Dwarf-Hog (5e Race)

From D&D Wiki

Jump to: navigation, search
Recycle.png This page was marked as abandoned on 18:31, 12 September 2019 (MDT) because: Issue(s) unaddressed for over a year. (discuss)

If you think you can improve this page please bring the page up to the level of other pages of its type, then remove this template. If this page is completely unusable as is and can't be improved upon based on the information given so far then replace this template with a {{delete}} template. If this page is not brought to playability within one year it will be proposed for deletion.

Edit this Page | All abandoned pages

Stub Logo.png This page is incomplete and/or lacking flavor. Reason: The lore of this race doesn't follow the sandard outlined in the 5e Race Design Guide.

You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs


Cry havoc and let loose the hogs of war! - Captain Augustus IX

Physical Description[edit]

Dwarf-hogs are rotund individuals with large bellies attached to squat, powerful limbs. Their heads are small for their large bodies and their hair colors range from black to blonde to red. Their faces have have small, beady eyes, a large, bulbous nose, a protruding lower lip, and large tusks stemming from their lower jaw which end halfway up their face. Their skin color is usually pinkish, though there are some who are completely black and either can have spots of the others' color. Their eyes are either green or brown. Their fashion is more functional, serving whichever economic enterprise they dedicate themselves to whether it be work in the mines or the forests. Their clothes are made of a plain leather and they often wear simple gloves and boots with belts and straps to hold their tools.


Starting in the hog folk homeland betwixt Amn and Tethyr, we follow the family, Set-Jour, one of the largest and most powerful hog folk families, consisting of over 150 members. The story opens with a disastrous military campaign by the hog folk’s mercenary unit, the Iron Tusks, leading to the Set-Jour’s disillusionment with its military and what it sees as a corrupt group of families which supplies the military with troops and tools of war in exchange for protection and valuable artifacts acquired during battle.

While attempting to garner support for Captain Augustus IX’s ousting, military troops are mustered from a coalition of prominent hog folk families and Captain Augustus IX leads a military campaign which drives the Set-Jour out of the hog folk homeland.

The Set-Jour, evicted from the place of their birth, eventually made their way to the far East, all the way to the fractured kingdom of Chessenta where they encountered a small, unmarked, and unnamed village of isolated dwarves with whom they found a home.

Initially distrustful of the hog folk outsiders, the native dwarves eventually welcomed them with open arms after the hog folk introduced their advanced farming and hunting techniques to the village. Additionally, the hog folks became amiable towards the dwarves after their superb craftsmanship improved the hog folk’s weaponry.

As time went on, an active cultural exchange between the two peoples eventually evolved into a full-on merger and familial integration, leading to the emergence of a hybrid race with characteristics of both people which would be named the dwarf-hogs.


Dwarf-Hog society takes a great deal of inspiration after the original hog folks, though much smaller. New families were established with the integration of the dwarves which combined dwarvish first names with hog folk surnames while continuing the hereditary tradition. Males take on the first name of their father and the common surname of Set while females take on the first name of their mother and the common surname of Jour. The village is divided into two major professions between the stoneworkers below and huntsmen above with all citizens contributing towards the village’s agricultural success.

Additionally, a new mercenary-style military outfit was established and maintained through more democratic means; essentially, every member of the village is a part of the military and clients are accepted based on community agreement, usually based on common moral beliefs. While there are those who take a more dedicated approach to military service, most treat it as a militia dedicated towards self-defense, self-improvement, and the maintenance of civil order.

Their military training is a mix of traditional hog folk military strategies, that of heavy metal armor and ranged combat with crossbows, mixed with the close-combat endorsed by the dwarves’ traditional weaponry.

Thus, the dwarf-hogs are the sum of all their parts; they’re reserved, as is the hog folk’s nature, while also being less adventurous as it pertains to the small-town dwarves. They’re fairly accepting of outsiders and alternate perspectives and they all have a basic military training towards combat and strategy.

Finally, the dwarf-hogs are extremely secular. With the mixing of hog folk blood with the native dwarves, the village was abandoned by all available deities who viewed the village as tainted and unfavorable. With the lack of Gods, the dwarf-hogs were made to adopt the traditional hog folk view of secularism, making decisions based on humanistic morality rather than by the edicts of their divine patrons, making them generally distrustful of theocracy.

Dwarf-Hog Names[edit]

Dwarf-hogs combined dwarvish first names with hog folk surnames and maintained the hog folk's hereditary tradition. As such, dwarf-hogs often have first names which require guttural pronunciations while every member of a given gender shares the same surname.

Male: Dolgrin Set 23, Grunyar Set 14, Harsk Set 95, Lothar Set 45.

Female: Kotori Jour 12, Katrana Jour 38, Agna Jour 2, Ingra Jour 97.

Dwarf-Hog Traits[edit]

Dwarf-hogs are a proud and physically powerful race descended from dwarves and hog folk.
Ability Score Increase. Your Constitution score increases by 2.
Age. Dwarf-hogs are considered young until they reach the age of 30. On average, they live about 275 years.
Alignment. Inheriting the hog folk disposition towards Neutral Good, the dwarf-hogs opt to maintain neutrality in most conflicts until their hand is forced, in which case, they will tend towards the side that keeps order and aids the village.
Size. Dwarf-hogs are considered medium creatures. Dwarf-hogs tend to take after their dwarven parents. Most stand at around 4'5. A few can grow to around 5'5. They do, however, weigh more towards their hog folk parents, being around 200 to 300 lbs. each.
Speed. The dwarf-hog's base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor.
Dwarf-Hog Combat Training. Dwarf-hogs have proficiency with battleaxes, handaxes, light hammers, and warhammers.
Dwarf-Hog Resilience. Dwarf-hogs have resistance against poison damage and have advantage on saving throws against poison.
Big Nose. Dwarf-hogs have advantage on any Wisdom (Perception) checks that involve their sense of smell.
Powerful Build. Dwarf-hogs count as one size larger when determining their carrying capacity and the weight they can push, drag, or lift.
Languages. Dwarf-hogs have long forgotten their hog folk ancestors' ability to speak Slyvan and thus only speak, read and write Common and Dwarvish.
Subrace. There are two main dwarf-hog subraces: Rockcrushers and Meadow Runners


Ability Score Increase. Your Strength score increases by 1.
Tool Proficiency. Dwarf-hogs gain proficiency with the artisan’s tools of their choice: Smith’s tools, brewer’s supplies, or mason’s tools.
Stonecunning. Whenever dwarf-hogs make an Intelligence (History) check related to the origin of stonework, they are considered proficient in the History skill and add double their proficiency bonus to the check, instead of their normal proficiency bonus.

Meadow Runners[edit]

Ability Score Increase. Your Dexterity score increases by 1.
Herdsmen. You gain proficiency with the Animal Handling skill.
Outdoorsmen. You gain proficiency with the Survival skill.

Random Height and Weight[edit]

4′ 0″ +2d8 190 lb. × (3d4) lb.

*Height = base height + height modifier
**Weight = base weight + (height modifier × weight modifier)

Back to Main Page5e HomebrewRaces

Home of user-generated,
homebrew pages!

admin area
Terms and Conditions for Non-Human Visitors