D&D 5e Playable Race SCAR server: Dwarf Image: Dylan Walker

Dwarf

Source: Player's Handbook

“Yer late, elf!” came the rough edge of a familiar voice. Bruenor Battlehammer walked up the back of his dead foe, disregarding the fact that the heavy monster lay on top of his elven friend. In spite of the added discomfort, the dwarf’s long, pointed, often-broken nose and gray-streaked though still-fiery red beard came as a welcome sight to Drizzt. “Knew I’d find ye in trouble if I came out an’ looked for ye!” —R. A. Salvatore, The Cr⁠ystal Shard⁠


Kingdoms rich in ancient grandeur, halls carved into the roots of mountains, the echoing of picks and hammers in deep mines and blazing forges, a commitment to clan and tradition, and a burning hatred⁠ of goblins and orcs—these common⁠ threads unite all dwarves.


Short and Stout

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.


Long Memory, Long Grudges

Dwarves can live to be more than 400 years old, so the oldest living Dwarves often remember a very different world. For example, some of the oldest dwarves⁠ living in Citadel Felbarr (in the world of the Forgotten Realms) can recall the day, more than three centuries ago, when orcs conquered the fortress and drove them into an exile that lasted over 250 years. This longevity grants them a perspective on the world that shorter-lived races such as Humans and Halflings lack.


Dwarves are solid and enduring like the mountains they love, weathering the Passage of centuries with stoic endurance and little change. They 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 of the dwarves⁠, 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.


Clans and Kingdoms

Dwarven kingdoms stretch deep beneath the mountains where the Dwarves mine gems and precious metals and forge items of wonder. They love the beauty and artistry of precious metals and fine jewelry, and in some dwarves⁠ this love festers into Avarice. Whatever wealth⁠ they can’t find in their mountains, they gain through trade. They dislike boats, so enterprising Humans and Halflings frequently handle trade in dwarven goods along water routes. Trustworthy Members of Other Races are welcome in dwarf Settlements, though some areas are off limits even to them.


The chief unit of dwarven Society is the clan, and Dwarves highly value social standing. Even dwarves⁠ who live far from their own kingdoms cherish their clan identities and affiliations, recognize related dwarves⁠, and invoke their ancestors’ names in oaths and Curses. To be clanless is the worst fate that can befall a dwarf.


Dwarves in other lands are typically artisans, especially weaponsmiths, armorers, and jewelers. Some become mercenaries or bodyguards, highly sought after for their courage and loyalty.


Gods, Gold, and Clan

Dwarves who take up the Adventuring life might be motivated by a desire for treasure—for its own sake, for a specific Purpose, or even out of an altruistic desire to help others. Other dwarves⁠ are driven by the command⁠ or Inspiration of a deity, a direct calling or simply a desire to bring glory to one of the dwarf gods. Clan and ancestry are also important motivators. A dwarf might seek to restore a clan’s lost honor, avenge an ancient wrong the clan suffered, or earn a new place within the clan after having been exiled. Or a dwarf might sea⁠rch for the axe wielded by a mighty ancestor, lost on the field of battle centuries ago.


Slow⁠ to Trust

Dwarves get along passably well with most Other Races. “The difference between an acquaintance and a friend is about a hundred years,” is a dwarf saying that might be hyperbole, but certainly points to how difficult it can be for a member of a short-lived race like Humans to earn a dwarf’s trust.


Elves. “It’s not wise to depend on the elves. No telling what an elf will do next; when the hammer⁠ meets the orc’s head, they’re as apt to start singing as to pull out a sword. They’re flighty and frivolous. Two things to be said for them, though: They don’t have many smiths, but the ones they have do very fine work. And when orcs or Goblins come streaming down out of the mountains, an elf’s good to have at your back. Not as good as a dwarf, maybe, but no doubt they hate the orcs as much as we do.”


Halflings. “Sure, they’re pleasant folk. But show me a Halfling hero. An empire, a triumphant army. Even a treasure⁠ for the ages made by halfling⁠ hands. Nothing. How can you take them seriously?”


