Dwarf Race Details:
The dwarf race is connected by their shared love of clan and tradition, and fervent animosity toward goblins. The dwarf is also united by halls carved into the mountainside roots and the echo of picks and hammers in deep mines and blazing strengthens.
A voice with a rough edge cried out, “You’re late, elf!” The fact that the massive monster was on top of his elven friend was ignored as Bruenor Battlehammer climbed the back of his dead adversary. The dwarf’s long, pointed, frequently broken nose and gray-streaked, yet still flaming red beard were a sight Drizzt was happy to see despite the discomfort it caused. I “knew” that if I went looking for you, I would find you in trouble.
The Crystal Shard by R. A. Salvatore
Clans and Kingdoms:
Dwarven kingdoms are dispersed throughout the mountain ranges; they mine precious metals and gems and create wonderful objects. Dwarfs are in love with the artistic beauty of expensive jewelry made of precious metals, and some dwarves allowed this love to turn into avarice. They are able to acquire any wealth that their mountains are unable to provide through trade. Due to their dislike of boats, shrewd humans and halflings frequently handle trade in dwarven goods along waterways. Those of other races who are trustworthy are welcome in the dwarven settlements, though some areas are also off limits to them.
Dwarves place a high value on social standing and view their clans as the fundamental unit of their society. Even dwarves who reside outside of their own kingdoms value their clan affiliations and identities. They can identify related dwarves and use their ancestors’ names in swearing allegiance to others and inflicting harm. The worst situation for a dwarf is to be clanless.
In other lands, dwarves are usually skilled craftspeople, especially jewelers, armorers, and weaponsmiths. Some go on to become mercenaries or bodyguards and are in high demand due to their bravery and loyalty.
Short and slender:
The dwarf race is known for being brave and hardy, as well as being expert miners, stone and metal workers, and warriors. Dwarves are so broad and small, even though they are well under five feet tall, that they can weigh as much as a person who is nearly two feet taller. Their bravery and fortitude easily rival those of any of the stronger people.
The most common shades of dwarf skin are light brown or deep tan, which resembles certain earth tones. Dwarven skin can also be deep brown or a paler shade with red undertones. They typically have long, plainly styled hair that is black, gray, or brown, though paler dwarves frequently have red hair. Male dwarves give great care and attention to their beards.
Long grudges, long memories:
The oldest surviving dwarves frequently recall a very different world because they can live for more than 400 years. For instance, some of the oldest dwarves in Citadel Felbarr (in the Forgotten Realms) can remember the day that orcs overran the fortress and drove the dwarves into a more than 250-year exile, which occurred more than three centuries ago. They have a perspective on the world thanks to their long lifespans that humans and halflings who live shorter lives do not.
Like the mountains they adore, dwarves are sturdy and resilient, enduring the test of time with stoic endurance and little change. Since their ancestry can be traced back to the creation of their most ancient strongholds in the early days of the world, they respect and don’t lightly abandon those traditions. Devotion to the dwarven gods, who uphold the dwarven ideals of hard work, combat prowess, and devotion to the forge, is a part of those traditions.
Individual dwarves are decisive and loyal, true to their word, and persistent in action, occasionally to the point of stubbornness. Several more dwarves have a high sense of justice and are slow to forget the wrongs they have suffered. A wrong done to one dwarf is a wrong done to the dwarf’s entire clan, so what begins as a single dwarf’s quest for vengeance can quickly escalate into a full-fledged clan feud.
Clan, Gods, and Gold:
Dwarves who choose to lead an adventurous lifestyle may be driven by a desire for treasure—either for the treasure’s own sake, for a particular use, or even out of an altruistic desire to aid others. Some dwarves are motivated by a direct calling from a deity, a divine order, or just a desire to honor one of the dwarf gods. Others are motivated by divine command or inspiration. Ancestry and clan serve as additional powerful motivators. The goal of a dwarf may be to win back a clan’s lost honor, exact revenge for a long-ago wrong, or reclaim a former position within the clan after being exiled. Or a dwarf might look for the axe that a powerful ancestor once wielded but lost on the battlefield centuries ago.
When it comes to most other races, dwarves get along okay. The phrase “the difference between an acquaintance and a friend is about a hundred years” is attributed to a dwarf and, while it may be exaggerated, it illustrates how challenging it can be for a member of a transient race like humans to gain a dwarf’s trust.
