Dwarf

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Description. See the description of this race at Tolkien Gateway. Dwarves are counted among the Free Peoples.

Starting Equipment. Any weapons and armor you start with are Dwarven and have the characteristics described below in Dwarven Equipment.

Dwarven Traits

Ability Score Increase. Your Constitution score increases by 2.

Age. Dwarves are mature enough for heavy labor at 30 to 40 years old. They live to 250 years, sometimes more, and only appear elderly in their last decade of life.

Alignment. Most Dwarves revere their maker, the Vala Aulë, and belong to well-ordered societies in which Dwarven law serves the common good. Outcasts or wanderers might tend towards neutral alignments as they become self-reliant. Although Dwarves are not evil by nature some are driven to wicked acts by greed and lust for wealth. Also some Dwarves of the East who fell under the Shadow of Morgoth turned to evil (and made alliances with orcs).

Size. Dwarves stand about 4 to 5 feet tall, and are Medium size.

Speed. Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor.

Secret Name. Your true Khuzdul name is never shared with outsiders (non-Dwarves).

Darkvision. Dwarves can see in dim light as if it was bright light, and in darkness as if it was dim light to a range of 60 feet.

Dwarven Hardiness. You are immune to non-magical diseases that affect humans. When you take fire or cold damage, reduce the amount of damage by 2 after applying any resistance or vulnerability.

Resist Domination. You have advantage on saving throws against effects that would dominate your will, and on any rolls to resist being intimidated.

Bears Burdens Lightly. Your carrying capacity is your Strength score multiplied by 20.

Instinct for Working Metal and Stone. You can identify any non-magical metals, gemstones, and minerals. Whenever you make an ability check related to metal or stone crafts, you may double any proficiency bonus you applied to the check.

Fear of the Sea. While you can hear or see the sea you have disadvantage on Wisdom and Charisma checks and saving throws.

Lust for Gold. Beholding great riches may awaken the gold-lust that lies dormant within the hearts of Dwarves. Whenever you are in the presence of wealth exceeding 1000 gp of value, a legendary magic item, or an artifact, and you are not incapacitated, you must make a Wisdom saving throw.
The DC is equal to 8 +1 for every 1000 gp of wealth, +2 for every legendary magic item, and +5 for every artifact.
If you fail the saving throw you gain the following indefinite madness: "This hoard is rightfully mine. Everyone covets and plots to steal it from me. I can trust no one." Alternately, you may gain a corruption point (if using the Corruption variant rules).
The madness lasts until you are forced to make the saving throw again as described above.

Firestarter. You can start a fire almost anywhere out of almost anything. With only rocks and a tiny amount of dry organic matter you can kindle a flame on a successful DC 5 Wisdom (Survival) check. Additional fuel is needed to enlarge or sustain the flame.

Quick to Learn New Skills. When you spend downtime days training to learn a proficiency with tools, the training lasts for 125 days (instead of the normal 250 days) and costs 1 gp per day.

Dwarven Craftsmanship. For every day of downtime you spend crafting, you can craft one or more items with a total market value not exceeding 10 gp, and you must expend raw materials worth one-half the total market value. If something you want to craft has a market value greater than 10 gp, you make progress every day in 10 gp increments until you reach the market value of the item.

Given to Corpulence. At character creation you may choose to permanently reduce your move speed by 5 feet. If you do so, you gain 5 temporary hit points. These temporary hit points are restored whenever you take a short rest. You may not change this condition unless you spend 60 downtime days, after which you may adjust this amount up or down (to 0 or to 5). Downtime days spent doing another downtime activity qualify for this change.

Dwarven Combat Training. You have proficiency with the battle axe, hand axe, war pick, and great axe.

Tool Proficiency. You gain proficiency with the artisan's tools of your choice.

Languages. You can speak, read, and write Khuzdul and Westron, although Khuzdul is only secretly spoken among Dwarves. You can fluently communicate in Iglishmêk, a secret sign language.

