D&D 5e: Dwarf Cleric Guide

D&D 5e: Dwarf Cleric Guide

As your majestic beard flows through the wind, though short you stand tall, with the wave of your hands and a mighty shout, you call upon THE DIVINE POWER OF YOUR GOD TO SMITE THOSE WHO HAVE UNDERESTIMATED YOU AND YOUR HEIGHT!!!

How to Make a Dwarf Cleric 

Buckle your boots and pull up your pants because if you want to play as a dwarf and a cleric there’s a lot to unpack! You’ve picked a race and a class that has one of the longest whozits and whatzits that a player needs to know. So let’s get started with building your Dwarf-sona.

There are a variety of dwarves to choose from too, each with a unique characteristic. The most common ones are: 

*take note of their advantages

Hill dwarves(Gold dwarves)Particular, confident, materialistic, traditionalist- valuing themselves and others by possession and reputation- shrewd traders and proud stalwart warriors. These stocky and muscular dwarves are built and raised to fight the monsters of the Underdark. Appearance: Skin color: Light brown, tanHair: long & groomed, black, brown, gray. Usually gray to light gray with age.Eyes: Brown, hazelAdvantages: hit point maximum increases by 1, and it increases by 1 every time you gain a level.
Mountain dwarves(Shield dwarves)Similar in build to the hills dwarves but broader, these so-called cynical and gruff dwarves were once mighty rulers of Faerûn. Appearance: Skin color: Pale to lightly tannedHair: long & groomed, red to light brown but grays to white with age.Eyes: Green, silvery blueAdvantages: proficiency with light and medium armor.

Then there are the latter known- but still relevant- dwarves:

Arctic dwarves(Inugaakalikurit)Strangely smaller- standing at half the height of shield dwarves- and more carefree, friendly, and even clumsy than other dwarves. They are said to be much stronger, resistant to extreme cold, but -despite their size- are less dextrous.Appearance: Skin color: White to icy blueHair: WhiteEyes: Bright blueAdvantages: immune to the extreme cold
Gray dwarves(Duergar/ underdwarves)As opposed to their fellow dwarves, Duergars do not have a close family kinship and are cruel, deceitful, and bitter. They are the slaves that became slavers of the underground.Appearance: Skin color: Ash grayHair: Bald (both male and female) but have curly white beardsEyes: BlackAdvantages: Able to see clearly in the darkImmune to mind flayers control, such as paralysis, phantasms, alchemical poisons, or some types of illusion.Good at detecting hidden objects. A few duergar also possessed natural abilities akin to the enlarge and invisibility spells.Disadvantage: Vulnerable to Sunlight
Urdunnir dwarves(Urdunnirin/ orecutters)Mysterious creations of Dumathion taken from shield dwarves of Shanatar. They live in the Underdark, eating gems, and are enemies of the Xorn. They are practically myths to other dwarven-kind. Appearance: Skin color: Stone grayHair: Groomed, stone grayEyes: SilverAdvantages: ability to walk through solid earth and stone at will, moving through normally solid materials.ability to shape stone and metal into any form then hardens when no longer in use.
Wild dwarves(Jungle dwarves/ greenbeards/ dur Authalar) Stout, muscular, nude, and antisocial dwarves fearful of strangers and things unfamiliar to them (very relatable). Compared to their cousins, Wild dwarves aren’t divided into clans but are polygamous and live as one family.  Also, they keep wild cats (such as leopards and lynx) as pets and ride on triceratops!Appearance: Skin color: Dark & heavily tattooedHair: Long & WovenEyes: Dark brownAdvantages: Able to cast wild dwarven magic (usually involves nature spells and luck in hunting)

“BEHOLD! DIVINE SMITE!”:

What makes a cleric different from a paladin is that clerics are devoted to the deity/deities they serve with or without reason. Dwarves are suitable as clerics, although the more common dwarf isn’t proficient in magic. They are, in a way, religious and each has a patron of the dwarven pantheon for each dwarf kind. It’s just something to be noted, you don’t have to strictly follow it:

