Half-dwarves enjoy the freedoms of being human with a dwarf’s lifespan and a hearty constitution. Except for a firm appreciation of stone and no-nonsense attitude, not much differentiates the race. Half-dwarves are usually proud of their heritage, though, lauding their human parent for finding such a remarkable mate as a dwarf and convincing said dwarf to have them.
Humans often mistake half-dwarves for tall dwarves, while dwarves consider them short humans. Neither is wrong, but if one looks more closely at the short beard and strong facial features, they can begin to recognize the difference.
Society: Half-dwarves blend in well with the society they call home, be it dwarf or human in nature. They don’t tend to make too much fuss about representation of their kind, preferring to live quietly, letting others think what they will of the circumstances of their birth.
Relations: Other races don’t have much problem with half-dwarves, seeing as it can be difficult to distinguish them from common dwarves or humans at times. For their part, the race holds a firm stance on building trust first, so they can sometimes fall to arguing with halflings, tieflings, and other roguish types.
Alignment and Religion: Half-dwarves raised by dwarves tend to worship dwarven gods, while those raised around humans may pick up any religion that suits them. Half-dwarves are more often than not a lawful race.
Adventurers: Half-dwarves lean toward adventuring as warrior-types, but clerics and paladins are not unheard of. In areas with strong occult teachings, half-dwarf kineticists and truenamers abound.
Names: Half-dwarves blend common human names, like Stanley, with dwarven names like Brick into original names like Stanbrick or Prismond.
|15 years||+2d6 years
(17 – 27 years)
(18 – 33 years)
(19 – 39 years)
1 This category includes barbarians, oracles, rogues, and sorcerers.
2 This category includes bards, cavaliers, fighters, gunslingers, paladins, rangers, summoners, trainers, and witches.
3 This category includes alchemists, clerics, druids, inquisitors, magi, monks, and wizards.
|Gender||Base Height||Height Modifier||Base Weight||Weight Modifier|
|Male||4 ft. 4 in.||+2d8 in.||135 lbs.||+(2d8×6 lbs.)|
|Female||4 ft. 0 in.||+2d8 in.||102 lbs.||+(2d8×6 lbs.)|
Half-dwarves usually have the following racial traits.
- Ability Score Modifiers: Half-dwarf characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.
- Type: Half-dwarves are humanoids with both the dwarf and the human subtypes.
- Size: Half-dwarves are Medium creatures and have no bonuses or penalties due to their size.
- Base Speed: (Well-Balanced) Half-dwarves have a base speed of 30 feet, and their speed is never modified by armor or encumbrance.
- Languages: Half-dwarf begin play speaking Common and Dwarven. Half-dwarves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
- Hardy: Half-dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
- Stable: Half-dwarves gain a +2 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
- Toughness: Half-dwarves receive Toughness as a bonus feat at 1st level.
- Low-Light Vision: Half-dwarves can see twice as far as humans in conditions of dim light.
Half-dwarves can select any dwarf or human alternate racial traits that replace darkvision, greedy, hardy stability, or their bonus feat. In addition, half-dwarves can select the following racial traits.
- Darkvision: Some half-dwarves can see perfectly in the dark up to 60 feet. This replaces Toughness and low-light vision.
- Greedy: Half-dwarves raised by dwarves gain the greedy racial trait, but they can only choose from dwarf language options.
- Stability: Half-dwarves are sometimes stockier, granting them a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground, but reducing their speed to 20 feet.
The following options are available to all half-dwarf characters who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward. In addition, an half-dwarf can pick any dwarf or human favored class bonus.
- Barbarian: Gain 1/6 of a new rage power.
- Cleric: Add a +1/2 bonus on Knowledge (planes) checks relating to the Plane of Earth and creatures with the earth subtype.
- Convoker: Add +1/4 to the avatar’s evolution pool.
- Fighter: Add +2 on rolls to stabilize when dying.
- Kineticist: Gain a +1/4 bonus on damage rolls that apply the kineticist’s elemental overflow bonus.
- Paladin: Add +1/3 on critical hit confirmation rolls made while using smite evil (maximum bonus of +5). This bonus does not stack with Critical Focus.
- Truenamer: Gain 1/6 of a new word.
- Witchblade: Add +5 feet to the distance at which the witchblade’s familiar grants the Alertness feat (maximum +20 feet).
The following feats are available to an half-dwarf character who meets the prerequisites.
Blessing of Earth (Cleric Domain Option)
When a half-dwarf cleric gains a domain power or spell, he can instead choose to gain a power or spell from the earth domain or one of its subdomains. The chosen power or spell replaces that of the cleric’s normal domain.
Blood of the Deep (Sorcerer Bloodline Option)
The combination of dwarf and human draws out latent power from the half-dwarf’s bloodline.
When a half-dwarf sorcerer gains a bloodline power, feat, or spell, he can instead choose to gain that option from the deep earth bloodline. Doing so replaces the original bloodline’s option at the same level.
Earth Shifter (Shifter Aspect Option)
Terra-Bound (Kineticist Elemental Focus Option)
Half-dwarves treat earth talents as universal kineticist talents and can choose them even when they lack the earth elemental focus.
The Book of Many Things, © 2018,Samurai Sheepdog; author Kevin Glusing.