Humans. “You take the time to get to know a human, and by then the human’s on her deathbed. If you’re lucky, she’s got kin—a daughter or granddaughter, maybe—who’s got hands and heart as good as hers. That’s when you can make a human friend. And watch them go! They set their hearts on something, they’ll get it, whether it’s a dragon’s hoard or an empire’s throne. You have to admire that kind of dedication, even if it gets them in trouble more often than not.”



Dwarf Names

A dwarf’s name is granted by a clan elder, in accordance with tradition. Every proper dwarven name has been used and reused down through the generations. A dwarf’s name belongs to the clan, not to the individual. A dwarf who misuses or brings shame to a clan name is stripped of the name and forbidden by law to use any dwarven name in its place.


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



Dwarf Traits

Your Dwarf character has the following racial Traits.


Age. Dwarves mature at the same rate as humans, but they’re considered young until they reach the age of 50. On average, they live about 350 years.


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.


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 Training. Choose between Axeman (gaining proficiency in Handaxe and Battleaxe), or Hammerer (gaining proficiency in Light Hammer and Warhammer). Alternatively you gain Proficiency with the artisan’s tools of your choice: smith’s tools, provisioners tools, or mason’s tools.


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.


Subrace. Four main subraces of Dwarves populate the world: Cloud Peaks, Crystal, Hill and Mountain⁠. Choose one of them for your character.

Cloud Peaks (Subrace)

Source: Lithxe Homebrew

Cloud Peaks dwarves live high up on the mountain peaks. Their isolation from other races has led to unique features apart from their dwarf cousins. Cloud Peaks dwarves are smaller and lighter than other dwarves, with leaner frames adapted for living in high altitude environments. Their skin comes in a range of tones from pale blue-gray to deep blue-gray, often blending in with the mountain environment they've learned to thrive in. Their hair tends to range from white to black with shades of gray in between, with some having tints of pale or deep blue and purple. It is not common to see colors such as brown or red.


Due to their high-altitude lifestyle, Cloud Peak dwarves prize agility, endurance, and self-reliance. They are adept at rock climbing and often favor ranged weapons like slings and bows. They live in small, tight-knit communities, relying on each other for survival in their harsh environment. Many communities pride themselves on their mountain goat herds, and weave valuable and prized textiles from the wool. These textiles are used to keep the community's history through the generations, using woven images across large tapestries and rugs.


Natural-Born Climbers. You have a climb speed of 30 feet.

Crystal (Subrace)

Source: D&D Wiki Homebrew (SCAR Version)

Crystal dwarves typically live in deep underground mines or citadels, most often preferring to stay as close to the earth as possible. Since their forms are changed by the crystals they are made from, their personalities are as well. This gives each member of the subspecies unique traits that represent their crystals. Amethyst dwarves are typically shy and quiet, while rose quartz dwarves are cheer-y and joyful. Sapphires are curious and kind-hearted, rubies are brave and brash, emeralds are ambitious and determined, and diamonds are loving and charismatic. Of course, these traits do have exceptions, but for the most part one can determine the personality of a crystal dwarf based on their crystal.


Crystal dwarves usually have hair similar to regular dwarves, though with highlights of the colors of their crystals. They eyes are a shade of their crystal color as well. Crystal dwarves are usually tan or light-brown skinned, though occasionally with a tint of their crystal color to it, or patches of the color in birthmarks or tattoos.


Amethyst: purple

Diamond: white or silver

Emerald: green

Rose Quartz: pink

Ruby: red

Sapphire: blue


Gemstone Magic. You have a natural talent for magic that comes from your connection to gems and crystals. You know the Mending cantrip. When you reach 3rd Level, you can cast the Detect Magic spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th Level, you can cast the Enhance Ability spell once with this trait and regain the ability to do so when you finish a long rest.

Hill (Subrace)

Source: Player's Handbook

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.


Dwarven Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Mountain (Subrace)

Source: Player's Handbook

As a mountain dwarf, you’re strong and hardy, accustomed to a difficult life in rugged terrain. You’re probably on the tall side (for a dwarf), and tend toward lighter coloration. The shield⁠ dwarves of northern Faerûn, are mountain dwarves⁠.


Dwarven Armor⁠ Training. You gain proficiency with Light and Medium armor.