Dwarflings (4e Race)

From D&D Wiki

Jump to: navigation, search

Dwarflings[edit]

"Little dwarves" they're called. They are honest yet sly in their own way.

Racial Traits
Average Height: 3'5" - 3'9"
Average Weight: 90 - 140 lbs
Ability Scores: +2 Constitution; +2 Dexterity or Charisma
Size: Small
Speed: 5 squares
Vision: Lowlight
Languages: Common, Dwarven and one other
Skill Bonuses: +2 bluff, +2 diplomacy
Cast-Iron Stomach: You have a +5 racial bonus to saving throws against poison.
Dwarven Resilience: You can use your second wind as a minor action instead of a standard action.
Dirty Fighting: Combat advantage grants you a +3 on attack rolls instead of a +2.
Cornered Rat: When bloodied, you gain +1 to AC and Reflex saves.


Often called half-dwarf, dirt dwarf or dwoogles, dwarflings are offspring between halfling and dwarves. They are typically a bit on the rare side since dwarves do not see halflings as worthy equals in the walks of life whereas halflings see dwarves as sticks in the mud. They have a mix of whimsy and stoutness that makes them the best of both worlds, and sometimes the worst.

Play a dwarflings if you want...

  • To be sly, yet tough.
  • To be able to easily take advantage over your opponents.
  • To be smaller than a swarf.
  • To be a member of a race that favours the rogue, ranger and warlock classes.

Physical Qualities[edit]

Dwarflings resemble dwarves, but smaller. They have long beards like dwarves, but a slight grace from halflings. Like halflings they feel comfortable with their shoes off, or simple wrappings instead of heavy shoes.

The average dwarfling stand around 3 1/2 feet tall and weigh a bit less then a normal human. Blond hair is more common amongst them than other dwarves. They mature at around 30 years of age and can live to be nearly 200.

Playing a Dwarfling[edit]

Dwarflings travel the world in order to buy and sell different goods and make some money out of it. They often construct large underground settlements near commercial cities, or sometimes directly under them. They are pragmatic but never forget the need to have a little fun. With their dwarven blood, they are experts at dealing in ore and forge products.
Not all of them grow to be merchants. Many of them earn their living by stealing what they need from others. These dwarflings are typically very free spirited and treat most rules as annoyances. However, those thieves do have a sort of unwritten code of honor:

  • Never steal from the poor.
  • Never steal from the hard-working artisan.
  • Never steal from an honorable warrior.

They usually prefer to steal from rich lords, or dishonest merchants like a Robin Hood figure. They never steal from dwarves, halflings, or other dwarflings, no matter how rich they could be. This code was established by one of the first dwarflings to travel the world, and is largely respected in the dwarfling community.

Dwarflings are not as bonded with ancient tradition as the traditional dwarf, nor are they however they do have a lot of respect for ancient tradition and their dwarven ancestors. They see tradition to be followed when it can be both useful and enjoyable. It is a similar view they have of other things in life. A lot also choose the path of treasure hunters, exploring the world in search of great treasure. They seek thrill, but always with possible reward rather than empty excitement.

Dwarflings Characteristics: Hard-working, organised, adaptable, confident, lucky, resourceful, bold

Male Names: Hurdek, Olrin, Odin, Bordak, Okmar, Olmar, Derro, Darron, Marro, Lugo, Hirak, Jogar, Galram, Golrag

Female Names: Dutress, Faloess, Mina, Sceliess, Mariona, Donna, Fina, Madress, Razwon, Darwania

Dwarfling Adventurers[edit]

Three sample dwarfling adventurers are described below.

Elmar is a dwarfling rogue who spends his days picking the pockets of rich human nobles. He has his merry band of thieves outside the city walls in the woods. However, as the arm of the law comes cracking down over their heads, many of his allies are caught to be hanged. Not one to abandon a friend in need, Elmar is determined to free his comrades before their execution at dawn. And he'll be expecting favors from them in exchange.

Dianta is a dwarfling ranger that was caught conducting highwaymen activities by the kingdom. She was then offered a deal by the king to conduct an assassination for him against the rebellion leader in the nearby city. Her pride shaken as a solo actor, she accepted and now seeks allies to aid her in this dangerous endeavor.

Orecia is a dwarfling warlock who found an ancient treasure leading her to discover an ancient patron deity. Having experienced its power, she desires more of it and delves into research and other expeditions to uncover more of this mysterious force.


Back to Main Page4e HomebrewRaces

Home of user-generated,
homebrew pages!


Advertisements: