The Duèrg

by dracodruid

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The Duèrg

Version 1.0

Created by DracoDruid (@GMBinder | @Reddit)

Format: DIN A4

Duèrg (dwarf) Traits

Your dwarf character has an assortment of inborn abilities, part and parcel of dwarven nature.

Age. Dwarves reach physical maturity at around 20 and they're considered young until they reach the age of 50. On average, they live about 250 years.

Alignment. Most dwarves are lawful, believing firmly in the benefits of a well-ordered society. They tend toward neutral as well, with a strong sense of tradition and a belief that everyone has a duty to serve society to the best of their abilities.

Size. Dwarves stand about 5 feet tall and average about 160 pounds. Your size is Medium.

Speed. Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor or carrying a heavy load.

Darkvision. Stemming from a life underground, you have superior vision in dark and dim conditions. You have Darkvision with a range of 60 feet.

Dwarven Resilience. You have resistance to poison damage. You also have advantage on saving throws you make to avoid or end diseases or the Poisoned condition on yourself.

Sturdy Stance. Your stout form bestows you with a firm stand. While standing on your feet, you have advantage on ability checks and saving throws made to prevent you from being moved or knocked prone.

Tunnel Sense. When you are below ground, you always roughly know your depth below the surface and whether a tunnel is sloping upwards or down.

Tool Proficiency. You have proficiency with one set of artisan's tools of your choice. If you choose artisan's tools you are already proficient with, you may double your proficiency bonus to checks you make with it.

Languages. You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak.

Cultures. Two main cultures of dwarves populate the worlds of D&D: hill dwarves and mountain dwarves. There also exists a third culture; the deep dwarves — the duèrgar — who live deep below in the Underdark. Ask your dm if characters from that culture are allowed in your campaign.

Duèrg Cultures

Duèrgon (Hill Dwarves)

As a hill dwarf, you are accustomed to a life on the surface as well as in immediate proximity to the other races that live there. Typical hill dwarven settlements still revolve and concentrate around a specific resource, such as a quarry or mine. But contrary to their mountain dwarf cousins, hill dwarves typically live in sturdy cottages and longhouses instead of underground. Though many settlements make sure that their mine or quarry can double down as a temporary stronghold, should the need arise.

Hill dwarves are usually less strict in their traditions and have an easier time interacting with foreign cultures or integrating themselves into mixed societies. As such, hill dwarves seem to have an easier time enjoying the fruits of life, and like to laugh and celebrate. For many of them, life is meant to be enjoyed, and good fortune is meant to be shared with friends and family.

That being said, hill dwarves might seem as generally open and welcoming, but they are watching any newcomers and strangers carefully. As much as they enjoy company, hill dwarves — like all dwarves — don't take kindly to falsehood or betrayal.

Golden Eye. With trading being an integral part of your life, you have developed a keen eye for valuable goods. You have advantage on ability checks made to discern the origin, quality, and value of trade goods and other precious commodities.

Tool Preference. While still being highly skilled smiths and masons, hill dwarves are also known to work with less durable materials such as pottery or wood and also make for excellent brewers.

Duèrgin (Mountain Dwarf)

As a mountain dwarf, you are accustomed to a life in one of the ancient mountain citadels of your kin. These strongholds of dwarvenkind have stood against the test of time for thousands of years and are steeped in dwarven history and tradition.

Your life within the citadel has been one of order and discipline, where every dwarf had his place and duty, holding at bay the many enemies from above and below that strive to take or destroy the treasures and achievements of your ancestors.

Living in both proximity to potential enemies on both surface and the underdark, mountain dwarves live in perpetual state of alertness and expect all citizens to be able to defend their home.

Iron Eye. Living a life in underground cities and vast mines, you have developed a keen eye for everything metal or stone. You have advantage on ability checks made to discern the origin, quality, and value of metal- and stonework.

Tool Preference. Mountain dwarves typically adhere to the ancient dwarven traditions of metal and stone; making them the world's finest masons and smiths.

