Dwarves

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The Dwarves of the impaled rift largely worship a small section of the pantheon, and have changed some of the portfolio of the Gods to fit their needs. To all non-surface/non-farmer dwarves, Kanne Godx of farming, plant life, crop health, etc, has been merged with Cristifiano, who existed in a similar area as Kanne, but also handled mining, ore processing, jewels is an outside of the pantheon and only came on for outside of the holds as Dwarves and Haflings worship (NAME) for this god

*Marozia (Ceyae) represents Craftsmanship, not art for the Dwarves and Haflings.

Dwarf Traits

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

Ability Score Increase: Your Constitution score increases by 2.

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.

Alignment: Most dwarves are lawful, believing firmly in the benefits of a well-ordered society. They tend toward good as well, with a strong sense of fair play and a belief that everyone deserves to share in the benefits of a just order.

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.

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.

Dwarven Combat Training: You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.

Tool Proficiency: You gain proficiency with the artisan’s tools of your choice: smith’s tools, brewer’s supplies, or mason’s tools.

Stonecunning: Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

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.

Impaled Rift subraces

Red-Blooded Dwarf

    • - Known as “Red blooders” or “The Reddies”, these Dwarves are unique in the fact that they intermingled with Infernal society, creating a unique and unusual line of Dwarven Kin who looked similar to many types of Tiefling. There were a variety of skin tones, eye colours, horns, tails, and special abilities that came along with them. From an ability to manipulate fire, to the ability to create fire at will, these Dwarves have a unique and spiritual connection to the element. What happened to them in the end, no one is sure. The Dwarven account says they vanished, or were killed off. But no one has a formal record.

Ability Score Increase:

(Other)

(Other)

High Blooded Dwarf

    • Known as “High Blooded” or “The High Blood”, these Dwarves intermingled with Elves at some point and created a syncratic bloodline of Hardy smiths with a unique ability to enchant, and create like no other. The Dwarves of the mountain found this threatening, and decided it wasn’t worth letting them live. It’s rumoured that the Elves had taken in some of the High Bloods and sheltered them, allowing them to hide, and intermingle with their people. But no one knows for sure, as the elves of that area aren’t inclined to say. The Dwarven account says they vanished, or were killed off. But no one has a formal record.

Ability Score Increase:

(Other)

(Other)