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Dwarf
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Overview[edit]
Dwarves are known for their skill in warfare, their ability to withstand physical and magical punishment and their hard work.
Racial Traits[edit]
- +2 Constitution, –2 Charisma.
- Weapon Familiarity: Dwarves may treat dwarven axe as a martial weapon, i.e. a character only needs to be proficient with martial weapons to gain Dwarven axe proficiency (rather than treat it as an exotic weapon, which they are for all other races).
- +4 racial bonus on balance ability checks.
- +2 racial bonus on Search checks.
- +2 racial bonus on saving throws against poison.
- +2 racial bonus on saving throws against spells.
- +1 racial bonus on attack rolls against orcs and goblinoids.
- +4 dodge bonus to Armor Class against monsters of the giant type.
Deities[edit]
- Aureon (Quarterstaff): Follower of Aureon → Child of Faith → Aureon's Instruction
- Blood of Vol (Dagger): Follower of the Blood of Vol → Child of Faith → The Blood is The Life → Damage Reduction: Good
- Olladra (Sickle): Follower of Olladra → Child of Faith → Luck of Olladra → Beloved of Olladra → Damage Reduction: Cold Iron
- Onatar (Warhammer): Follower of Onatar → Child of Faith → Onatar's Forge → Beloved of Onatar → Damage Reduction: Cold Iron
- Silver Flame (Longbow): Follower of the Silver Flame → Child of Faith → Silver Flame Exorcism → Beloved of the Silver Flame → Damage Reduction: Silver
- Sovereign Host (Longsword): Follower of the Sovereign Host → Child of Faith → Unyielding Sovereignty → Beloved of the Sovereign Host → Damage Reduction: Cold Iron, Damage Reduction: Silver
Feats[edit]
Dragonmark feats[edit]
Further information: Dragonmarks
There is one dragonmark carried by Dwarves - Mark of Warding, carried by House Kundarak.
Racial feats[edit]
Icon | Feat | Type | Description | Prerequisites |
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Dwarven Stability | Passive | Dwarves gain a +4 modifier to the Balance skill. |
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Giant Evasion | Passive | Dwarves gain a bonus of +4 to their armor class vs. giant-type monsters including giants, ogres, trolls, etc. |
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Orc and Goblin Bonus | Passive | Dwarves a +1 racial bonus on attack rolls against orcs and goblinoids. |
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Poison Save Bonus | Passive | Dwarves are naturally resistant to poison, receiving a +2 bonus on saving throws against poisons. |
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Dwarven Stonecunning | Passive | Dwarves naturally are able to find secret doors more often, receiving a +2 bonus on their Search skill. |
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Exotic Weapon Proficiency: Dwarven Axe | Passive | You do not suffer a -4 penalty on attack rolls when using a Dwarven axe. Dwarves treat the dwarven axe as a martial, rather than exotic, weapon. |
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Spell Save Bonus | Passive | Dwarves are naturally resistant to spells receving a +2 bonus to saving throws vs. spells and spell-like effects. |
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Racial past life feats[edit]
- 1st - +1 Balance
- 2nd - +1 Constitution
Enhancements[edit]
Core abilities[edit]
Dwarven Toughness: You gain 10 HP.
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AP Cost: 1 | Level: 1 | Progression: 0 | No requirements | |
Dwarven Constitution: +1 Constitution
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AP Cost: 2 | Level: 4 | Progression: 1 | Requires: Dwarven Toughness | |
Dwarven Toughness: You gain 10 HP.
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AP Cost: 1 | Level: 7 | Progression: 3 | Requires: Dwarven Constitution | |
Dwarven Constitution: +1 Constitution
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AP Cost: 2 | Level: 11 | Progression: 4 | Requires: Dwarven Toughness | |
Dwarven Toughness: You gain 10 HP.
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AP Cost: 1 | Level: 16 | Progression: 6 | Requires: Dwarven Constitution |
Tier One[edit]
Requires Dwarven Toughness
Kundarak Dragonmark Focus: +1/+2/+3 dragonmark use per day, +1/+2/+3 Search
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AP Cost: 1 | Ranks: 3 | Progression: 1 | Requires: Least Dragonmark of Warding | |
Iron Stomach: When you drink you gain a Remove Poison/+Remove Disease/+Heroism effect for 2 Minutes.
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AP Cost: 1 | Ranks: 3 | Progression: 1 | No requirements | |
Stout: +1/+2/+3 Balance and Saves against Poison.
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AP Cost: 1 | Ranks: 3 | Progression: 1 | No requirements | |
Dwarven Weapon Training: Choose one:
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AP Cost: 2 | Ranks: 1 | Progression: 1 | No requirements | |
Dwarven Armor Mastery: +1/+2/+3 Armor Class and Armor Maximum Dexterity Bonus.
