Quick Stats:

  • Ability Score Adjustment: +1 Constitution, -1 Charisma
  • Class Level Limits: See Racial Level Limits
  • Multi-Class Options: Fighter + any one non-warrior
  • Height (M/F): 43 in / 41 in + 1d10
  • Weight (M/F): 130 lbs / 105 lbs + 4d10
  • Aging:
    • Starting: 40 +5d6
    • Middle/Old/Venerable: 150 / 200 / 300
    • Maximum: 300 +2d100
  • Languages:
    • Bonus Languages: Common, Dethek
    • Recommended Languages: Gnim, Chuklian, Luiric, Yip Yak, Jogishk, Troll, Undercommon, Dwarven Clan Signs
  • Movement: 6
  • Thief Skills:
    • Pick Pockets:
    • Open Locks: +10%
    • Find/Remove Traps: +15%
    • Move Silently:
    • Hide in Shadows:
    • Detect Noise:
    • Climb Walls: -10%
    • Read Languages: -5%
  • Special Abilities:
    • By nature, dwarves are nonmagical this gives a bonus to dwarves’ saving throws against attacks from magical wands, staves, rods, and spells. This bonus is +1 for every 3½ points of Health score. These bonuses are summarized on the Table below.
    • Similarly, dwarves have exceptional resistance to toxic substances. All dwarven characters make saving throws against poison with the same bonuses that they get against magical attacks.
    • In melee, dwarves add 1 to their attack rolls orcs, half-orcs, goblins, and hobgoblins.
    • Dwarves gain a +4 bonus to their AC against attacks made by ogres, trolls, giants, titans, or similar creatures.
    • Dwarven infravision enables them to see up to 60 feet in the dark.
    • A hardy and resilient race, dwarves automatically gain the Endurance proficiency for free.
    • Dwarves are miners of great skill. Dwarves gain the following special “Detection Proficiencies”. Detection proficiencies may be used any time a dwarf is underground, within 10 feet of the particular phenomena. Determining depth underground is the exception to this rule and may be attempted any time. To use a detection proficiency, a dwarf must concentrate for one round. These otherwise work as normal non-weapon proficiencies, and can be improved beyond these initial values by spending proficiency slots. If successful, the dwarf sees the phenomenon or becomes aware of his approximate depth underground. If he fails, he cannot try again within that 10-foot area.
      • Detect grade or slope in passage: Wis +4
      • Detect new tunnel/passage construction: Wis +4
      • Detect sliding/shifting walls or rooms: Wis +2
      • Detect stonework traps, pits, and deadfalls: Wis
      • Determine approximate depth underground: Wis
  • Special Restrictions:
    • Because of their nonmagical nature dwarves have trouble using magical items. All magical items that are not specifically suited to the character’s class have a 20% chance to malfunction when used by a dwarf. This check is made each time a dwarf uses a magical item. A malfunction affects only the current use; the item may work properly next time. For devices that are continually in operation, the check is made the first time the device is used during an encounter. If the check is passed, the device functions normally until it is turned off. Thus, a dwarf would have to check upon donning a robe of blending but would not check again until he had taken the robe off and then put it on again. If a cursed item malfunctions, the character recognizes its cursed nature and can dispose of the item. Malfunction applies to rods, staves, wands, rings, amulets, potions, horns, jewels, and all other magical items except weapons, shields, armor, gauntlets, and girdles. This penalty does not apply to dwarven clerics using priest items.

Background: Dwarves are short, stocky fellows, easily identified by their size and shape. They average 4 to 4-½ feet tall. They have ruddy cheeks, dark eyes, and dark hair. Dwarves generally live for 350 years.

Dwarves tend to be dour and taciturn. They are given to hard work and care little for most humor. They are strong and brave. They enjoy beer, ale, mead, and even stronger drink. Their chief love, however, is precious metal, particularly gold. They prize gems, of course, especially diamonds and opaque gems (except pearls, which they do not like). Dwarves like the earth and dislike the sea. Not overly fond of elves, they have a fierce hatred of orcs and goblins. Their short, stocky builds make them ill-suited for riding horses or other large mounts (although ponies present no difficulty), so they tend to be a trifle dubious and wary of these creatures. They are ill-disposed toward magic and have little talent for it, but revel in fighting, warcraft, and scientific arts such as engineering.

Though dwarves are suspicious and avaricious, their courage and tenacity more than compensate for these shortcomings.

Dwarves typically dwell in hilly or mountainous regions. They prefer life in the comforting gloom and solidness that is found underground. They have several special abilities that relate to their underground life, and they are noted for being particularly resistant to magics and poisons.

See The Complete Book of Dwarves for detailed information on Dwarven society and role-playing a dwarf.

Health Score Saving Throw Bonus
1-3 +0
4-6 +1
7-10 +2
11-13 +3
14-17 +4
18-20 +5
21-24 +6
25 +7


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