Hill DwarvesDeity: MoradinThe Allfather, creator, dwarf father, Soul forger, and the big dog of the dwarven pantheon. Creator of all dwarves that encourages good-natured, intelligent, and harmonious existence with other good races.
Berronar TruesilverThe revered mother, mother of safety, and matriarch of the Morndinsamman. She is the goddess of life and light. Her clerics, the Faeron, acting as guardians to the dwarven clan and keepers of lore, traditions, and family histories of the dwarves
Symbol: Hammer and Anvil (Moradin); Intertwined silver rings (Berronar)Alignment: Lawful GoodAlignment of dwarves: Lawful Good
Mountain DwarvesDeity: *Previously they venerated Dumathoin (see Urdunnir dwarves) but now worship ALL members of Morndinsamman (dwarf pantheon) minus Laduguer and Deep Duerra.Alignment of dwarves: Lawful Neutral
Arctic DwarvesDeity: (Not Religious)Symbol: NoneAlignment: NoneAlignment of dwarves: Lawful Neutral
Gray DwarvesDeity: LaduguerThe gray protector, masters of crafts, and known as the Exile. Ultimately a xenophobic, tyrannical deity, whose doctrine involves leadership and power obtained through the exploit and enslavement of others. Symbol: Broken arrowAlignment: Lawful EvilAlignment of dwarves: Lawful Evil
Urdunnir dwarvesDeity: DumathoinThe dwarven deity of mining, underground exploration, keeper of the secrets under the mountain, & protector of the dwarven dead. Symbol: A cut, faceted gem inside a mountainAlignment: NeutralAlignment of dwarves: Neutral
Wild dwarvesDeity: Thard HarrThe jungle god of the dwarven pantheon that rules the jungles deep, jungle survival, and hunting. Symbol: Two clawed GauntletsAlignment: Chaotic GoodAlignment of dwarves: Lawful Neutral

Divine Domain– Where the Cleric serves is where they get their spells from, and is longer than a barbarian’s patience- well, anything is practically longer than that. If there’s one thing anyone should know, it’s that this is why Clerics aren’t exactly beginner friendly. 

