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Because the dwarf-land, their natural habitat, is deep under the ground, these stout folk operate equally
well day or night. They have the ability to see in normal darkness as if it were light. Dwarves dig twice
as fast as an equal number of human sappers. They note slanting passages, traps, shifting walls and
new construction in underground settings. Dwarves sometimes domesticate bears, wolves and other
unintelligent beasts for defence purpose.
Dwarves can locate secret passage and will detect sound within if there is any to be heard on the roll of
a 1 or a 2 (on a six-sided die). They are required to roll a 1 to open doors. Dwarves have they have a
high level of magic resistance. This is reflected in their saving throws.
Although they are no threat to the larger creatures, because of their relatively small size, clumsy
monsters like Trolls, Ogres, and Giants find them hard to catch because of their small size, so count
only one-half normal damage points when Dwarves fight with them, for either attacks upon the
Dwarves or returns should the Dwarves be the attacker.
Goblins and Kobolds are their natural (and most hated) enemies, and Dwarves will attack Goblins
(Kobolds) before any other enemies in sight, regardless of orders to the contrary. They will not
automatically attack, but if ordered to attack and Goblins or Kobolds are within charging distance,
they will attack them to the exclusion of orders to the contrary.
In addition to their own language, Dwarves are able to speak the languages of Gnomes, Kobolds and
Goblins in addition to their alignment tongue. They also have 20% chance of speaking the common
tongue of humans.
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Dwarves in OD&D
Dwarves are about four feet tall, stocky of build, weigh 150 pounds, shoulders very broad, their skin a
ruddy tan, brown or gray, and are of various types (hill, mountain, or burrowers) (such as gnomes).
Because the Dwarf-land, their natural habitat is deep under the ground, these stout folk operate equally
well day or night. They have infravision and can see monsters up to 60' away in the dark. Dwarves dig
twice as fast as an equal number of human sappers. They note slanting passages, traps, shifting walls
and new construction in underground settings.
Dwarves can locate secret passage and will detect sound within if there is any to be heard on the roll of
a 1 or a 2 (on a six-sided die). They are required to roll a 1 to open doors. Dwarves have they have a
high level of magic resistance. This is reflected in their saving throws.
Although they are no threat to the larger creatures, because of their relatively small size, clumsy
monsters like Trolls, Ogres, and Giants find them hard to catch because of their small size, so count
only one-half normal damage points when Dwarves fight with them, for either attacks upon the
Dwarves or returns should the Dwarves be the attacker.
Goblins and Kobolds are their natural (and most hated) enemies, and Dwarves will attack Goblins
(Kobolds) before any other enemies in sight, regardless of orders to the contrary. They will not
automatically attack, but if ordered to attack and Goblins or Kobolds are within charging distance,
they will attack them to the exclusion of orders to the contrary.
Dwarves add +1 to hit probabilities, and subtract - 1 from chances to be hit, when fighting kobolds,
goblins, orcs, hobgoblins, gnolls, ogres, trolls, giants, gnomes, dwarves, elves and ents, being of the
“giant class” monsters.
In addition to their own language, Dwarves are able to speak the languages of Gnomes, Kobolds and
Goblins in addition to their alignment tongue. They also have 20% chance of speaking the common
tongue of humans. Dwarves sometimes domesticate bears, wolves and other unintelligent beasts for
defence purpose.
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Dwarves in OD&D
Dwarves are about four feet tall, stocky of build, weigh 150 pounds, shoulders very broad, their skin a
ruddy tan, brown or gray, and are of various types (hill, mountain, or burrowers) (such as gnomes).
Because the Dwarf-land, their natural habitat is deep under the ground, these stout folk operate equally
well day or night. They have infravision and can see monsters up to 60' away in the dark. Dwarves dig
twice as fast as an equal number of human sappers. They note slanting passages, traps, shifting walls
and new construction in underground settings.
Dwarves can locate secret passage on the roll of a 1 or a 2 (on a six-sided die). They are required to
roll a 1 to open doors. Dwarves have they have a high level of magic resistance. This is reflected in
their saving throws.
