Homebrew Frostbear Dwarf Species Details

WERE TOUCHED DWARVES

The Frostbear Dwarves are not your typical dwarves. This lineage of dwarf stems from a single clan that was blessed with the werebear curse. Over the ages these were touched dwarves vowed to use their gifts to protect the mountains and surrounding clans. These dwarves are known to have entire civilizations made up of dozens of clans, within one city inside the mountain. Although some may mistake these dwarves as duegar given their skin tone and the fact they live inside the mountain, they are actually quite opposite. They can see better than most in these dark places, however, they require ample amount of time in the sun in order to function.  

The Frostbear dwarves anatomy is made up differently than their dwarven counterparts. Although adapted to the cold and dark environments, they require nutrients from the natural sunlight. Without this sunlight, they still function, but typically move at a slower pace. Enemies of the frostbear dwarves would take advantage of attacks overnight in order to get the advantage. Once the frostbear clan was blessed with the werebear "curse", this quickly turned the tides into their favor when met with their enemies. 

Like any other werebear people, the Frostbear dwarves DO NOT give out their blessing easily and without proper cause. Typically those that aid in the efforts of good and have vowed themselves in someway to the protection of the world and the mountain, will gain a single blessing for only one person. However, a vow is not enough to gain this blessing. One must show their vow by achieving incredible feats and proving their grit witnessed by a key member of a current Frostbear dwarven clan. 

 

SLOW TO TRUST

 

Dwarves get along passably well with most other races. “The difference between an acquaintance and a friend is about a hundred years,” is a dwarf saying that might be hyperbole, but certainly points to how difficult it can be for a member of a short-lived race like humans to earn a dwarf’s trust.

Elves. “It’s not wise to depend on the elves. No telling what an elf will do next; when the hammer meets the orc’s head, they’re as apt to start singing as to pull out a sword. They’re flighty and frivolous. Two things to be said for them, though: They don’t have many smiths, but the ones they have do very fine work. And when orcs or goblins come streaming down out of the mountains, an elf’s good to have at your back. Not as good as a dwarf, maybe, but no doubt they hate the orcs as much as we do.”

Halflings. “Sure, they’re pleasant folk. But show me a halfling hero. An empire, a triumphant army. Even a treasure for the ages made by halfling hands. Nothing. How can you take them seriously?”

Humans. “You take the time to get to know a human, and by then the human’s on her deathbed. If you’re lucky, she’s got kin—a daughter or granddaughter, maybe—who’s got hands and heart as good as hers. That’s when you can make a human friend. And watch them go! They set their hearts on something, they’ll get it, whether it’s a dragon’s hoard or an empire’s throne. You have to admire that kind of dedication, even if it gets them in trouble more often than not.”

Dwarf Names

A dwarf’s name is granted by a clan elder, in accordance with tradition. Every proper dwarven name has been used and reused down through the generations. A dwarf’s name belongs to the clan, not to the individual. A dwarf who misuses or brings shame to a clan name is stripped of the name and forbidden by law to use any dwarven name in its place.

Male Names: Adrik, Alberich, Baern, Barendd, Brottor, Bruenor, Dain, Darrak, Delg, Eberk, Einkil, Fargrim, Flint, Gardain, Harbek, Kildrak, Morgran, Orsik, Oskar, Rangrim, Rurik, Taklinn, Thoradin, Thorin, Tordek, Traubon, Travok, Ulfgar, Veit, Vondal

Female Names: Amber, Artin, Audhild, Bardryn, Dagnal, Diesa, Eldeth, Falkrunn, Finellen, Gunnloda, Gurdis, Helja, Hlin, Kathra, Kristryd, Ilde, Liftrasa, Mardred, Riswynn, Sannl, Torbera, Torgga, Vistra

Clan Names: Balderk, Battlehammer, Brawnanvil, Dankil, Fireforge, Frostbeard, Gorunn, Holderhek, Ironfist, Loderr, Lutgehr, Rumnaheim, Strakeln, Torunn, Ungart

 

Frostbear 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 50. On average, they live about 350 years.

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.

Superior Darkvision

Accustomed to life underground, you have superior vision in dark and dim conditions. 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 blue.

Dwarven Resilience

You have advantage on saving throws against poison, and you have resistance against poison damage (explained in the “Combat” section).

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.

Mountain Born

You have resistance to cold damage. You also naturally acclimate to high altitudes, even if you’ve never been to one. This includes elevations above 20,000 feet.

Languages

You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak.

Sunlight Dependent

Although the Frostbear dwarves typically live most of their lives inside the mountains, they require small amounts of natural sunlight in order to be at their best at all times. The natural sunlight converts into usable energy for these dwarves as a source of pick me up to get the job done faster. Without this sunlight, their movement and productivity becomes slower. A minimum of one hour is required to work and move at a normal pace. If the dwarf does not get one full hour of sunlight, their movement is reduced by 5ft and their attacks receive a penalty to hit equal to their proficiency bonus. 

Were Blessed

The Frostbear dwarves are a special race of werebear afflicted dwarves that protect the snowy mountain caps. These dwarves see the were "curse" as a blessing as it gives them the strength and natural capability to defend their clans and the mountain tops. As a were touched race, you gain the following traits. 

  • Your strength score becomes a 19
  • You are resistant to attacks made from non-silvered/magical weapons. 

As a bonus action, you can transform into your hybrid were form and gain a +1 to AC and two natural weapons. You can make a bite attack and a claw attack using your strength modifier for attack and damage rolls. Your bite and claw both deal 1d8 + strength. Bite being piercing damage while your claws are slashing damage. 

Sun Triggered. When you spend your first hour in sunlight, your form is automatically triggered as you absorb the sun's natural light. After one hour, you are able to go back to your normal form or stay in your were form. 

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