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 1⁄2 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
| PP | OL | F/RT | MS | HS | DN | CW | RL |
|---|---|---|---|---|---|---|---|
| – | +10% | +15% | – | – | – | -10% | -5% |
Contents
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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 passage | 1-5 |
| New tunnel/passage construction | 1-5 |
| Sliding/shifting walls or rooms | 1-4 |
| Stonework traps, pits, and deadfalls | 1-3 |
| Approximate depth underground | 1-3 |
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