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Dwarf (Race)

Source

Player’s Handbook: Dwarf (PHB)

Ability Score Requirements

STR 8/18, DEX 3/17, 
CON 11/18, INT 3/18, 
WIS 3/18, CHA 3/17

Ability Score Adjustment

+1 CON, -1 CHA

Size

Small if <4′; Medium if >4′

Speed

6

Racial HP Adjustment

+0

Natural AC

10

Classes & Level Caps

Cleric 10, Fighter 15, 
Thief 12

Class Combinations

Fighter/Cleric, Fighter/Thief

Language Choices

Common, Dwarf, Gnome, Goblin, Kobold, and Orc

Vision

Infravision up to 60 feet.

Attack Bonus

+1 to attack Orcs, Half-Orcs, Goblins, and Hobgoblins. Larger monsters suffer -4 to attack a Dwarf.

Resistances

+1 Magic Resistance for every 3 12 points of Constitution score. Applies to saving throws against magical wands, staves, rods, and spells.

Dwarves can exceed the level limits for the allowable classes if they have high prime requisite scores.

Can choose to use any kit allowed to dwarves. Can choose not to use a kit at all.

Special Advantages: None

Special Disadvantages: None

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+10%+15%-10%-5%

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Standard Dwarf Abilities

Magical Malfunctions

If a magical item is not specifically created for the dwarf’s class, there is a 20% chance (40% for gully dwarves) that the item will malfunction when it is used. A check is made each time the dwarf uses the item and affects only the current use; it may work properly the next time. This applies to rods, staves, wands, rings, amulets, potions, horns, jewels, and most other magical items. Also, DMs should note that a malfunction is not usually just a simple failure to function. The item usually does something dramatic and colorful, at the DM’s discretion.

Dwarves have learned to master some magical items. Weapons, shields, armor, gauntlets, and girdles always work.

Dwarf priests and warrior/priests may use clerical items without malfunction.

Dwarves also recognize cursed magical items that malfunction in their hands. They may dispose of malfunctioning items.

Combat Bonuses

All dwarves, unless otherwise specified in the sub-class section, gain a +1 bonus to attack orcs, half-orcs, goblins, and hobgoblins. If the campaign background makes it possible, this bonus may be changed. Instead, the object of their hatred may be any other monster. The character may come from a stronghold that has never fought orcs, but does have a long history of warfare against drow and duergar. In that case, give the +1 attack bonus against drow and duergar instead.

If this option is used, bonuses gained from character kits are added to it.

Constitution Modifiers

Dwarves are nonmagical and gain the following bonuses to saving throws against poisons and magical attacks:

Constitution Save Bonus
3
4-6+1
7-10+2
11-13+3
14-17+4
18-19+5

Underground Detection Abilities

All dwarves gain certain detection abilities automatically:

Detect or Determine…Roll 1d6
Grade or slope in passage1-5
New tunnel/passage construction1-5
Sliding/shifting walls or rooms1-4
Stonework traps, pits, and deadfalls1-3
Approximate depth underground1-3

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