Subrace. Choose a subrace from: Longbeard, Firebeard, or Broadbeam; or you can choose a subrace of the Dwerrow of the East: Ironfist, Stiffbeard, Blacklock, or Stonefoot.. Not much is known of the Dwarves of the East, save their clan names; these clans are rarely seen in the West.

Longbeard

Ability Score Increase. Your Wisdom score increases by 1.

Song of Durin. When you make an Intelligence (History) check related to Dwarven history, delvings, prominent figures, great works, or small crafts, you have advantage on the check by recalling and singing a few verses of this song that pertains to the subject.

Firebeard

Ability Score Increase. Your Constitution score increases by 1.

A Few Small Improvements. During a long rest you can spend 2 hours using tools you are proficient with to make subtle adjustments to a toolkit, a piece of equipment, or a weapon in a manner that corresponds with the tools you are using. The next time the adjusted item is used for an ability check or attack roll, and the roll is a 1 or 2, then the roll may be rerolled and this effect ends immediately. This ability may only be used once per long rest.

Broadbeam

Ability Score Increase. Your Intelligence score increases by 1.

Tool Proficiency. You have proficiency with one additional artisan's toolkit of your choice.

Engineer. If not already added, you may add your proficiency bonus to checks for examining or using any siege weapon, trap, lock, machine, or other complex mechanism that consists of 4 or more moving parts. Also, if not already added, you may add your proficiency bonus when you make a saving throw against the effects of a non-magical trap.

Ironfist

Ability Score Increase. Your Strength score increases by 1.

Marching Song. You may spend one minute singing this song to shake off the effects of exhaustion. Make a DC 10 Constitution check: on a successful check you reduce your exhaustion by 2 levels; on a failed check you reduce your exhaustion by 1 level. You may not use this ability again until you complete a long rest.

Stiffbeard

Ability Score Increase. Your Constitution score increases by 1.

Not Quite Dead Yet. When you have zero hit points and become stabilized you instead have 1 hit point, unless another effect would grant you more than 1 hit point. After you use this ability you cannot use it again until you complete a long rest.

Blacklock

Ability Score Increase. Your Dexterity score increases by 1.

Hymn to Aulë. When you sing this hymn while using a tool that you are proficient with, you have advantage on ability checks using that tool.

Stonefoot

Ability Score Increase. Your Intelligence score increases by 1.

Firm Footing. When an effect would knock you prone from standing you may use your reaction to remain standing.

Dwarf Equipment

Dwarven weapons and armor are renowned for their craftsmanship and quality.

Battle Masks

Dwarven battle masks have a hideous appearance and have the following properties only when worn by a Dwarf:

Fire Resistance. The wearer has resistance to fire damage.

Intimidating. The wearer has advantage to Charisma (Intimidation) checks.

Dwarven Weapons

Finely Balanced. When you make a melee attack roll of 1 or 2, you may roll a d12 and must use the result of the second roll as your melee attack roll.

Versatility. All Dwarven melee weapons that are not light, two-handed, or versatile gain the versatile trait; the two-handed damage is the next largest die up from the one-handed damage (1d6 becomes 1d8, 2d8 becomes 2d10, and so on).

Nigh Indestructible. Dwarven weapons cannot be sundered or broken by normal means.

Sundering. When a Dwarf lands a critical hit with a Dwarven melee weapon he or she may choose to sunder the target's weapon, shield, or armor instead of rolling extra dice for damage. A sundered weapon becomes an improvised weapon. A sundered shield becomes useless, reducing the bearer's Armor Class (usually by 2). Sundered armor becomes less effective, reducing the wearer's Armor Class by 2. Light armor and magic items cannot be sundered by this ability.

Dwarven Armor

Indestructible. Dwarven armor cannot be broken by normal means and cannot be sundered.

Protection. When a Dwarf is wearing Dwarven armor, the wearer has resistance to thunder and force damage, and vulnerability to lightning damage.