Dunderling (5e Race)
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|“||Those clumsy clods couldn't tell a shoe from a loaf o' bread!||”|
|—Izingdard "Izzy" Orringstone, some mean dwarf|
The dunderlings are a subterranean race hewn of stone. Their bodies are durable but short. They are likened to dwarves in that they live in the same environments and have similarly stout statures. Both males and females display strength. However, their bodies are inorganic, being completely made of rock. Yet, they are not expressionless and stiff like golems. They can move with surprising fluidity and nimbleness, like a gnome. Their exterior, including hair and eyes, are usually the gray color of stones. Their clothes are contrastingly colorful.
The dunderlings are believed to be a race created by the even-tempered earth deity Geb of the Mulhorandi pantheon. Geb had fashioned them out of stones he found to be unbreakable, and thereby valuable, giving them sentience and his knack for a level head. They initially came about as a gift from Geb to Flandal Steelskin, the gnomish god of metalwork. Flandal refined the crude features to his liking, giving them a more humanoid appearance and a lift of gnomish speed and ingenuity. During the Time of Troubles, many a dunderling followed Geb and Flandal's instructions to help build the Golden Forge. This saved much of the coasts of Unther from a violent end by active volcanism. Many dunderlings live in the area still, keeping an eye on the temporary fix. While they originally hailed from Unther, dunderlings have since traveled outwards about the word on their own hardy two legs.
The dunderlings form a society dedicated to honest work and innovations. They are a matriarchy and females perform some of the most important jobs alongside the males in forges and mines. While there is a dunderling king, his supremacy is dwarfed by his queen, who manages and oversees their system of operations. Under the royal family is the dunderling guard and council, two factions that often butt heads over methods. The guard typically desires security via expansion of territories while the council prefers a stationary growth of infrastructure. It is often up to the queen to be able to mediate between the two. All other dunderlings make up the civilians who perform everything from servile work to hard labors. They are very proud of their sturdiness and take pride in whatever work they do.
Artificers and mechanists are prized workers in dunderling society, alongside metalsmiths and forge workers. Unlike the dwarves sole focus on smithing and ores, dunderlings have an affinity for the more intricate things. Flandal gave them the mindset of being able to work with metals, as well as that gnomish twinkle of invention. Dunderlings like to tinker around to try and come up with new things. They are hardly one-track minds like most constructs tend to be. They do have some superstitions though, such as how artificers must not wield tools of gold, and miners cannot wear helmets. These are usually considered separate from their worship of Geb and Flandal as the central deities.
Dunderlings have had a rather difficult relationship with their dwarven neighbors. Many a time have territorial disputes erupted over new veins of ore or trespassing into claimed mines. Dwarves see dunderlings as fatter, slower gnomes that do not know the pains of organisms. Dunderlings find dwarves curiously "dead in the mind." They find their lack of innovation puzzling, and their blunt ways of saying so often infuriate the other side. Dunderlings have better relations alongside gnomes, and the two are often united against the svirfneblin and duergar.
The names range from random noises or consonants to just nouns. It is the low point of their creativity, as they see their creations are louder than names.
Male: Grark, Skfd, Killt, Bargh
Female: Srsd, Lmf, Elk, Murf
The dunderlings are a sturdy race made with hard rocks and quick minds
Ability Score Increase. Your Constitution score increases by 2 and your Intelligence or Dexterity score increases by 1.
Age. Dunderlings are born straight from the earth fully grown physically, though they mature mentally at around 40 years of age. They get worn away by the environment but do not naturally age nor die of age.
Alignment. They tend to be curious and slightly chaotic. Most adhere to Geb's levelheadedness and are neutral.
Size. Dunderlings are about the height and build of dwarves, but heavier. Your size is Small.
Speed. Your base walking speed is 25 feet.
Darkvision. You work often within the dim and dark caves mining as much as forging. 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.
Stoneskin. Your body is a tough mix of durable minerals. While unarmored, your Armor Class is equal to 13 + your Dexterity modifier. You may use a shield and still gain this benefit.
Geb Made. You were made from earth. Therefore, your creature type is construct instead of humanoid. As such, spells like cure wounds don't affect you, and you are immune to spells like crown of madness or dominate person because they specifically target humanoids. You are resistant to poison damage. You are immune to being poisoned and diseases. You do not need to eat or breathe, though you may do so if you wish. Rather than sleeping, you enter an inactive state for 6 hours each day. You do not dream in this state; you are fully aware of your surroundings and notice approaching enemies and other events as normal.
Flandal's Knowledge. Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.
Uncanny Speed. Dunder are fast when they need to be, not like those stupid oafs of dwarves. When you Dash, your base movement speed is considered to be 30 feet instead.
Languages. You can speak, read and write in Common, Dwarvish or Gnomish.
Random Height and Weight
|3′ 4″||+1d8||230 lb.||× (1d10) lb.|
*Height = base height + height modifier
When creating a dunderling character, you can use the following table of traits, ideals, bonds and flaws to help flesh out your character. Use these tables in addition to or in place of your background's characteristics. They tend to try and be calm, though their curiosity occasionally shines through in a burst of whimsy.
|1||I keep an eye out for the kinks of things.|
|2||I believe I am the smartest in the world.|
|3||If it's shiny, I want it.|
|4||I am not fond of touch.|
|5||I like to center what I do around impressions.|
|6||I sometimes talk to myself to think.|
|7||I have a bias against those outside my race.|
|8||I like to ask lots of questions.|
|1||Intelligence is the tree which bears all fruits. (Any)|
|2||I will do anything to perfect my craft. (Chaotic)|
|3||We deserve to rule over those oafish types. (Evil)|
|4||I think we all need to breathe before we act. (Neutral)|
|5||We have a great gift with which we can help people. (Good)|
|6||I stay to my thing, you stay to yours. (Neutral)|
|1||I serve the royal family.|
|2||One who does ill to another must reckon with the consequences.|
|3||I think everyone should work honestly.|
|4||I share a passion for a hobby with another.|
|5||Much of my days is spent with my coworkers.|
|6||I find allies in those who keep open minds.|
|1||If it's shiny, I take it without a thought.|
|2||I ramble too long to answer questions.|
|3||I am uncomfortable with intimacy.|
|4||The sight of a corpse makes me sick to my stomach.|
|5||I love to sleep in and so I am often tardy.|
|6||I enjoyb hurling insults but can't take one myself.|