hit point, and the grape provides enough nourishment to sustain a creature for one day. You must finish a long rest before using this ability again. The grapes lose their potency if they have not been consumed within 24 hours of the use of this ability. The number of grapes created increases to 8d4 at 11th level and 16d4 at 17th level. </div></div> ;Midgard The [[Midgard]] setting, having begun as a more nordic-inspired borderline [[Dark Fantasy]] setting, naturally has dwarfs in it. In fact, there are three major dwarven nations; the Northlanders, the Cantonals, and the Southlanders, although the Tome of Heroes added some more minor dwarven subraces. Northlander dwarves lean heavily into the Nordic/[[Viking]] element, but are more mystical than your typical dwarves; bearskin-clad [[berserker]]s and [[wizard]]s who use enchanted rings as focuses for their powers are major elements of their culture. Mechanically, these guys just use the standard ''Mountain Dwarf'' statblock. '''Cantonal''' dwarves are from the Ironcrags, and are, well, more "generically dwarfy". They're a race of smiths, miners, merchants and mercenaries, heavily involved in local politics. They use the ''Hill Dwarf'' statblock. '''Southland''' dwarves hail from the [[Southlands]], the not!Africa of Mdigard, and are very distinct from their more northerly kin. With dark skin and dark hair, they are renowned primarily as alchemists and mystics. They get a unique statblock in the Midgard Heroes Handbook (+1 Intelligence and the trait "Dwarven Msticism", which gives them proficiency with alchemist's supplies and one of two racial cantrips; Guidance or Resistance), but weirdly this wasn't repeated in the Southlands Player's Guide, even though it did feature a much larger cultural writeup on the Southlands dwarves. '''Fireforge''' dwrves are one of the two dwarven subraces added in the Tome of Heroes, and descend from clans of dwarves that made the gamble of settling in and around volcanoes to exploit the ambient heat and rare metals. Generations of living amidst the molten rock, and possibly some interbreeding with [[azer]]s (they don't say it ''explicitly'', but the two fiery dwarfkin ''are'' close allies...) has given them some unique traits, as well as a more "fiery" color scheme. Fireforge dwarves get +1 Intelligence, and the traits Burned Vision (you lose Darkvision), Expert Artisan (you gain proficienc y in either glassblower's or smith's tools, and double your proficiency bonus with them), Forgeborn (Resistance: Fire), Friend to the Azer (Ignan as a bonus language), and Reforge (as an action, you can repair a broken metal item, as per the Mending cantrip). '''Spindrift''' dwarves have forsaken the earth and stone of their ancestors and instead taken to the seas, living on coasts, islands and, if legen is to be believed, artificial floating islands of their own construction. They get +1 Dexterity, replace Dwarven Combat Training with Dwarven Marine Training (free proficiency with club, handaxe, hand crossbow, net, rapier and scimitar), replace Tool Proficiency with Nautical Proficiency (you have Proficiency with Water Vehicles and either Carpenter's, Navigator's or Woodcarver's Tools), replace Stonecunning with Shipwright (apply double your Proficiency bonus to Invesigation checks made to evaluate the craftsmanship or seaworthiness of a sailing vessel) and have the unique racial traits Rigger (you have a Climb speed equal to your base speed when not wearing heavy armor or using a shield), Sailor's Eyes (you lose Darkvision), and Spindrift Step (1/short rest, as a bonus action, you can walk on water for rounds equal to your level as a Concentration effect; if you use this power whilst submerged, it only costs a Reaction and you are instead propelled towards the surface at a rate of 60ft per round). ;World of Farland In the [[World of Farland]], some tweaks are made to the standard 5e dwarf. Most notably, Stonecunning is not a core racial trait for the Farlandish dwarf, and they have the unique subraces of '''Khazak''' and '''Dwamok''' dwarves. '''Khazak''' dwarves, whose name means "High Folk", are the "pureblood" dwarf subrace of Farland, and analogous to the Mountain Dwarves of core 5e. These are the only dwarves with the Stonecunning trait, and they also gain +1 Strength and the unique racial trait ''Magic Resistance'', which gives them Advantage on saving throws against spells of one school of magic, set at character creation. '''Dwamok''', or "Shieldfolk", are the Farlandish equivalent of Hill