Dwarves, Nordheim (3.5e Race)

From D&D Wiki

Jump to: navigation, search
600px-Ambox wikify.svg.png This page is not formatted correctly. Reason: needs some reorganization


You can help D&D Wiki by improving the formatting on this page. When the formatting has been changed so that this template is no longer applicable please remove this template. If you do not understand D&D Wiki's formatting standards please leave comments on this page's talk page before making any edits.
Edit this Page | All pages needing formatting help


Note where different from standard Dwarves

Nordheim Dwarves[edit]

Dwarves of all eight clans, migrating north, were once enslaved by powerful Giant-Deity Ymir, Overlord of Nordheim. After Ymir's death by hand of Odin, they were freed and delved the realm of Nidavellir, building the great city of Dvergargard, taking profit of the great amount of gems, metal and stone.

Physical Description[edit]

They wear beards and moustaches as well as tresses and ponytails. They have mostly blonde or red hair and grey or blue eyes, whereas grey dwarves have grey or black hair and dark eyes.

Relations[edit]

Duergars hate Kobolds and Dark Elves. They mistrust Deities, Giants, Trolls and Light Elves. They protect Gnomes and they trade with Humans.

Alignment[edit]

mostly Lawful

Lands[edit]

Nidavellir, Svartalfheim.

Religion[edit]

Duergar follow an Ancestor religion, similar to Shinto, they worship also the Blacksmith, a mythical figure of creator. Some Gray Dwarves worship Loki.

Language[edit]

Dwarven, but since the language is secret, they always use Nordic with foreigners.

Names[edit]

  • Dwarven Names are never given. They use Æskmann names, followed by "son/daughter of" and the name of the clan or of the guild (if applicable). Complete names quote also the grandfather and the grandgrandfather, at least, even if they could as well quote the entire genealogy.
  • Stiffbeards and Blacklocks Clans are for Gray Dwarves.
  • Military and Religious ranks, as well as nobility titles are always introduced to the name.
  • Male Names: Alvis, Aslak, Bjorn, Bond, Carr, Dag, Esbern, Gunnar, Geir, Herrick, Ivor, Leif, Magne, Oddvar, Olaf, Regin, Sigurd, Stig, Sven, Tarn, Tor, Yngvar, Hrolf, Thorstein, Eirik, Ragnar, Invar, Thorvald, Bjarni;
  • Female Names: Astrid, Brenda, Dagmar, Eir, Gerda, Gunnhild, Helga, Hjordis, Idona, Inga, Norna, Ragnhild, Runa, Sigrid, Thora, Unni, Valda, Gudrun, Aud, Hallgerd, Hallgrim, Svanhild, Thorgerd;
  • Clan Names: Longbeards, Firebeards, Broadbeams, Oakenshields, Ironfists, Stonefoots, Stiffbeards, Blacklocks;
  • Guild Names: Arcanesmiths, Loresmiths, Warsmiths, Jewelsmiths, Metalsmiths, Stonesmiths, Woodsmiths, Tradesmiths, Servicesmith;

Racial Traits (Golden Dwarves)[edit]

  • +10 Constitution, +6 Strength, +4 Intelligence, Wisdom.
  • Humanoid (Dwarf, Nordheim)
  • Medium: As Medium creatures, dwarves have no special bonuses or penalties due to their size.
  • Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
  • Darkvision out to 60 feet.
  • +2 racial bonus on saves against poison, spells and spell-like effects.
  • Stability: Dwarves are exceptionally stable on their feet. A dwarf receives a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding or otherwise not standing firmly on the ground).
  • Master Smith: Craft Magic Arms and Armor, Craft Wondrous Items and Forge Ring are bonus feats.
  • Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework, traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Dwarves have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground homes.
  • Spell-Like Abilities: 1/year Bestow Curse, at will Alternate Form into a single Small Animal.
  • +1 racial bonus on attack rolls against orcs and goblinoids.
  • +4 dodge bonus to Armor Class against creatures of the giant type (such as ogres, trolls, and hill giants).
  • Dwarves have a +8 racial bonus on Appraise and Craft checks and a +4 racial bonus on Use Magic Device checks that are related to stone or metal.
  • Automatic Languages: Dwarven, Nordic. Bonus Languages: Giant, Troll, Kobold, High Elven.
  • Favored Class: Smith, Fighter.
  • Level Adjustment: +4.