  • Arcana domain- A thorn to a wizard’s side and hands down an OP chad domain. You work with the core of all that has caused knowledge, destruction, and creation: MAGIC! 
    • Deities you may serve:
      • (Realms) Azuth, Mystra, and Corellon Larethian of the elven pantheon.
      • (Other worlds) Hecate, Math Mathonwy, Isis, Boccob, Vecna, and Wee Jas of Greyhawk.
      • The triple moon gods of Solinari, Lunitari, and Nuitari of KrynnDomain Spells:
  • Death Domain- You serve death and destruction and are capable of booping someone to death. You might as well have applied as a freelance grim reaper or necromancer. You’re either edgy, a big fan of mythology, watch too much dark Netflix, or all three.
    • Deities you may serve:
      • Chemosh, Myrkul, and Wee Jas are patrons of necromancers, death knights, liches, mummy lords, and vampires
      • (Murder)  Anubis, Bhaal, and Pyremius
      • (Pain) Iuz or Loviatar
      • (Illness, diseases, and COVID) Incabulos, Talona, or Morgion
      • (Underworld) Hel and Hades
    • Bonus Proficiency: Martial weapons
  • Forge Domain- Being so good at crafting you can make and boost items and weapons (magical and non-magical). You serve the gods of Minecraft! No- wait… this domain is the most suitable for dwarves as clerics who take up this cause usually liberate mines overrun with Orcs
    • Deities you may serve:
      • Gond, Reorx, Onatar, Moradin, Hephaestus, and Goibhniu.
    • Bonus Proficiency: Heavy armor and smith’s tools
    • Bonus abilities: Fire immunity and bonus armor class
  • Grave Domain– The difference between this with the death and life domain is that it works with both and in between. You can ensure the life and death of others like a doctor who is legally allowed to do malpractice without a lawsuit. Followers of this domain are required to respect the dead and pay due homage so no teabagging your enemies after killing them.
    • Deities you may serve:
      • Kelemvor
      • Wee Jas
      • The ancestral spirits of the Undying Court
      • Hades
      • Anubis and Osiris
  • Knowledge Domain– This domain values practical knowledge, learning, and having a big brain. Although this domain sounds like endless cram school and thesis, there’s a reason why this subclass is another “Sod off!” to wizards. Was it mentioned you’ll be capable of using mind tricks and mind-reading?
    • Deities you may serve:
      • (Knowledge) Oghma, Boccob, Gilean, Aureon, and Thoth
      • (Some gods may require you to learn knowledge in craft and invention. Think of it as you have a main subject requiring extracurriculars) Smith deities like Gond, Reorx, Onatar, Moradin, Hephaestus, and Goibhniu.
        • No, you don’t get the same immunity as clerics in the domain of forgery if you do this
  • Life Domain– The inevitable doctor of the team. With the power of positive energy, you can heal the sick and injured. You’re also able to ward off the forces of death and undeath, so you’ll be sleeping peacefully after a horror movie. It should be noted you won’t be serving any evil deities. 
    • Deities you may serve:
      • (Agriculture) Chauntea, Arawai, and Demeter
      • (Sun)  Lathander, Pelor, and Re-Horakhty
      • (Healing and endurance) Ilmater, Mishakal, Apollo, and Diancecht
      • (Home and community) Hestia, Hathor, and Boldrci
    • Bonus Proficiency: heavy armor
  • Light Domain– The ones tasked to make “Liar! Liar! Pants on fire!” true.  Discerning visions, burning away darkness and lies, and incinerating your cheating/abusive ex’s house is your game. Deities of light value in rebirth, renewal, truth, vigilance, artistry, beauty, and improvement of the soul, but for some, it’s piercing through the darkness and calling BS on someone’s bluff/lie. 
    • Deities you may serve:
      • Helm, Lathander, Pholtus, Branchala, the Silver Flame, Belenus, Apollo, and Re-Horakhty
  • Love Domain– You’re not going to play cupid or eros in this domain- although you can officiate weddings. Clerics of love are very similar to those of peace, but instead of strengthening ties to avoid conflict, they strengthen and bless bonds between -not only couples- communities, friends, and even armies. They believe in the many forms of love (Eros, Pragma, Ludus, Agape, Philia, Philautia, Storge, Mania) and make sure it remains balanced or falls into extremes; it’s up to alignment.
    • (Celtic) Aengus
    • (Greek) Aphrodite 
    • (Norse) Balder 
    • (Dwarven) Berronar Truesilver
    • (Eberron) Boldrei 
    • (Halfling) Cyrrollalee
    • (Norse) Freya
    • (Elven) Hanali Celanil
    •  (Egyptian) Hathor
    • (Dragonlance) Mishakal
    • (Greyhawk) Myhriss 
