Dverge Dwarf Subrace

The dwarves of a Nordic campaign are great practitioners of the magical arts, particularly when it comes to crafting magic items. As a result, their emphasis is less about fighting and more on crafting. Dverge come from Nidavellir, a place of consummate darkness. This love of darkness is reflected in their choice of abode when they enter Midgard. They tend to live under hills, in dark woods, or rocky, isolated places.

Their origin posits them as the maggots that infested the body of the dead giant Ymir, intent on bringing misery to mankind. Dverge look like smaller humans, with dark skin, green eyes, long gray beards, and stocky, powerful bodies. They have the feet of crows. Dverge wear lambskin coats, moleskin breeches and shoes, and moss hats decorated with feathers. it is not uncommon for dverge to craft magical items for themselves, like cloaks of invisibility. Dverge are experts at crafting metals, which they mine and mold into weapons, arms, armor, and even automatons. They are particularly good at spinning gold and silver.

Dverge names include Ái, Alfr, Alfrigg, Alvíss, Alþjófr, Anarr, Andvari, Ánn, Atvarðr, Aurvangr, Austri, Báfurr, Bari, Barri 1, Bifurr, Bíldr, Billingr, Bl?vurr, Brokkr, Brúni, Bumburr, Búri, Burinn, B?farr, B?mburr, Dáinn, Dáni, Dellingr, Dolgþrasi, Dolgþvari, Dóri, Draupnir, Dúfr, Dúri, Durinn, Dúrinn, Dúrnir, Dvalinn, D?rri, Eikinskjaldi, Eitri, Fáfnir, Falr, Fíli, Finnr, Fjalarr, Fj?lsviðr, Fornbogi, Frár, Frosti, Frægr, Fundinn, Galarr, Gandálfr, Ginnar, Glói, Glóinn, Hánarr, Hár, Hárr, Haugspori, Hepti, Heptifíli, Hildingr, Hleðiólfr, Hlévangr, Hlévargr, Hornbori, Hreiðmarr, Hugstari, Íri, Ívaldi, Jari 2, Kíli, Litr, Lofarr, Lofnheiðr, Lóni, Lyngheiðr, Mj?ðvitnir, Móðsognir, Móðvitnir, Náinn, Náli, Nár, Niði, Nípingr, Norðri, Nóri, Nýi, Nýr, Nýráðr, Óinn, Otr, Ráðspakr, Ráðsviðr, Reginn, Rekkr, Sindri, Skáviðr, Skirfir, Suðri, Svíurr, Váli, Veggr, Veigr, Vestri, ?lnir, ?nn, Þorinn


  • Ability Score Increase. Your Intelligence score increases by 1.
  • Dverge Magic. You know the mending cantrip. When you reach 3rd level, you can cast the heat metal spell once as a 2nd-level spell. When you reach 5th level, you can cast magic weapon once as a 3rd-level spell. You don’t need material components for either spell, and you can’t cast them while you’re in direct sunlight, although sunlight has no effect on them once cast. You regain the ability to cast these spells with this trait when you finish a long rest. Intelligence is your spellcasting ability for these spells.
  • Sunlight Sensitivity. You have disadvantage on Attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
  • Superior Darkvision. You can see in dim light within 120 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.
  • Tinker. You have proficiency with artisan tools (tinker’s tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time.
Section 15: Copyright Notice

5E RPG: Species of the Multiverse. Copyright 2021, Mal and Tal Enterprises, LLC; Author Michael J. Tresca

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