Dwarves are a proud and warlike people who dwell in underground cities beneath mountains and hills. They’re about 4’ tall, stout bodied with broad shoulders and wide hips. Males grow large, thick beards that are often braided or styled to indicate clan. They live in tight-knit clans made from coalitions of allied families. They revere war, combat, and nobility. The greatest death is on the battlefield.
Hit Dice: Dwarves gain +1d8 hit die per level.
Requirements: A character must have a Strength of 9+ and a Constitution of 9+ to qualify for the dwarf class.
Restrictions: Dwarves can wield any weapon except great axes, pole arms, two-handed swords, mauls, and longbows. They can use shields and wear any armor.
Alignment: Dwarves tend to be lawful or neutral. Lawful dwarves often adhere to a strict code of tradition and honor that has been passed down for centuries, and are typically protectors of their kin and their mountain homes. Neutral dwarves may be driven by greed and a desire for wealth, but they still respect the long-standing traditions of their people. Chaotic dwarves are rare but not unheard of, typically outcasts, criminals, or raiders, forsaking dwarven traditions and forging their own path.
DWARF EXPERIENCE LEVEL TABLE
| Level | Title | XP | HD | Attack Bonus | Awareness |
| 1 | Brawler | 0 | 1d8 | +1 | 1-2 |
| 2 | Defender | 2000 | 2d8 | +2 | 1-2 |
| 3 | Shieldbearer | 4000 | 3d8 | +3 | 1-2 |
| 4 | Guardian | 8000 | 4d8 | +3 | 1-3 |
| 5 | Charger | 16,000 | 5d8 | +4 | 1-3 |
| 6 | Warder | 32,000 | 6d8 | +4 | 1-3 |
| 7 | Armiger | 64,000 | 7d8 | +5 | 1-4 |
| 8 | Rook | 120,000 | 8d8 | +5 | 1-4 |
| 9 | Vanguard | 180,000 | 9d8 | +6 | 1-4 |
| 10 | Vindicator | 240,000 | 10d8 | +6 | 1-5 |
| 11 | Vanquisher | 300,000 | 11d8 | +7 | 1-5 |
| 12 | Dwarf Lord | 360,000 | 12d8 | +7 | 1-5 |
DWARF SAVING THROW TABLE
| Level | Death/Poison | Wand/Rod | Petrify/Poly | Dragon Breath | Spells/Staves |
| 1 | +6 | +5 | +4 | +3 | +2 |
| 2 | +6 | +5 | +4 | +3 | +2 |
| 3 | +7 | +6 | +5 | +4 | +3 |
| 4 | +7 | +6 | +5 | +4 | +3 |
| 5 | +8 | +7 | +6 | +5 | +4 |
| 6 | +8 | +7 | +6 | +5 | +4 |
| 7 | +9 | +8 | +7 | +6 | +5 |
| 8 | +9 | +8 | +7 | +6 | +5 |
| 9 | +10 | +9 | +8 | +7 | +6 |
| 10 | +10 | +9 | +8 | +7 | +6 |
| 11 | +11 | +10 | +9 | +8 | +7 |
| 12 | +11 | +10 | +9 | +8 | +7 |
Special Features
Awareness: A dwarf can detect room traps and listen at doors with 2-in-6 chances, improving as the dwarf levels up (per that table above). Unlike other classes, a dwarf can use their awareness to spot architectural construction tricks like slanting passageways, curving corridors, shifting walls, false floors, etc. They can also tell the difference between old and new construction, and can always tell when something was made by dwarves or goblins.
Bonus Attacks: If a dwarf defeats an enemy in combat, they immediately gain another attack. They may gain additional attacks in this way up to their level.
Darkvision: In total darkness, a dwarf is not considered blinded and can still see up to 20′ away.
Languages: Dwarves start knowing their native dwarven language in addition to Common.
At 9th Level: If the dwarf controls a stronghold, they attract 5d6x10 dwarven brawlers to serve as loyal henchmen. Any mercenaries or retainers serving under the dwarf’s command gain a +1 to loyalty/morale, as well as saving throws vs fear effects.