    • (Dwarven) Sharindlar 
    • (Gnomish) Sheyanna Flaxenstrand
    • (Forgotten Realms) Sune
  • Nature Domain– Both Nature Clerics and Druids care and protect Nature, the difference is that Clerics worship the gods of Nature, bless/curse crops & harvest, and protect their holy lands from those who dare harm it. Druids act as Nature (burning and protecting forests, killing and caring for animals, traditions, etc.) and may work for or mess with Clerics.
    • Deities you may serve: 
      • (Deep forest) Silvanus, Obad-Hai, Chislev, Balinor, and Pan
      • (Springs and groves) Eldath
    • Bonus Proficiencies: Heavy armor
  • Order Domain– Religious law enforcers who are dedicated to their job. Your values take into consideration laws that govern a society, institution, or philosophy as Clerics of order believe that well-made laws create legitimate hierarchies and order, those that establish these laws must be obeyed. Does this mean Order Clerics are snowflakes in the face of tyrants? Definitely not, for them, anyone incompetent and unable to keep law and order must be replaced
    • Deities you may serve:
      • (Dragonlance) Majere
      • (Eberron) Aureon
      • (Forgotten Realms) Bane & Tyr
      • (Greyhawk) Wee Jas & Pholtus
      • (Other) Erathis, Pholtus, Maglubiyet, Nuada, Athena, Anubis, Forseti, and Asmodeus
    • Bonus Proficiencies: Heavy armor & (choose only one from the two) Persuasion/Intimidation
  • Peace Domain– Ambassadors, mediators, representatives of peace, and enemies of geese. You’re practically a cinnamon roll that has a calming aura that not only dispels conflict but brings others together like compelling aromatherapy.
    • Deities you may serve:
      • (Dwarven) Berronar Truesilver
      • (Dragonlance) Paladine
      • (Eberron) Boldrei
      • (Elven) Angharradh
      • (Forgotten Realms) Eldath
      • (Gnomish) Gaerdal Ironhand
      • (Greyhawk) Rao
      • (Halfling) Cyrrollalee
  • Tempest Domain– You’re in it for the ‘great thunder and lightning! Very very frightening!’ power aren’t you? There isn’t much written on the purpose of these clerics other than being servants to the deities of lightning, earthquake, fire, sea, sky, violence, physical strength, and courage- yes Zeus is here. Other than that, delivering justice with your mighty thunderbolt.
    • Deities you may serve:
      • Talos, Umberlee, Kord, Zeboim, the Devourer, Zeus, and Thor
  • Trickery Domain– You take part in the chaos of the world and mingle with the thieves, scoundrels, gamblers, rebels, and liberators. So you can still be good and chaotic if you like or you can swing both ways. They prefer deception and tricks rather than a confrontation like some people we may know. 
    • Deities you may serve:
      • Tymora, Beshaba, Olidammara, the Traveler, Garl Glittergold, and Loki 
  • Twilight Domain– Like Clerics of peace, Twilight Clerics are those that bring comfort and rest to others as twilight marks the end of darkness and the coming of a new day. 
    • Deities you may serve:
      • (Healing or respite) Boldrei, Hestia, Mishakal, and Pelor
      • (Bravery or protection) Dol Arrah, Hajama, Helm, and Ilmater
      • (Travel or transition) Fharlanghn, Hermes, the Raven Queen, and the Traveler
      • (Night and dreams) Celestian, Morpheus, Nut, or Selûne
    • Bonus Proficiency: Martial weapons and heavy armor
  • War Domain– It’s a wonder why you didn’t just go for Paladin if you were going for the “god, gold, glory” stand. These Clerics can summon DIVINE POWER DOWN FROM THE HEAVENS TO SMITE THY ENEMIES. Apart from that, you excel in battle, inspiring others to fight the good fight or offering acts of violence as prayers. Some may even promote war & violence while some chivalry, peace, and good ties, it depends on your alignment.
    • Deities you may serve:
      • (Honor and chivalry) Torm, Heironeous, and Kiri-Jolith
      • (Destruction and pillage) Erythnul, the Fury, Gruumsh, and Ares
      • (Conquest and domination) Bane, Hextor, and Maglubiyet
      • (Neutral war gods) Tempus, Nike, and Nuada
    • Bonus Proficiency: Martial weapons and heavy armor
  • There are still more Domains such as in the Amonkhet setting (Solidarity, Strength, Ambition, Zeal), Wizards of the Coast (Blood), and many more. Overall, if the DM permits it, you can make your own. Heck, if you wanted to be a cleric for your made-up abomination then go off.
  • Generally, dwarves get +2 in Constitution but there is a bonus depending on what subrace you are. Such as:  
    • Mountain dwarves get +2 Strength
    •  Hill dwarves get +1 in wisdom.
    • (See table on Dwarf subraces)

