Oct 4, 2022 4:55 pm
Dwarf
"Dwarves are too stony to change. I've known a dwarf to keep a promise made a lifetime ago, to his own harm, long after everyone he ever made it to was gone."
— Owlox, elven shaman
Still half-stone, dwarves were born of rock, and only recently carved their way out of the deep places of the world. Their skin and hair glitters with minerals and gemstones. Dwarves consider other kinships strange and mercurial, full of whimsy and change. To be a dwarf is to live with crystal clarity and stony certainty.
Outcroppings. Almost all dwarves have some visible element of stone or crystal in their skin or hair, growing naturally from their bodies. This might be as subtle as a patches of pebbly scales or it could nearly cover the body in rocky shards and spines.
Stone quirk. Thanks to their mineral roots, Dwarves are unlike all other kinships—although they are said to be distant kin of the waste-children of earth who live within the Quakewaste. Use this table to inspire how your stony background manifests.
Ruin Builders. If you see an abandoned cliff-fortress or menhirs set high on a hill, you can be almost certain it was once dwarvish. Obsessive builders and carvers of stone, dwarves have been known to build a fortress for generations, only to abandon it overnight when the last stone is carved, ready to start anew. Their industry is ferocious, their dedication to craftsmanship eternal. Many a wandering dwarf can be tracked by an unconscious habit of piling pebbles into little cairns wherever they go.
Industrious & Competitive. A losing endeavor is called a "dwarvish bet," because those who live beside dwarves know that once they set their mind to a task or challenge, nothing can stop them. Their tirelessness and dedication is respected by those around them. Yet with every generation, dwarvish elders are a little more suspicious of the next generation’s growing love for strong drink and the ease of life on the banks of the Three Brothers.
Friends of Giants. It is known that the giants greatly admire the dwarves for their natural cunning with stone, and that dwarves are often invited into their highwalled cities as guests, counted as friends and advisors in construction, building, and crafting projects of all kinds. Some, however, believe the giants are a little too welcoming, and worry that there might be some larger, darker plan that the empires have for their stoneworking allies.
Dwarvish Names. The names of dwarves are usually a series of up to nine single-syllable sounds. These names act as gates of familiarity—the more of a dwarf’s names one learns, the closer one is to the dwarf. "Knowing the ninth name" is a dwarvish euphemism for romantic intimacy.
Typical names: Du-Ma-Lin-Bah-Gol-Sum-Cha-Mu-Rin (known by most as Du, Duma, or Dumalin), Tho-Sar-Vun-Til-Am-Eng-Pil-Mek-Ta (known by most as Tho, Thosar, or Thosarvun)
Hewn Dwarves (Hill Dwarf)
Not all dwarves are born—some are carved from rock and given life with secret magic only known to the dwarves. These hewn dwarves are more rock than skin, and often look at other kinships with a mixture of confusion, contempt, and curiosity.
Born Dwarves (Mountain Dwarf)
Dwarves that are a few generations removed from the mines and quarries of their kind quickly develop their own ways of adapting to a soft-skinned world. These dwarves—born rather than carved—represent the other forms that dwarves take throughout 5th Edition.
Optional Alternatives: Primal Dwarves
NOTE: These are playtest materials from the Planegea patreon, and may or may not be perfectly balanced, but they have a ton of cool flavor. Choose these at your own risk/reward.
"Have you heard us singing to the mountain? Have you heard the mountain singing back? At times, we dwarves are closer to stones than to mortals; people of the deep are we, kith and kin to the shining, crushing, echoing, glimmering rock."
— Thumkatavarikor, Stoneteller of Windy Cliff
Your dwarvish character shares a number of qualities in common with others of their kind.
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.
Hardy. Your hit point maximum increases by 1 at 1st level and each time you gain a level.
Deep Focus. Weary dwarves can refresh their minds and bodies through mindless repetitive activities, such as digging, feasting, sorting, or polishing. (This is known as "deep focus.") While in deep focus, you repeat a simple, nonmagical action, your speed becomes 5 feet, and you are blind and deaf to everything but the task at hand. You repeat your chosen action for up to 8 hours, unless woken as from sleep, or until the action can no longer be taken. After at least 4 consecutive hours of deep focus, you gain the benefits of completing a long rest.
Dwarven Memory. Dwarves guard important memories in the intricacies of woven patterns. You have preserved 3 memories in such patterns, braided into your beard, hair, or marked on your body. Each pattern is unique to you and holds information that you alone can decipher. Each memory has one of the following forms, chosen when you create your dwarven character:
• Story: A tale you can recite word for word. You gain proficiency on all Intelligence checks pertaining to one of the following: one creature type; one environment; one location; or one faction.