Dwarves. They gain +1 Wisdom and the Hill Dwarf's Dwarven Toughness trait, but also have the unique racial trait of ''Stable'', which grants them Advantage on checks made to resist being pushed and knocked prone, and lets them reduce the distance of involuntary movement effects they are subjected to by -5 feet. "War of the Immortals" also introduces two historical dwarven subraces. '''Kibil-Gunders''' are the "ur-dwarf" stock, the original dwarven strain who lived in and around active volcanoes. They gain +1 Strength, the Dwarven Armor Training and Stonecunning traits, and the Heat Resistance trait (Advantage on saves against Fire damage, Advantage on Constitution checks against natural heat). '''Shieldfolk''' are, despite the shared name, the ancestral stock of the Dwamoks from the modern era, and so they trade the Stable Trait for free Proficiency with either Insight or Perception. ;Scarred Lands Dwarves of [[Scarred Lands|Scarn]] are largely the same as the core 5E dwarf, just with Dwarven Armor Training and Dwarven Weapon Training switching places. The Player's Guide introduces the Kelder and [[Charduni]] dwarves, with Yugman's Guide to Ghelspad adding the Broadreach dwarves. '''Kelder''' or Mountain Dwarves are native to Ghelspad and most make their home in the Kelder Mountains. They gain +1 Wisdom, Dwarven Weapon Training, and the ''Steadfast'' trait, which gives them advantage on saving throws against being charmed or frightened. '''Charduni''' originate from Termana, and came to Ghelspad to expand their tyrannical empire. If the name didn't spell it out, they worship [[Chardun]] almost exclusively. They gain +1 Strength, Dense Flesh, which is just renamed Dwarven Toughness, and ''Charduni Combat Training'', which gives them proficiency with the light hammer, warhammer, warscepter, and the spiked chain. '''Broadreach''' or Wood Dwarves are descended from Kelder Dwarves that escaped from slavery in Glivid-Autel to the Hornsaw Forest where they settled to live alongside the local elves. They gain +1 Dexterity, replace Stonecunning with ''Woodcunning'', gain advantage when examining woodwork, and the ''Keen Senses'' trait, which gives them proficiency in Perception. ;Seas of Vodari The swashbuckling [[pirate]]-themed setting of [[Seas of Vodari]] is home to not only the standard Hill and Mountain Dwarves of 5e, but also a unique subrace; the '''Aurirn''', or '''Sea Dwarves'''. They descend from clans of dwarves who were ambitious or crazy enough to try and mine the unique metals seeping from a volcanic crack in the seafloor, where exposure to magical radiation mixed with dwarven stubbornness mutated them into an amphibious race capable of surviving underwater on their own. They're still part of dwarven society, but have grown somewhat more reclusive... but they're so stinking rich that even the most grizzled of traditional dwarves is forced to accept the scaly-skinned, web-digited water-breathing freaks, and many honor them for the sheer dedication it took to pull off so crazy a stunt as to set up underwater mines in the first place. A sea dwarf has the standard 5e dwarf core racial traits and these unique subrace traits: <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Click "Expand" to see the stablock. <div class="mw-collapsible-content"> ::Ability Score Increase. Your Dexterity score increases by 1. ::From the Depths. You have a swimming speed of 30 feet, and you can breathe air and water. You ignore any of the drawbacks caused by a deep, underwater environment. ::Fireborn. Adapted to living along the boiling cracks of the seafloor, you have resistance to fire damage. </div></div> ==Gallery== <gallery> Dwarf ODD1.png|Original D&D Hill dwarf monster card.jpg|1e Dwarf MCV2.jpg|2e Dwarf MM 2e.png Wild dwarf MCAV2.jpg|Wild Dwarf Ravenloft 3e Dwarves.png|3e Female Charduni Dwarf.jpg 4e_Dwarves_1.jpg|4e 4e_Dwarves_2.jpg 4e_Dwarves_3.jpg 4e_Female_Dwarf_Rogue_Concept.jpg 4e Female_Dwarf_Cleric_Concept.jpg 4e_Female_Dwarf_Rampaging_Brute.jpg 4e_Female_Dwarf_Wizard.jpg Eva_Widermann_4e_Female_Dwarves.jpg 4e_Dwarf_Warlock_Concept.png 5e Dwarf.png|5e RacesDramagAthasdwarves.jpeg|[[Dark Sun]] Dwarf_PF_2e.png|Pathfinder 2e, playing it straight for once Dwarf_Monk.png|It's easy to reach your face once I've broken your balls and kneecaps, Manling! Nhalmika Ironsight.png|Shortstack shotgun MILF, because why the hell ''not''? Stafinder Dwarf.png|Starfinder, going Deep in the Galactic Rock SF Dwarf Teacher.png </gallery>
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