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==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>
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