• Lore: The fine points of a certain kind of knowledge. You gain one of the following: a tool proficiency; a language; or proficiency with a martial weapon.
• Grudge: A record of specific wrongs done to you and yours by a particular creature. Add your proficiency bonus to any Wisdom checks made to track or sense that creature. When you deal damage to that creature, add your proficiency bonus to the total damage dealt.
As an action, you can destroy one pattern, losing the benefits gained by preserving that memory. If you have fewer than three patterns, you can create a new pattern over three separate deep focuses with direct access to the knowledge or memory you seek to preserve.
Stone Type. Your dwarven character was hewn from a certain type of stone, or born to at least one parent who was. Choose one.
FIREBLOOD
Shaped from the igneous rock that forms in the molten blood of mountains, fireblood dwarves understand the bond between creation and violence. These dwarves are often recognized by their obsidian outcroppings and black, white, or gray coloring.
Flame-formed. When you take fire damage, you reduce it by an amount equal to your proficiency bonus. Additionally, you are immune to igniting or otherwise catching fire.
Stonecharging. You know how to imbue stone with the magma of its own creation. As an action, you can touch a Small or Medium stone to charge it with explosive energy. When you release the stone, it becomes charged and begins to glow, shedding dim orange light in a 5-foot radius. If a creature or object touches the charged stone, it explodes, and each creature within a 10 foot radius takes a number of d6 bludgeoning damage equal to your proficiency bonus. The charge lasts for 1 hour or until the stone explodes, and you can only charge one stone at a time in this way.
Glazier. When you or a creature you are assisting crafts a glass item or an item that incorporates glass as a major component, your time and cost to craft the item is halved.
HAMMERHEART
Carved from the metamorphic rock that fuses in the deepest parts of stone, hammerheart dwarves know the unity that comes from suffering. These dwarves are often recognized by the gems that gleam from their outcroppings, as well as by their striped or marbled coloring.
Pressure-made. When you take bludgeoning damage, you reduce it by an amount equal to your proficiency bonus. Additionally, you have advantage on saving throws against being knocked prone.
Stonesensing. You know how to listen to the very heart of stone, sensing its subtle vibrations. As an action, while standing on a stone surface or touching such a surface, you gain tremorsense with a range of 60 feet for up to 10 minutes or until you are no longer in contact with the surface.
Mason. When you or a creature you are assisting crafts a Heavy item or an item that is built from a single stone, your time and cost to craft the item is halved.
SHELLSKULL
Carved from the sedimentary rock that settles over periods of long decay, shellskull dwarves sense the debt that life owes to death. These dwarves are often recognized by their green, gray, red, or brown coloring, as well as by outcroppings featuring fossils, bones, or other once-living things trapped in the rock from which they were hewn.
Death-born. When you take poison damage, you reduce it by an amount equal to your proficiency bonus. Additionally, you have advantage on saving throws against poison.
Stonescrying. You know how to peer into the memory of stone. As an action, you can touch a Small, or Medium area of stone to form a connection with its past. This stone can be part of a larger surface. When you form the connection, your senses extend 1 hour into the stone’s past. You can see and hear as if you were in its place 1 hour ago. While connected, as an action, you can push your senses back 1 additional hour. When you do so, you must make a DC 10 Wisdom saving throw. On a failure, the connection ends, and you cannot use this feature again until after a short or long rest. The DC increases by 5 each additional time you take this action.
Reclaimer. When you or a creature you are assisting crafts an item made primarily from damaged, cast-off, or broken materials, your time and cost to craft the item is halved.
WILDBRAID
Cultivated from the crystal that grows when unbound by limitations, wildbraid dwarves feel the joy of freedom. These dwarves are often recognized by their eccentric, reflective outcroppings and pastel coloring.
Sky-grown. When you take lightning or thunder damage, you reduce it by an amount equal to your proficiency bonus. Additionally, you have advantage on saving throws against being grappled or restrained.
Stonecoaxing. You know the language of stones, and can convince them to listen to your intent. As an action, you can whisper to a Small or Medium stone you can see. When you whisper to the stone, you coax it to grow or shrink as you choose. Over the next 10 minutes, the stone halves or doubles its length, width, or height as you choose. The stone cannot be coaxed to become smaller than 1 foot or larger than 10 feet in any direction.
Artisan. When you or a creature you are assisting crafts a Light item or a fragile item with less than 8 AC, your time and cost to craft the item is halved.
"Dwarves are too stony to change. I've known a dwarf to keep a promise made a lifetime ago, to his own harm, long after everyone he ever made it to was gone."
