Honestly, I swear I'll post about other races at some point.
I've discussed how orcs fit into
the setting, mostly because of how they're a "new" race. The dwarves
haven't varied from the PHB in anything other than terms of appearence
and some fluff, but I still think they need a 'breakdown', so that you
can see how I feel they fit into the base classes.
dwarven peoples generally have a lawful mindset, and the ferocity and
chaotic bent of the barbarian doesn't mesh well with society as a whole.
That said, dwarves are innately tough and able to perform certain acts
that other races can't. Dwarven armies might utilise the rare barbarian
as a "berserker shock troop."
often find dealing with members of other races and/or societies
difficult due to their brusque and guarded nature, so following the path
of the bard is uncommon. When they do follow the calling of the bard,
dwarves often act as historians and genealogists; acting as caretakers
of their people's ancient lore and heritage. Dwarves often favour poetry
and similar sagas, while their music frequently uses metal horns, drums
and instruments like bagpipes and the occasional zither.
religion mostly centres around worshipping the spirits of ancestors, as
well as paying tribute to the elemental forces of fire and earth.
Often, organised worship is led by the priests and clerics of 'the Forge
Father', an ideal used to cover all the aspects of dwarven faith.
Dwarven clerics are often teachers and tutors to dwarven children from
all walks of life, with the more scholarly focused on academia and the
less scholarly teaching various practical skills. In battle, dwarven
clerics will focus on spells to improve weapons and armour, or even ones
that replicate or replace them. Clerics are often found working forges
and workshops, creating fine arms and armour, as well as more magical
With the lack of naturally occurring woodlands in the tunnels and mountain caverns often
called home by the dwarves, a druid might seem like an odd fit. While
rare, they're not unheard of, and are often acting as informal wardens
of the natural spaces on the edges of dwarven settlements; preventing
either one from encroaching on the other too much.
is the favoured class for dwarves. Their movement speed isn't reduced
by armour, and they gain proficiency with some exotic dwarven weapons.
Their natural toughness and the degree of resistance to poisons and
spells means they're not entirely undefended either. Dwarven fighters
are likely to be military specialists, or sometimes scions of noble
houses acting as a representative of that family's might. Dwarven
fighters often drill in a number of tactics, especially fighting as a
unit and/or in confined spaces.
it may seem an unusual choice, some monks flourish under the discipline
and routine of a monastic lifestyle, so much so that some dwarves have
attended surface race monasteries and abbeys, and returned to their
people bringing the ideals and methods with them, establishing their own
monastery in dwarven lands. Dwarves benefit from the heightened speed,
ability to slow a fall and numerous resistances offered by the path of
the monk, the paladin's sense of duty, honour and discipline is a
potent lure to some dwarves. Paladins of the Forge Father will often act
as guardians, driving back evil monstrosities that threaten a dwarven
city, and the families within. Some dwarves may struggle utilising a
special mount, though, due to the confined spaces of their underground
realm, and their shortcomings with general charisma will impact on some
of their abilities as well.
the druid suffers from a lack of "wilderness", as surfacers would view
it, so to does the ranger somewhat. Not existing as "wardens of the
woodlands", rangers exist in dwarven society as trackers, scouts and
"specialists". Their emnity with certain races makes choices for their
'favoured enemy' ability obvious, especially with the races they receive
seems like another odd choice for a dwarf; their lack of
maneuverability and slow speed make them unsuited for the nimble sneak.
But their skill with stone and metal, and innate sense of anywhere it
seems "unusual", makes them seem very well suited to a more
mechanically-minded rogue. The resistance to poison might even make them
more viable in other fields as well...
biggest pitfall for dwarves as sorcerers is the charisma penalty they
suffer, as this will likely limit the power of the spells they can cast,
but it is possible for a sorcerer to utilise spells that don't entirely
rely on this attribute. Spells manipulating earth and metal are often
popular. Dwarven sorcerers are liable to become hermits, as they are an
unusual occurence, and often differ greatly from their brethren.
wizards are often scholars and advisors in noble courts. They may not
track and record history, but they will consult it. They often work
alongside clerics as scholars and crafters, creating items that the
clerics cannot. Most dwarven scrolls are crafted by these mages. As with
clerics and sorcerers, spells commanding fire, earth and enhacing or
mimicing weapons and armour are commonplace.