When it comes to stat building for clerics, it’s somewhat more complicated as bonuses from your race & type of domain (and THERE IS A LOT) come into play. As a general guide, Wisdom then Constitution then Strength and make sure these 3 have points at least above 12. The rest depends on you:

  • Charisma helps in intimidation, magic device use, and turning the undead.
  • Intelligence determines how many skills points your cleric gets with each new level.
  • Dexterity, we all know it’s used for sneak, handy for certain feats, armor class, and situations. 

How to Play a Dwarf Cleric 

Hit Dice: 1d8 per cleric level

Hit Points at 1st Level: 8 + your Constitution modifier

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per cleric level after 1st

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

The chart above shows the default features of the Cleric regardless of domain. Not only do you get those abilities but you also get more from your domain! Great, right? This is why the wizard in your party might murder you during your long rest as you prepare your spells.

Clerics are different from other casters as they aren’t limited to pieces of their spell list, but can cast any of what they decide to prepare. Essentially their deity beams the knowledge into their heads. (Oh, if only that were the same case in real-life learning.) 

  • Arcana domain
    • Domain Spells:
      • 1st level: Detect Magic, Magic Missile
      • 3rd level: Magic Weapon, Nystul’s Magic Aura
      • 5th level: Dispel Magic, Magic Circle
      • 7th level: Arcane Eye, Leomond’s Secret Chest
      • 9th level: Planar Binding, Teleportation Circle
    • Arcane Initiate 
    • Channel Divinity: Arcane Abjuration
    • Spell Breaker
    • Potent Spellcasting
    • Arcane Mastery
  • Death Domain
    • Domain Spells:
      • 1st level: False Life, Ray of Sickness
      • 3rd level: Blindness/Deafness, Ray of Enfeeblement
      • 5th level: Animate Dead, Vampiric Touch
      • 7th level: Blight, Death Ward
      • 9th level: Antilife Shell, Cloudkill
    • Bonus Proficiency: Martial weapons
    • Reaper
    • Channel Divinity: Touch of Death
    • Inescapable Destruction 
    • Divine Strike
    • Improved Reaper
  • Forge Domain
    • Domain Spells:
      • 1st level: Identify, Searing Smite
      • 3rd level: Heat Metal, Magic Weapon
      • 5th level: Elemental Weapon, Protection from Energy
      • 7th level: Fabricate, Wall of Fire
      • 9th level: Animate Objects, Creation
    • Bonus Proficiency: Heavy armor and smith’s tools
    • Blessing of the Forge
    • Channel Divinity: Artisan’s Blessing
    • Soul of the Forge:
      • You gain resistance to fire damage.
      • Wearing heavy armor, you gain a +1 bonus to AC.
    • Divine Strike
    • Saint of the Forge and Fire:
      • Immunity to fire damage.
      • Wearing heavy armor, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
  • Grave Domain
    • Domain Spells:
      • 1st level: Bane, False Life
      • 3rd level: Gentle Repose, Ray of Enfeeblement
      • 5th level: Revivify, Vampiric Touch
      • 7th level: Blight, Death Ward
      • 9th level: Antilife Shell, Raise Dead
    • Circle of Mortality
    • Eyes of the Grave
    • Channel of Divinity: Path of the Grave
    • Sentinel at Death’s Door
    • Potent Spellcasting:  8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip
    • Keeper of Souls
  • Knowledge Domain
    • Domain Spells:
      • 1st level: Command, Identify 
      • 3rd level: Augury, Suggestion
      • 5th level: Nondetection, Speak with Dead
      • 7th level: Arcane Eye, Confusion
      • 9th level: Legend Lore, Scrying
    • Blessings of Knowledge
    • Channel Divinity: 
      • Knowledge of Ages
      • Read Thoughts
    • Potent Spellcasting
    • Visions of the Past:
      • Object Reading
      • Area Reading
  • Life Domain
    • Domain Spells:
      • 1st level: Bless, Cure Wounds 
      • 3rd level: Lesser Restoration, Spiritual Weapon
      • 5th level: Beacon of Hope, Revivify
      • 7th level: Death Ward, Guardian of Faith
      • 9th level: Mass Cure Wounds, Raise Dead