The Duérg v1.0 (@GMBinder | @Reddit)

Duèrgar (Deep Dwarves)

The first deep dwarves were religious zealots that dedicated their lives to an old and fundamental dwarven proverb: Gom Àr Kom Ár — The Truth lies in the Depth. Most dwarven scholars understand this proverb to be meant metaphorically, but the duérgar believe that it is to be understood literally and that it signifies that the truths of the world lie hidden deep beneath the surface.

The duèrgar reshaped their entire civilization in the service of their conviction, digging deeper and deeper, leaving the surface and their "shallow" brethren behind. Every duèrgar is expected to fully dedicate themselves to their cause.

Duèrgar see themselves as the true manifestation of dwarven ideals: Not only surviving, but thriving in the Underdark has purged any weaknesses from their souls and thus made them into the superior race.

They value toil above all else. Showing emotions other than grim determination is frowned upon in their culture, but they can sometimes seem joyful when at work. They have the typical dwarven appreciation for order, tradition, and impeccable craftsmanship, but their goods are purely utilitarian, disdaining aesthetic or artistic value.

Superior Darkvision. Having turned your back on the surface and its sun and embraced the darkness of the Underdark, your Darkvision has a range of 120 feet.

Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when the target of your attack or whatever you are trying to perceive is in sunlight.

Languages. You can speak, read, and write Undercommon instead of Common.

Tool Preference. Like their mountain dwarf cousins, duèrgar prefer to work with durable materials, but many also focus on cutting the rare and mystical gems and crystals that can be found in the Underdark. Either way, duèrgar value function over form.

Duèrgar Adventurers

Few duergar become adventurers, fewer still on the surface world, because they are a hidebound and suspicious race. Those who leave their subterranean cities are usually exiles. Check with your Dungeon Master to see if you can play a deep dwarf character.

Ancestral Feats

Choose one of the following dwarven ancestral feats when creating your character.

Duèrgar Psionics

Prerequisites: Dwarf (duèrgar)

Living countless generations in the Underdark has left its strange mark on your body, mind, and soul.

  • You learn the message cantrip.
  • You also learn the detect thoughts and mind spike spells. Each of which you can cast once without requiring spell components or expending a spell slot. Once you cast the spell with this trait, you can’t cast that spell with it again until you finish a Long Rest; however, you can cast the Spell using any Spell Slots you have of the appropriate level.

Dwarven Stamina

Prerequisites: Dwarf

You have the blood of dwarf heroes flowing through your veins. You gain the following benefits:

  • You have advantage on Constitution saving throws you make to avoid or remove a level of exhaustion.
  • Whenever you take the Dodge action in combat, you can spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1).
  • When you finish a short rest, you can reduce your exhaustion level by 1. You can't do so again until you have finished a long rest.

Dwarven Stubbornness

Prerequisites: Dwarf

You are the reason for the famous proverb: "As stubborn as a dwarf". You gain the following benefits:

  • You have advantage on all Intelligence saving throws, as well as on saving throws against being charmed, frightened, or possessed.

Dwarven Toughness

Prerequisites: Dwarf

Your kind is known to tough as nails, and so are you. You gain the following benefits:

  • Your hit point maximum increases by an amount equal to your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 1 hit point.

The Duérg v1.0 (@GMBinder | @Reddit)

Echo Sense

Prerequisites: Dwarf

Your life underground xxx :

  • You gain proficiency with the Perception skill. You gain expertise instead if you are already proficient with it.
  • As long as you are underground or within a building and aren't deafened, you gain blindsight, up to a range of 30 feet.

Squat Nimbleness

Prerequisites: Dwarf or a Small race

You are especially nimble for your race. You gain the following benefits:

  • Increase your walking speed by 5 feet.
  • You gain proficiency in the Acrobatics or Athletics skill (your choice).
  • You have advantage on any Strength (Athletics) or Dexterity (Acrobatics) check you make to escape from being grappled.

Stonecunning

Prerequisites: Dwarf

Your life underground xxx :

As long as you are standing on solid ground, you gain Tremorsense with a range of 60 feet.

Watchful Eye

Prerequisites: Dwarf

Like many of your kind, you are suspicious of strangers and expect betrayal and danger around every corner. You gain the following benefits:

  • You gain proficiency in either the Insight or Perception skill.
  • You can't be surprised while you are conscious.

The Duérg v1.0 (@GMBinder | @Reddit)

 

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