Dwarf
With their natural hardiness and weapons training, dwarves make excellent adventurers.
| Feature | Description |
|---|---|
| Ability Scores | +2 to Constitution and +1 to Wisdom |
| Speed | 25 ft. walking speed |
| Languages | Common, Dwarven |
| Darkvision | 60 ft. |
| Weapons | battleaxe, handaxe, light hammer, and warhammer |
| Tools | smith’s tools, brewer’s tools, or mason’s tools |
| Poison Resistance | advantage on saves vs. poison, resistance to poison damage |
| Stonecunning | add double your proficiency bonus to Intelligence (History) checks on stonework |
| Dwarven Toughness | your maximum hit points increases by one additional point for each level you have. |
Homeland
Smaller than the Elven Empire, Dwarven City-States like Argos and Moorlock are mountain fortresses that resist any attempt at invasion. Each is ruled by a council of Dwarven patricians from well-established clans. Hilly regions adjacent to the mountain cities are mined and worked by human serfs.
Mos Maiorum
Dwarven society is ordered around a set of social norms and cultural expectations shared across clans. Certain behaviors are expected of a Dwarf, and those that fail to live up to the ideal may find themselves shunned or even exiled. Valued qualities include ambition, martial prowess, and magnanimity.
Faith
Dwarven religion is organized across dozens of mystery cults. Their pantheon describes gods and goddesses for war, craftsmanship, music, and more. A handful of devout worshippers are inducted into the cults each year in secretive ceremonies, becoming clerics.