Racial Traits (Gray Dwarves)[edit]

  • +10 Constitution, +6 Strength, +4 Intelligence, Wisdom, –4 Charisma.
  • Humanoid (Dwarf, Nordheim)
  • Medium: As Medium creatures, duergar have no special bonuses or penalties due to their size.
  • Duergar base land speed is 20 feet. However, duergars can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
  • Darkvision out to 120 feet.
  • Immunity to paralysis, phantasms, and poison.
  • +2 racial bonus on saves against spells and spell-like effects.
  • Stability: Duergar are exceptionally stable on their feet. A duergar receives a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding or otherwise not standing firmly on the ground).
  • Master Smith: Craft Magic Arms and Armor, Craft Wondrous Items and Forge Ring are bonus feats.
  • Stonecunning: This ability grants a duergar a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework, traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A gray dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a duergar can use the Search skill to find stonework traps as a rogue can. A duergar can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Duergar have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground homes.
  • Spell-Like Abilities: 1/year Bestow Curse, 1/day—enlarge person and invisibility as a wizard of twice the duergar’s class level (minimum caster level 3rd); these abilities affect only the duergar and whatever it carries, at will Alternate Form into a single Small Animal.
  • +1 racial bonus on attack rolls against kobolds.
  • +4 dodge bonus to Armor Class against creatures of the giant type (such as ogres, trolls, and hill giants).
  • Light Sensitivity (Ex): Duergar are dazzled in sunlight or within the radius of a daylight spell.
  • Duergar have a +4 racial bonus on Move Silently checks and a +1 racial bonus on Listen and Spot checks. They have a +8 racial bonus on Appraise and Craft checks and a +4 racial bonus on Use Magic Device checks that are related to stone or metal.
  • Automatic Languages: Dwarven, Nordic. Bonus Languages: Giant, Troll, Kobold, High Elven.
  • Favored Class: Smith, Sorcerer.
  • Level Adjustment: +4.

Classes[edit]

NPC Classes[edit]

  • Arcane Adept
  • Aristocrat
  • Barkeeper
  • Commoner
  • Expert
  • Warrior

Base Classes[edit]

Martial Classes

  • Barbarian: not so common, mostly Firebeards Clan.
  • Fighter: very common. They use the Guard, the Sword and Board and the Nobility options.
  • Ranger: not so common, mostly .

Support Classes

  • Bardic Sage: substitutes the Bard, mostly Golden Dwarves.
  • Merchant: mostly Golden Dwarves.
  • Rogue: not so common, mostly Gray Dwarves.
  • Smith: very common.

Spellcasting Classes

  • Beguiler (from Player's Handbook II): they are considered to be Loki's Clergy, so they must worship him and stay within one pass from his alignment, only Gray Dwarves.
  • Cleric: no deity, choose a package from Cleric of Elements (Earth, Fire), Cleric of Guard (Law, Protection), Cleric of Lordship (Nobility, Glory), Cleric of Magic (Magic, Rune), Cleric of People (Community, Repose), Cleric of Smithing (Artifice, Creation), Cleric of War (Strength, War); mostly Golden Dwarves.
  • Sorcerer: not so common, mostly Gray Dwarves.

Prestige Classes[edit]

Flavour Classes

  • Battlesmith:
  • Dark Hunter:
  • Deepwarden:
  • Dungeon Delver:
  • Dwarven Defender: elite knights and protectors, mostly of Oakenshield Clan.
  • Ollam:
  • Stonelord: powerful leaders.

Allowed Classes

  • Arcane Trickster: Loki worshipping arcanists.
  • Battle Trickster: Loki worshipping warriors.
  • Exotic Weapon Master: quite common.
  • Hierophant: less common
  • Legendary Leader: quite common.
  • Loremaster: quite common.
  • Magical Trickster: Loki worshipping mages.
  • Mystical Theurge: less common.
  • Rage Mage: less common.
  • Ravager: most merciless and savage outlaws.
  • Reaping Mauler:
  • Tempest:
  • Uncanny Trickster: Loki worshippers.
  • War Chanter: quite common.
  • War Priest: quite common, must have cleric levels.



Back to Main Page3.5e HomebrewRaces

Personal tools
Home of user-generated,
homebrew, pages!
d20M
miscellaneous
admin area
Terms and Conditions for Non-Human Visitors