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AP Cost: 1 | Ranks: 3 | Progression: 1 | No requirements |
Tier Two[edit]
Requires 5 APs spent in tree
Lesser Dragonmark of Warding: Lesser Dragonmark Spell: Spell Resistance. No spell point cost. (Cooldown: 10 seconds.)
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AP Cost: 2 | Ranks: 1 | Progression: 5 | Requires: Least Dragonmark of Warding, Kundarak Dragonmark Focus | |
Dwarven Tactics: Grants a +1/+2/+3 bonus on the DC of your combat feats.
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AP Cost: 1 | Ranks: 3 | Progression: 5 | No requirements | |
Child of the Mountain: Grants a +1/+2/+3 bonus to fortitude saves. Tier 3: Grants a +5% Quality bonus to maximum hit points
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AP Cost: 2 | Ranks: 3 | Progression: 5 | No requirements | |
Dwarven Weapon Training: Choose the same Training from Dwarven Weapon Training, Tier 1:
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AP Cost: 2 | Ranks: 1 | Progression: 5 | Requires: Dwarven Weapon Training (Tier 1) | |
Dwarven Shield Mastery: +5%/+10%/+15% Shield Armor Class and +1/+2/+3 Tower Shield Maximum Dexterity Bonus.
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AP Cost: 1 | Ranks: 3 | Progression: 5 | Requires: Armor Mastery of equal rank |
Tier Three[edit]
Requires 10 APs spent in tree
Greater Dragonmark of Warding: Greater Dragonmark Spell: Radiant Forcefield. No spell point cost. (Cooldown: 1 minute.)
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AP Cost: 2 | Ranks: 1 | Progression: 10 | Requires: Lesser Dragonmark of Warding | |
Dwarven Runes: Gain +1/+2/+3 to saves against spell effects.
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AP Cost: 1 | Ranks: 3 | Progression: 10 | No requirements | |
Stand Like Stone: Action Boost: For 12/15/20 seconds you gain +10/+20/+30 Balance, Physical Resistance Rating, and stacking Energy Resistance, but have a 50% penalty to movement speed, sink in water, and cannot fly. (Cooldown: 3 minutes.)
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AP Cost: 1 | Ranks: 3 | Progression: 10 | Requires: Child of the Mountain of equal rank | |
Dwarven Weapon Training: Choose the same Training from Dwarven Weapon Training, Tier 2:
Bug: Dwarven Wareaxes are counted as exotic weapons for the purposes of the Child of Faith and Beloved of the Divine feats when Dwarves should treat them as martial weapons. | ||||
AP Cost: 2 | Ranks: 1 | Progression: 10 | Requires: Dwarven Weapon Training (Tier 2) |
Tier Four[edit]
Requires 15 APs spent in tree
Hands of Stone: (Cooldown: 30 seconds. Metamagic: Empower, Maximize. Spell Resistance: No.)
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AP Cost: 1 | Ranks: 1 | Progression: 15 | Requires: Greater Dragonmark of Warding | |
Dwarf Fortress: While wearing full plate and using a shield, you gain +1/+2/+3 Armor Class, Intimidate, and Will saving throws vs. Fear, Melee and Ranged power is increased by +3/+5/+7.
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AP Cost: 1 | Ranks: 3 | Progression: 15 | Requires: Stand Like Stone of equal rank | |
Dwarven Weapon Training: Choose the same Training from Dwarven Weapon Training, Tier 3:
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AP Cost: 2 | Ranks: 1 | Progression: 15 | Requires: Dwarven Weapon Training (Tier 3) | |
Throw Your Weight Around: Choose the same Weapon Type from Dwarven Weapon Training, Tier 4:
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AP Cost: 1 | Ranks: 1 | Progression: 15 | Requires: Dwarven Weapon Training (Tier 4) |
Additional Background[edit]
Physical Description[edit]
Dwarves typically stand about 4 1/2 feet tall, but tend to be so broad, compact, and muscled, that they weigh nearly as much as a human. Skin colors range from deep tan to light brown, and eye colors are typically dark browns. Hair is usually black or brown, graying as they age. Male dwarves tend to also place great value in the appearance and grooming of their beards. Dwarves are considered adults about the age of 40, and often live into their fourth century.
Lands[edit]
The traditional dwarven lands are the Mror Holds, in the Northeastern most portion of what used to be Karrnath.
Some consider dwarves to have originally come from Frostfell (the snowbound continent at the north pole of Eberron) and migrated to Khorvaire sometime about 12,000 years ago (-11,000YK). Some dwarves are still to be found in Frostfell, going by the name of "Toldun Nordothak", or "Those who stayed".
Other clans claim that Dwarves sprung up from the soil of Eberron, created in ancient times to fight the aberrations of Khyber.
