Dwarf (Homo robustus)

The Dwarves in the Far-Star Victoria systems originate as a slave race created by Vitatech Labs, a subsidiary of  Astraea Corp. on the planet Erebus. They were the result of an illegal genetics project to create hardy individuals that could withstand the harsh mining conditions under the surface of the planet Erebus. They call themselves the Dweorg. Shortly after The Event, they where openly utilized as a slave force since the Corporation no longer feared legal reprisals from the Earth Government. Almost a century after their creation, a large group of them managed to escape on a cargo ship and crash land on the planet Elysium, were they started a colony that became the Dwarf nation known as the Republic of Freiheitland. They tend to have large families, and it is speculated that they are the most numerous of the post-human races. Their hardy constitution make them long lived.

Dwarf Traits

Your dwarf character has an assortment of inborn Abilities, part and parcel of dwarven Nature.

Ability Score Increase: Your Constitution score increases by 2.

Age: Dwarves mature at the same rate as Humans, but they’re considered young until they reach the age of 30. On average, they live about 170 years.

Alignment: Most Dwarves are lawful, believing firmly in the benefits of a well-ordered Society. They tend toward good as well, with a strong sense of Fair Play and a belief that everyone deserves to share in the benefits of a just order.

Size: Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium.

Speed: Your base walking speed is 25 feet. Your speed is not reduced by wearing Heavy Armor.

Darkvision: Accustomed to life Underground, you have superior vision in dark and dim Conditions. 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.

Dwarven Resilience: You have advantage on Saving Throws against poison, and you have Resistance against poison damage.

Dwarven Combat Training: You have Proficiency with the Battleaxe, Handaxe, Light Hammer, and Warhammer.

Tool Proficiency: You gain Proficiency with the artisan’s tools of your choice: smith’s tools, brewer’s supplies, or mason’s tools.

Stonecunning: Whenever you make an Intelligence (History) check related to the Origin of Stonework, you are considered proficient in the History skill and add double your Proficiency bonus to the check, instead of your normal Proficiency bonus.

Languages: You can speak, read, and write Common and Dwarvish. Dwarvish is derivative of German and Nordic languages. It is full of hard consonants and guttural Sounds, and those Characteristics spill over into whatever other language a dwarf might speak.

Dwarf Variant Traits

Hill Dwarf

Neighboring races call dwarves that live above ground Hill Dwarves. They are Dwarves that have decided to give the open sky a chance and are more likely to explore and interact with the world around them. Hill dwarves have keen senses, deep intuition, and remarkable resilience.

  • Ability Score Increase. Your Wisdom score increases by 1.
  • Dwarven Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Mountain Dwarf

The Mountain Dwarves are Dwarves that stick more to tradition, with a more conservative mind set, and prefer to live underground as their forefathers did. They are strong and hardy, accustomed to a difficult life in rugged terrain. Most of them are on the tall side (for a dwarf), and tend toward lighter coloration.

  • Ability Score Increase. Your Strength score increases by 2.
  • Dwarven Armor Training. You have proficiency with light and medium armor.

Duergar (Gray Dwarf)

Deep in the underground of the planet Erebus live the Duergar, or gray dwarves. They are the descendants of the Dweorg slaves that remained on Erebus after the Great Escape of most of their race three centuries ago. After many years of living under the yoke of their masters, they have developed a fierce loyalty towards Astraea Corp. and still toil underground for the benefit of The Corporation. Years of exposure to subterranean radiations and genetic experiments have made them develop the innate psychic abilities to become invisible and to temporarily grow to giant size. Occasionally, a rare Duergar rebel might decide to look for a better life outside of corporate serfdom. These nonconformists tend to be shunned by their kind.

  • Ability Score Increase. Your Strength score increases by 1.
  • 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.
  • Duergar Resilience. You have advantage on saving throws against illusions and against being charmed or paralyzed.
  • Duergar Psionics. When you reach 3rd level, you can cast the Enlarge/Reduce spell on yourself once with this trait, using only the spell's enlarge option. When you reach 5th level, you can cast the Invisibility spell on yourself once with this trait. 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.