Elves: Dependence on elves is not advisable. There is no way of knowing what an elf will do next; when the hammer strikes the orc’s head, they are just as likely to start singing as to draw a sword. They are carefree and fanciful. There are two things to be said for them, though: Although they don’t have many smiths, the ones they do have to produce excellent work. A good ally to have at your back is an elf, especially when goblins or orcs are pouring out of the mountains. Maybe not as good as a dwarf, but they undoubtedly despise orcs just as much as we do.
Halflings: Yes, they are pleasant people. Show me a halfling hero, though. An empire, a victorious army. Even an enduring treasure created by halfling labor. Nothing. How can you consider them to be credible?
Humans: When you take the time to get to know someone, she is already near the end of her life. If you’re lucky, she might have a daughter or granddaughter who is just as good with their hands and hearts as she is. Then is the time to make a friend among people. As you watch them leave, If they have their hearts set on something, they will achieve it, whether it be a dragon’s treasure or the throne of an empire. Even if it often leads to trouble, you have to respect that kind of commitment.
In accordance with custom, a clan elder bestows a dwarf’s name. Each and every proper dwarven name has been used and repeated over the years. The clan, not the individual dwarf, is the rightful owner of the name. It is against the law for a dwarf to use another dwarven name in place of a clan name that they have dishonored or misappropriated.
Male Names: Adrik, Alberich, Baern, Barendd, Brottor, Bruenor, Dain, Darrak, Delg, Eberk, Einkil, Fargrim, Flint, Gardain, Harbek, Kildrak, Morgran, Orsik, Oskar, Rangrim, Rurik, Taklinn, Thoradin, Thorin, Tordek, Traubon, Travok, Ulfgar, Veit, Vondal
Female Names: Amber, Artin, Audhild, Bardryn, Dagnal, Diesa, Eldeth, Falkrunn, Finellen, Gunnloda, Gurdis, Helja, Hlin, Kathra, Kristryd, Ilde, Liftrasa, Mardred, Riswynn, Sannl, Torbera, Torgga, Vistra
Clan Names: Balderk, Battlehammer, Brawnanvil, Dankil, Fireforge, Frostbeard, Gorunn, Holderhek, Ironfist, Loderr, Lutgehr, Rumnaheim,
Strakeln, Torunn, Ungart
Read More Races
Dwarf Race Subrace:
Hill dwarves and mountain dwarves are the two primary dwarven subraces that inhabit the D&D worlds. Select one from this list or another source, if you prefer.
The duergar, or gray dwarves, are people who live in cities located deep within the Underdark. These cruel, cunning slavers invade the surface world for prisoners, then sell their catch to the other Underdark races. They possess intrinsic magical powers that allow them to shrink in size and temporarily turn invisible.
Due to the nature of dwarves, your dwarf character was born with a variety of natural talents.
Increase in Ability Score:
Your Constitutional score rises by two points.
Dwarves mature at the same rate as humans, however until they’re 50 years old, they’re still regarded as young. They have a 350-year lifespan on average.
Dwarves weigh on average 150 pounds and are between 4 and 5 feet tall. You are a medium size.
Your 25-foot base walking pace. Wearing heavy armor does not affect your speed.
You have excellent night vision because you’re accustomed to living underground. Within 60 feet of you, you can see in low light as if it were brilliant, and in complete darkness as if it were low light. In the dark, only grayscale shades may be seen.
You have an advantage on poison saving throws and immunity to poison damage.
Training for Dwarven Combat:
You know how to use the warhammer, light hammer, handaxe, and battleaxe.
You develop skills in the artisan’s tools of your choice, whether they are smith’s tools, brewer’s supplies, or mason’s equipment.
You are considered competent in the History skill and instead of using your regular proficiency bonus, add double your proficiency bonus to any Intelligence (History) checks you make that pertain to the history of stonework.
Dwarvish and Common are both languages you can read, write, and speak. Hard consonants and guttural sounds are abundant in dwarfish, and they also appear in any other language that a dwarf may speak.
As a hill dwarf, you have keen senses, deep intuition, and remarkable resilience. The gold dwarves of Faerûn in their mighty southern kingdom are hill dwarves, as are the exiled Neidar and the debased Klar of Krynn in the Dragonlance setting.
Increase in Ability Score:
Your Wisdom rating rises by one.
Your maximum hit points rise by 1, and they rise by 1 each time you gain a level.
You are a mountain dwarf, strong and tough, used to a life of hardship in a harsh environment. You tend to have a lighter skin tone and are likely on the taller side for a dwarf. Mountain dwarves include the shield dwarves of northern Faerûn, the powerful Hylar clan, and the illustrious Daewar clan of Dragonlance. Your strength score rises by two points, improving your ability score.
Training in Dwarven Armor:
You are adept with both light and medium protection.
Read Also: Races