When acting as fighter / thieves, dwarves can wear only leather armor and cannot employ shields. They
can employ magic daggers and magic swords but none of the other magical weaponry, except the
warhammer +3.
Although they are no threat to the larger creatures, because of their relatively small size, clumsy
monsters like Trolls, Ogres, and Giants find them hard to catch, so count only one-half normal damage
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Dwarves in OD&D
points when Dwarves fight with them, for either attacks upon the Dwarves or returns should the
Dwarves be the attacker.
Goblins and Kobolds are their natural (and most hated) enemies, and Dwarves will attack Goblins
(Kobolds) before any other enemies in sight, regardless of orders to the contrary. They will not
automatically attack, but if ordered to attack and Goblins or Kobolds are within charging distance,
they will attack them to the exclusion of orders to the contrary.
Dwarves add +1 to hit probabilities, and subtract - 1 from chances to be hit, when fighting kobolds,
goblins, orcs, hobgoblins, gnolls, ogres, trolls, giants, gnomes, dwarves, elves and ents, being of the
“giant class” monsters.
In addition to their own language, Dwarves are able to speak the languages of Gnomes, Kobolds and
Goblins in addition to their alignment tongue. They also have 20% chance of speaking the common
tongue of humans. Dwarves sometimes domesticate bears, wolves and other unintelligent beasts for
defence purpose.
Dwarves thieves of the 3rd level and above are able to read most (80%) languages, so treasure maps
can be read and understood by them without recourse to a spell.
Dwarves thieves of the 10th level and above are able to understand magical writings, so any scroll that
falls into their hands can be used by them — excluding spells which are clerical in nature. However,
with spells of the 7th level and above there is a 10% chance that the effect will be the reverse of that
intended (due to the fact that even Master Thieves do not fully comprehend such great magic). This
reverse effect can be known only after the spell is read.
By striking silently from behind the dwarf thief gains two advantages: First, he increases the chance to
hit by 20% (+4 on his die). Secondly, he does double damage when he so attacks, with like additional
damage for every four levels he has attained.
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Dwarves in OD&D
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Dwarves in OD&D
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Dwarves in OD&D
DWARF (A SUGGESTION)
Dwarves are about four feet tall, stocky of build, weigh 150 pounds, shoulders very broad, their skin a
ruddy tan, brown or gray, and are of various types (hill, mountain, or burrowers). Because their natural
habitat is deep under the ground, these stout folk operate equally well day or night. They have
infravision and can see up to 60' away in the dark.
Dwarf knowledge: Due to their knowledge of forgotten mechanics and metalwork, they can also open
locks and remove traps. Dwarves capacities also include locate secret passage, noting slanting
passages, traps, shifting walls and new construction in underground settings.
Surprise: Because of their small size, dwarves can also hide in shadow and move silently, in order to
surprise a foe. When they get benefit of surprise, they had +4 to hit and double damage. They will
detect sound within if there is any to be heard, as noted below.
Combat: Dwarves can use leather armours or chainmails, shields and any weapon. When fighting
“giant class” humanoids (kobolds, goblins, orcs, hobgoblins, gnolls, ogres, trolls, giants, gnomes,
dwarves, elves and ents), they gain a +1 to hit and to AC. They tend to attack goblins and kobolds on
sight. Because of their small size, clumsy monsters like Trolls, Ogres, and Giants find them hard to
catch, they inflict and suffer only one-half normal damage points when fighting with them.
Languages: In addition to their own language, alignment and common tongue, Dwarves have 20%
chance to be able to speak each one of these languages: Gnome, Kobold and Goblin in addition to
their alignment tongue. Dwarves of the 6th level and above are able to read most (80%) runes, glyphs
and ancient languages.
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Dwarves in OD&D
This compilation has been suggested by Snorri, with some material from Greyharp, in order to help referees using dwarves in
their campaigns. No challenge or claim to the ownership of any trademarks is intended or implied. This is a not-for-profit fan
work, believed to reside within Fair Use.