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1.2.5 Dwarf


    You are a dwarf. The people of the worlds of stone; stout, adamant and relentless in both body and mind, with great love for all that can be extracted from stone. Your people are the greatest defenders of Law in the underworld and none know its secrets better. Dwarves are famed for their loyalty, the steadfastness of their word, the rigid persistence of their enmities and their greed for precious metals and stones.

    Dwarf Level Title Proficiency Bonus Features
    1st Dwarven Veteran +2 Amor Master, Darkvision, Dwarven Resilience, Racial Grudge, Battering Blow, Stonecunning
    2nd Dwarven Warrior +2 Ferocious Attack
    3rd Dwarven Weaponmaster +2 Solid Hitter
    4th Dwarven Hero +2 Ability Score Improvement I
    5th Dwarven Hammerer +3 Sweeping Strike
    6th Dwarven Myrmidon +3 Rock Solid, Masterwork
    7th Dwarven Champion +3 Brutal Retaliator
    8th Dwarven Superhero +3 Ability Score Improvement II
    9th Dwarven Lord +4 Giant Racial Grudge
    10th +4 Hard Hitter


    Hit Dice: 1d12 per level

    Hit Points at 1st Level: 12 + Con modifier

    Hit Points at Higher Levels: 1d12 (or 7) + Con modifier per level after 1st.

    Ability Score Increase: Your Constitution score increases by 2 and your Strength by 1.

    Speed: Your base walking speed is 25 feet.

    Size: Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium.

    Alignment: Dwarves are almost always Lawful.

    Languages: You speak, read, and write Common and Dwarvish and a language spoken by a humanoid race.

    Armor: All armor, shields – Must be fitted to size.

    Weapons: All weapons

    Equipment: You start with the following equipment:

    • (a) chain mail, light crossbow and 20 bolts or (b) banded mail and 2 handaxes
    • (a) war pick and shield or (b) warhammer or (c) 2 axes
    • (a) smith’s tools or (b) brewer’s supplies or (c) mason’s tools.
    • common clothes, dungeoneer’s pack, 10 gp.

    Proficiency Area: You are learned in the lore of the underworld, its creatures, stonework, mining, basic engineering, precious metals and stones of all sorts.

    Additionally, you gain proficiency with one of these artisan’s tools of your choice:

    • Smith’s tools, brewer’s supplies, or mason’s tools.

    Hafted Weapons

    Many of the Dwarf’s abilities are limited to “hafted weapons”; weapons with a relatively long handle, relying on a heavy swing for damage.

    These include: Club, Handaxe, Light Hammer, Axe, Mace, Greatclub, Flail, Heavy mace Morningstar, War pick, Warhammer, Battleaxe, Maul, Polearm, and Greataxe.

    1st Level Abilities

    Armor Master While wearing heavy armor, any physical damage you take from non-magical weapons is reduced by your proficiency bonus.

    Darkvision Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

    Dwarven Resilience

    You have advantage on saving throws against poison, and you have resistance against poison damage.

    Racial Grudge

    You add +1 to your proficiency bonus to any melee weapon attacks against humanoids.

    Additionally, you have advantage on Intelligence checks to recall information about them.

    Battering Blow

    When you have advantage on an attack roll made with a hafted weapon and hit a target no more than one size larger than you, you can knock it prone, or push it 5 feet away from you, if the lower of the two d20 rolls would also hit the target.

    If this happens as part of an opportunity attack, it drops the target’s speed to 0 for the rest of its turn.


    Whenever you make an Intelligence check related to the origin of stonework, you add double your proficiency bonus to the check.

    2nd Level Abilities

    Ferocious Attack

    When making an attack on your turn, you can decide to give yourself advantage on all melee weapon attack rolls using Strength until the start of your next turn; in exchange, all attack rolls against you are also made with advantage until the start of your next turn. Any foe that can see you making a Ferocious Attack recognizes the opening given.

    3rd Level Abilities

    Solid Hitter

    You add your proficiency bonus to all damage rolls made with hafted melee weapon attacks so long as you do not attack with disadvantage (this also works with the bonus from Racial Grudge).

    Furthermore, when you do have disadvantage on a melee attack roll made with a hafted weapon and miss, you still deal your Str modifier in damage, if the higher of the two d20 rolls would have hit the target.

    4th Level Abilities

    Ability Score Improvement I

    Increase one ability score of your choice by 2, or two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 with this feature.

    5th Level Abilities

    Sweeping Strike

    When swinging a hafted weapon, you can use up your action and bonus action to attack any number of creatures within 5 feet of you.

    You must use the same single weapon, attack roll and damage roll for all foes.

    The attack roll is made with disadvantage (this can be negated by the Ferocious Attack feature) and your speed drops to 0 for the rest of your turn.

    6th Level Abilities

    Rock Solid

    You have advantage on all Strength and Constitution saving throws.

    Masterwork your proficiency bonus is doubled with a tool set of your choice that you have proficiency with.

    7th Level Abilities

    Brutal Retaliator Opportunity attacks against creatures leaving your reach do not use your reaction, provided that you attacked them in your previous turn.

    Furthermore, when a foe hits you with a melee attack without advantage, you may use your reaction to make an opportunity attack with disadvantage against it.

    8th Level Abilities

    Ability Score Improvement II

    Same as the 4th level Ability Score Improvement.

    9th Level Abilities

    Giant Racial Grudge

    All the benefits that you normally gain against humanoids, you also gain against giants. You also learn the language of giants.

    You now add +2 to your proficiency bonus for melee weapons attacks against humanoids and giants.

    Additionally, you have advantage on saving throws against the spells and abilities of giants.

    10th Level Abilities

    Hard Hitter

    You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack using strength.