    • Bonus Proficiency: Heavy Armor
    • Disciple of Life
    • Channel of Divinity: Preserve Life
    • Blessed Healer
    • Divine Strike
    • Supreme Healing
  • Light Domain
    • Domain Spells:
      • 1st level: Burning Hands, Faerie Fire
      • 3rd level: Flaming Sphere, Scorching Ray
      • 5th level: Daylight, Fireball
      • 7th level: Guardian of Faith, Wall of Fire
      • 9th level: Flame Strike, Scrying
    • Bonus Cantrip: Light cantrip
    • Warding Flare
    • Channel Divinity: Radiance of Dawn
    • Improved Flare
    • Potent Spellcasting
    • Corona of Light
  • Love Domain
    • Domain Spells:
      • 1st level: Charm person, heroism
      • ‍3rd level: Enthrall, warding bond
      • ‍5th level: Beacon of hope, hypnotic pattern
      • ‍7th level: Aura of purity, confusion
      • ‍9th level: Greater restoration, hold monster
    • Emboldening Bond
    • Channel Divinity: Impulsive Infatuation
    • Protective Bond
    • Potent Spellcasting
    • Blessed Strikes
    • Enduring Unity
  • Nature Domain
    • Domain Spells:
      • 1st level: Animal Friendship, Speak with Animals
      • 3rd level: Barkskin, Spike Growth
      • 5th level: Plant Growth, Wind Wall
      • 7th level: Dominate Beast, Grasping Vine
      • 9th level: Insect Plague, Tree Stride
    • Acolyte of Nature
    • Bonus Proficiency: Heavy Armor
    • Channel Divinity: Charm Animals and Plants
    • Dampen Elements
    • Divine Strike
    • Master of Nature
  • Order Domain
    • Domain Spells:
      • 1st level: Command, Heroism
      • 3rd level: Command, Heroism
      • 5th level: Mass Healing Word, Slow
      • 7th level: Compulsion, Locate Creature
      • 9th level: Commune, Dominate Person
    • Voice of Authority
    • Channel Divinity: Order’s demand
    • Embodiment of the Law
    • Divine Strike
    • Order’s Wrath
  • Peace Domain
    • Domain Spells:
      • 1st level: Heroism, Sanctuary
      • 3rd level: Aid, Warding Bond
      • 5th level: Beacon of Hope, Sending
      • 7th level: Aura of Purity, Otiluke’s Resilient Sphere
      • 9th level: Greater Restoration, Rary’s Telepathic Bond
    • Implement of Peace
    • Emboldening Bond
    • Channel Divinity: Balm of Peace
    • Protective Bond
    • Potent Spellcasting
    • Expansive Bond
  • Tempest Domain
    • Domain Spells:
      • 1st level: Fog Cloud, Thunderwave
      • 3rd level: Gust of Wind, Shatter
      • 5th level: Call Lightning, Sleet Storm
      • 7th level: Control Water, Ice Storm
      • 9th level: Destructive Wave, Insect Plague
    • Bonus Proficiencies: Martial weapons & Heavy Armor
    • Wrath of the Storm
    • Channel Divinity: Destructive Wrath
    • Thunderous Strike
    • Divine Strike
    • Stormborn
  • Trickery Domain
    • Domain Spells:
      • 1st level: Charm Person, Disguise Self
      • 3rd level: Mirror Image, Pass without Trace
      • 5th level: Blink, Dispel Magic
      • 7th level: Dimension Door, Polymorph
      • 9th level: Dominate Person, Modify Memory
    • Blessing of the Trickster
    • Channel Divinity: 
      • Invoke Duplicity
      • Cloak of Shadows
    • Divine Strike
    • Improved Duplicity
  • Twilight Domain
    • Domain Spells:
      • 1st level: Faerie Fire, Sleep
      • 3rd level: Moonbeam, See Invisibility
      • 5th level: Aura of Vitality, Leomund’s Tiny Hut
      • 7th level: Aura of Life, Greater Invisibility
      • 9th level: Circle of Power, Mislead
    • Bonus Proficiencies: martial weapons and heavy armor.
    • Eyes of Night
    • Vigilant Blessing
    • Channel Divinity: Twilight Sanctuary
    • Steps of Night
    • Divine Strike
    • Twilight Shroud
  • War Domain
    • Domain Spells:
      • 1st level: Divine Favor, Shield of Faith
      • 3rd level: Magic Weapon, Spiritual Weapon
      • 5th level: Crusader’s Mantle, Spirit Guardians
      • 7th level: Freedom of Movement, Stoneskin
      • 9th level: Flame Strike, Hold Monster
    • Bonus Proficiency: martial weapons and heavy armor.
    • War Priest
    • Channel Divinity: 
      • Guided Strike
      • War God’s Blessing
    • Divine Strike
    • Avatar of Battle