— Owlox, elven shaman

Dwarf of Planegea
Outcroppings. Almost all dwarves have some visible element of stone or crystal in their skin or hair, growing naturally from their bodies. This might be as subtle as a patches of pebbly scales or it could nearly cover the body in rocky shards and spines.
Stone quirk. Thanks to their mineral roots, Dwarves are unlike all other kinships—although they are said to be distant kin of the waste-children of earth who live within the Quakewaste. Use this table to inspire how your stony background manifests.
d6 | Quirk |
1 | Once you’ve made up your mind, no force in Planegea can change it |
2 | You love showing off your stony nature, challenging other hunters to break their weapons on your skin |
3 | You are very slow to make any promise, for a promise once made is utterly binding |
4 | You sleep sitting up, motionless as a stone, and have been mistaken for a rock on many occasions |
5 | Change confuses you, and you have a hard time recognizing even close friends if they change their clothes or appearance |
6 | You are embarrassed by your rocky outcroppings, and do all you can to conceal them, preferring to pass as a human when possible |
Ruin Builders. If you see an abandoned cliff-fortress or menhirs set high on a hill, you can be almost certain it was once dwarvish. Obsessive builders and carvers of stone, dwarves have been known to build a fortress for generations, only to abandon it overnight when the last stone is carved, ready to start anew. Their industry is ferocious, their dedication to craftsmanship eternal. Many a wandering dwarf can be tracked by an unconscious habit of piling pebbles into little cairns wherever they go.
Industrious & Competitive. A losing endeavor is called a "dwarvish bet," because those who live beside dwarves know that once they set their mind to a task or challenge, nothing can stop them. Their tirelessness and dedication is respected by those around them. Yet with every generation, dwarvish elders are a little more suspicious of the next generation’s growing love for strong drink and the ease of life on the banks of the Three Brothers.
Friends of Giants. It is known that the giants greatly admire the dwarves for their natural cunning with stone, and that dwarves are often invited into their highwalled cities as guests, counted as friends and advisors in construction, building, and crafting projects of all kinds. Some, however, believe the giants are a little too welcoming, and worry that there might be some larger, darker plan that the empires have for their stoneworking allies.
Dwarvish Names. The names of dwarves are usually a series of up to nine single-syllable sounds. These names act as gates of familiarity—the more of a dwarf’s names one learns, the closer one is to the dwarf. "Knowing the ninth name" is a dwarvish euphemism for romantic intimacy.
Typical names: Du-Ma-Lin-Bah-Gol-Sum-Cha-Mu-Rin (known by most as Du, Duma, or Dumalin), Tho-Sar-Vun-Til-Am-Eng-Pil-Mek-Ta (known by most as Tho, Thosar, or Thosarvun)
Hewn Dwarves (Hill Dwarf)
Not all dwarves are born—some are carved from rock and given life with secret magic only known to the dwarves. These hewn dwarves are more rock than skin, and often look at other kinships with a mixture of confusion, contempt, and curiosity.
Born Dwarves (Mountain Dwarf)
Dwarves that are a few generations removed from the mines and quarries of their kind quickly develop their own ways of adapting to a soft-skinned world. These dwarves—born rather than carved—represent the other forms that dwarves take throughout 5th Edition.
Optional Alternatives: Primal Dwarves
NOTE: These are playtest materials from the Planegea patreon, and may or may not be perfectly balanced, but they have a ton of cool flavor. Choose these at your own risk/reward.
"Have you heard us singing to the mountain? Have you heard the mountain singing back? At times, we dwarves are closer to stones than to mortals; people of the deep are we, kith and kin to the shining, crushing, echoing, glimmering rock."
— Thumkatavarikor, Stoneteller of Windy Cliff
Your dwarvish character shares a number of qualities in common with others of their kind.
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.
Hardy. Your hit point maximum increases by 1 at 1st level and each time you gain a level.
Deep Focus. Weary dwarves can refresh their minds and bodies through mindless repetitive activities, such as digging, feasting, sorting, or polishing. (This is known as "deep focus.") While in deep focus, you repeat a simple, nonmagical action, your speed becomes 5 feet, and you are blind and deaf to everything but the task at hand. You repeat your chosen action for up to 8 hours, unless woken as from sleep, or until the action can no longer be taken. After at least 4 consecutive hours of deep focus, you gain the benefits of completing a long rest.
Dwarven Memory. Dwarves guard important memories in the intricacies of woven patterns. You have preserved 3 memories in such patterns, braided into your beard, hair, or marked on your body. Each pattern is unique to you and holds information that you alone can decipher. Each memory has one of the following forms, chosen when you create your dwarven character:
• Story: A tale you can recite word for word. You gain proficiency on all Intelligence checks pertaining to one of the following: one creature type; one environment; one location; or one faction.
• Lore: The fine points of a certain kind of knowledge. You gain one of the following: a tool proficiency; a language; or proficiency with a martial weapon.
• Grudge: A record of specific wrongs done to you and yours by a particular creature. Add your proficiency bonus to any Wisdom checks made to track or sense that creature. When you deal damage to that creature, add your proficiency bonus to the total damage dealt.
As an action, you can destroy one pattern, losing the benefits gained by preserving that memory. If you have fewer than three patterns, you can create a new pattern over three separate deep focuses with direct access to the knowledge or memory you seek to preserve.
Stone Type. Your dwarven character was hewn from a certain type of stone, or born to at least one parent who was. Choose one.

Fireblood
Shaped from the igneous rock that forms in the molten blood of mountains, fireblood dwarves understand the bond between creation and violence. These dwarves are often recognized by their obsidian outcroppings and black, white, or gray coloring.
Flame-formed. When you take fire damage, you reduce it by an amount equal to your proficiency bonus. Additionally, you are immune to igniting or otherwise catching fire.
Stonecharging. You know how to imbue stone with the magma of its own creation. As an action, you can touch a Small or Medium stone to charge it with explosive energy. When you release the stone, it becomes charged and begins to glow, shedding dim orange light in a 5-foot radius. If a creature or object touches the charged stone, it explodes, and each creature within a 10 foot radius takes a number of d6 bludgeoning damage equal to your proficiency bonus. The charge lasts for 1 hour or until the stone explodes, and you can only charge one stone at a time in this way.
Glazier. When you or a creature you are assisting crafts a glass item or an item that incorporates glass as a major component, your time and cost to craft the item is halved.

Hammerheart
Carved from the metamorphic rock that fuses in the deepest parts of stone, hammerheart dwarves know the unity that comes from suffering. These dwarves are often recognized by the gems that gleam from their outcroppings, as well as by their striped or marbled coloring.
Pressure-made. When you take bludgeoning damage, you reduce it by an amount equal to your proficiency bonus. Additionally, you have advantage on saving throws against being knocked prone.
Stonesensing. You know how to listen to the very heart of stone, sensing its subtle vibrations. As an action, while standing on a stone surface or touching such a surface, you gain tremorsense with a range of 60 feet for up to 10 minutes or until you are no longer in contact with the surface.
Mason. When you or a creature you are assisting crafts a Heavy item or an item that is built from a single stone, your time and cost to craft the item is halved.

Shellskull
Carved from the sedimentary rock that settles over periods of long decay, shellskull dwarves sense the debt that life owes to death. These dwarves are often recognized by their green, gray, red, or brown coloring, as well as by outcroppings featuring fossils, bones, or other once-living things trapped in the rock from which they were hewn.
Death-born. When you take poison damage, you reduce it by an amount equal to your proficiency bonus. Additionally, you have advantage on saving throws against poison.
Stonescrying. You know how to peer into the memory of stone. As an action, you can touch a Small, or Medium area of stone to form a connection with its past. This stone can be part of a larger surface. When you form the connection, your senses extend 1 hour into the stone’s past. You can see and hear as if you were in its place 1 hour ago. While connected, as an action, you can push your senses back 1 additional hour. When you do so, you must make a DC 10 Wisdom saving throw. On a failure, the connection ends, and you cannot use this feature again until after a short or long rest. The DC increases by 5 each additional time you take this action.
Reclaimer. When you or a creature you are assisting crafts an item made primarily from damaged, cast-off, or broken materials, your time and cost to craft the item is halved.

Wildbraid
Cultivated from the crystal that grows when unbound by limitations, wildbraid dwarves feel the joy of freedom. These dwarves are often recognized by their eccentric, reflective outcroppings and pastel coloring.
Sky-grown. When you take lightning or thunder damage, you reduce it by an amount equal to your proficiency bonus. Additionally, you have advantage on saving throws against being grappled or restrained.
Stonecoaxing. You know the language of stones, and can convince them to listen to your intent. As an action, you can whisper to a Small or Medium stone you can see. When you whisper to the stone, you coax it to grow or shrink as you choose. Over the next 10 minutes, the stone halves or doubles its length, width, or height as you choose. The stone cannot be coaxed to become smaller than 1 foot or larger than 10 feet in any direction.
Artisan. When you or a creature you are assisting crafts a Light item or a fragile item with less than 8 AC, your time and cost to craft the item is halved.