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Hill dwarves resemble mountain dwarves in almost all respects, differing primarily in their culture. The Hill Dwarves descend from the mountain clans that were uprooted from their ancestral holdings in the Nelfar’s Spine and ordered by their giant masters to construct the great watch towers which dot the hills of the Vale and Belthasia, as well as the southwestern foothills around the Mirnas Peaks. Though their halls are not carved from mountains, their greatest cities are in no way less impressive than their mountain cousins. Their cities, though few, are great constructions of stone and brick unlike any other.

Hill dwarves share many traits with their Mountain cousins, being great craftsmen and engineers. They also share the legendary stubbornness and ability to hold a grudge like the Mountain dwarves. They differ from their mountain cousins largely in their hospitality, welcoming other races into their holds frequently. Hill dwarves are a generally jovial and agreeable people, enjoying good food, good beer, and a good tale. They are considered the finest brewers and cooks amongst all dwarven kind.

Physically, Hill dwarves share many traits common to mountain dwarves, their hair and eyes tending toward earthy tones, though their skin tones tend more toward shades of earth than stone. Their facial hair tends to be shorter than mountain dwarves, though they keep themselves well groomed as their mountain cousins.


Play a Hill Dwarf if you want...

  • to be stubborn, boisterous and tough as nails.
  • to play a dwarf with a jovial attitude and a love for good company, food, and drink.
  • to be a member of a race that favors the fighter, bard, warlord, and barbarian classes.


D&D 4e StatisticsEdit

Average Height: 4'3” – 4'9”

Average Weight: 160-220 lb.

Ability Scores: +2 Constitution, +2 Charisma or Strength

Size: Medium

Speed: 6 squares

Vision: Low-light

Languages: Common, Dwarven

Skill Bonuses: +2 Streetwise, +2 Endurance

Cast-Iron Stomach: +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.

Encumbered Speed: You move your normal speed even when it would normally be reduced by armor or a heavy load. Other effects that limit speed (such as difficult terrain or magical effects) affect you normally.

Stand your Ground: When an effect forces you to move -- through a pull, a push, or a slide -- you can move 1 square less than the effect specifies. This means an effect that normally pulls, pushes, or slides a target 1 square does not force you to move unless you want to. In addition, when an attack would knock you prone, you can make a saving throw to avoid falling prone.

Hill Dwarf Vitality: Increase your number of healing surges by one.

D&D 5e Statistics Edit

See Player's Handbook pg. 20