Politics[edit]
The Dwarves of Mror are typically organized into clans, with each clan claiming its own land, creating its own customs, and building its own holds. Traditionally the clans have a bloody history of fighting amongst themselves, and even today there are minor fights between them, but most of the fighting is done via political and economic maneuvering, with the occasional assassination.
During the Last War, the Mror holds claimed independence and formed their own country in 914 YK. At that time, the clans came together and formed a body called the "Iron Council", made of up representatives of each clan, which acts as a unified body for the dwarves. However the clans still rule within their own holds and often make their own contracts with outside interests.
There are currently 12 major dwarven clans in Mror:
Mroranon - The largest and most powerful. It has some of the best quality iron mines. It has feuds with Kolkaran (who rivils its mines), Soranath (an old feud between clan founders), Toldorath and Tordannon (who lobby to give a local orc clan full Mror clan rights).
Doldarun - Very wealthy with gold and silver mines in addition to adamantium and mithral mines. It is very involved in foreign affairs, but seeks to remain neutral amongst the clans with no current feuds.
Droranath - Has one of the poorest mineral resources. It often focuses on old traditions, creating many barbarian and fighter mercenaries, known throughout Khorvaire for their skills. Its constant skirmishes with the Jhorash'tar orcs causes feuds with the Toldorath and Tordannon clans.
Kolkarun - Are entrepreneurs and opportunists. Their feuds and alliances shift regularly. Currently it has alliances with Aundair, Karrnath, Zilargo, Talenta, the Emerald Claw, Mroranon, and Soldarak. It feuds with Doldarun.
Kundarak - Clan Kundarak is now often known as House Kundarak, a dragon marked house. It holds no position on the Iron Council, claiming neutrality as a dragonmarked house. But, it still has a lot of unofficial power.
Laranak / Londurak - Their one claim to fame is their legendary feud with each other. It was only through gifts, alliances, and political pressure where these two clans reluctantly convinced to join the Iron Council together.
Narathunhold - Contains several gemstone mines, and its jewelers are the best in the world. They often work with other clans to do the jewel work when items of great value are being crafted (ceremonial weapons, jewelry, crowns, etc.). It feuds with Droranath (who they claim reneged on a business deal) and the Toldannon and Toldoroath (who they claimed robbed them).
Noldrun - This clan disappeared 400 years ago. No one is exactly sure what happened to them. Their lands are often considered haunted and are avoided.
Soldorak - This is a very wealthy clan, and often uses its wealth and business deals to undercut the other clans, especially Kundarak. As such, most other clans often oppose Soldorak, the exception being Soranath who works with them to find markets for their goods.
Soranath - Have some of the best craftsmen of all the clans, and are often the buyers of the other clans raw materials. The other clans resent, but respect Soranath's skills. Only Mroranth feuds with them (ancient disagreement between clan founders).
Toldorath / Tordannon - These clans are long time allies. They also seek to grant the Jhorash'tar orc clan full clan status, but few other dwarf clans agree to this.
Dragon Marks[edit]
There is only one dragonmark carried by Dwarves - The Mark of Warding, carried by House Kundarak.
Society[edit]
Many dwarves worship the Sovereign Host, especially Kol Korran. (God of trade and gold.)
Dwarves speak dwarven amongst themselves, but many do know other languages - especially the languages of those they trade with. Although, when speaking to outsiders dwarves usually appear stoic and reserved - being careful to not say anything to give away any information that could be used against them.
Dwarves respect hard work, material wealth, and the ability to haggle. Showing ones wealth is often a way of proving the success and power you and your family or clan have.
Dwarves also have a love of fine objects that is often mistaken by other races as greed. When a dwarf beholds a finely crafted object, they do not desire just for the wealth it represents, but from a true appreciation for the work and skill that went into the crafting of that object.
Fashion amongst the dwarves is a riot of colors. Dwarves will often spend more money on clothing, jewelry, weapons, and armor than they will on their homes. The former items being what people will see daily. Armor is often enameled or lacquered, and covered in complex engraving. Weapons are also often gilded, painted, colored, and engraved. Jewelry is often not only a display of wealth, but also a display of clan rank, military honors, civic offices, etc.
Because of the value put on their weapons and armor, dwarves will often name their weapons or shields. And during the telling of battle stories it may be hard to distinguish whether they are talking about their shield, or a companion standing beside them.
References[edit]
- Map of Eberron
- Dragonshards, the Dwarves of the Mror Holds, Part One
- Dragonshards, the Dwarves of the Mror Holds, Part Two
- What would your character know about dwarves
- GameAmp
- Dragonmarked houses
- DnD Sourcebook - Races of Eberron
- DnD Sourcebook - Players Guide to Eberron