How to Roleplay as a Dwarf Cleric 

For a dwarf that becomes a Cleric would be like how parents got their child to become either an engineer, doctor, or lawyer, but the downside is if their children decide not to take the major/specialty they wanted. In this case, a dwarf becoming a Cleric is an honor, but if it’s not Moradin, a member of the dwarven pantheon, or from the gods of craft or forge, then it’s almost pointless. 

As mentioned, dwarves live in a tight-knit community made up of clans. Unfortunately, due to their long life spans (400 years), you can end up living with generations of relatives and grandparents who have very traditionalist and conservative beliefs. They even value the achievements of their ancestors more and use them as their cause. Dwarves also find comfort in their religion and beliefs, often looking to their deities for inspiration. This is a big plus as Clerics rely on their devotion to their deity/ies.

Although this can vary from where and what kind of dwarf they are. The best examples are Arctic dwarves. These dwarves are like that side of the family that no one wants to talk about and even denies their existence until you meet them in a family reunion. They are more friendly and open to other races as opposed to their conservative relatives. They are more suitable as rangers and barbarians, but it is up to you.

Then there’s the Duergar, the slave masters of the underground that once were slaves to an eldritch god. Compared to their honor-abiding-mostly-lawful-good cousins, they are deceitful, crafty, bitter, distrustful, and pretty much the opposite of anything wholesome. From a young age, they are taught that family, love, and kinship are hurdles, and there are only two things that one may choose in life: To work or die, the first you may be useful, the second you are entertainment. Additionally, they have a strong tradition of magic compared to their cousins, making them very suitable for dark Clerics.

Dwarves can read, write, and speak common and dwarvish/dwarven. Dwarves call their language Dethek but other races use this word to refer to the dwarven alphabet). It is composed of various dialects such as Authalan (Wild dwarves), Duergan ( influenced by drow & illithid; Shield dwarves), Galena (Eastern shield dwarves), Kurit (Artic dwarves), Riftspeak (Gold dwarves), & Shanatan (Western shield dwarves).

Dwarves and interracial relations: 

Dwarves tend to have a say or “basic description” for each race regardless of individuality. They find some acceptable and even ‘cute’ races such as gnomes (whom they may regard as cousins), half-elves, & halflings. For some, they may tolerate with caution, such as elves- whom they find strange-, half-orcs, genasis, aasimars, tieflings, and giants (there is some bad blood and history between giants and dwarves, but some of it has been forgotten, dwarves are still wary of them). What’s more, dwarves are slow to trust and can bear a grudge, new and old, for a lifetime. Although they’re very patient, if you ever cross one, get off your high horse, bring a precious gift, and apologize

Speaking of grudges, dwarves DO NOT mingle well with orcs and goblins due to a long history of slavery, genocide, and colonialism. Orcs have taken a liking to how dwarves build their homes and their craft while goblins are in it for the hidden treasure. Even for a clan that has been liberated for hundreds of years, their hatred would be taught to the next generation and the next as a precaution. Again, this also depends on what kind of dwarf you may be and the environment you grow up in.

When it comes to ties with humans, dwarves find a bittersweetness to how short their mortality is. According to some accounts in handbook 5e, by the time a dwarf finally gets to know a human deeply, the human is already on their deathbed. The dwarf can only look forward to getting to know that human more through children/grandchildren/family members that hopefully have the same good heart as their friend. Regardless, Dwarven friendship and trust are hard to earn but when it is earned, it can last past lifetimes through generations. 

Sage Gamers

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