Deep Dwarf

Abyssal Dwarf

Abyssal Dwarves, a sub-race of Dwarves, have adapted to life in the deepest reaches of the underground. Known for their resilience, craftsmanship, and a culture that thrives in the absence of sunlight, Abyssal Dwarves have developed unique traits that distinguish them from their surface-dwelling kin. Their communities are built within the heart of mountains or beneath the earth’s surface, where they mine precious minerals and forge legendary items.

Society and Culture

Abyssal Dwarf society is built around strong communal bonds and a deep respect for tradition and craftsmanship. Their cities are marvels of engineering and artistry, carved from the very rock of the underground, illuminated by glowing minerals and magical lights. Abyssal Dwarves value hard work, dedication, and the protection of their people above all else.

Their culture is rich with legends of the deep earth, tales of ancient beasts, and stories of legendary craftspeople who created artifacts of great power. Abyssal Dwarves celebrate their heritage through festivals that light up the darkness, with music, dance, and the showcasing of new creations.

Relations with Other Races

Abyssal Dwarves have limited interaction with the surface world, making their relations with other races somewhat distant. They trade with surface dwellers and other subterranean races, offering minerals and crafted goods in exchange for what they cannot produce underground. Abyssal Dwarves respect strength and craftsmanship and can form strong alliances with those who prove their worth and honor.

Abyssal Dwarf Adventurers

Abyssal Dwarf adventurers are rare but not unheard of; some are driven by a desire to explore the surface world, others by the call of duty to protect their home from subterranean threats. Abyssal Dwarf adventurers bring their resilience, combat prowess, and unmatched craftsmanship to any party, proving themselves as steadfast allies and formidable foes.

Age

Abyssal Dwarves mature at the same rate as other Dwarves but live slightly longer, often reaching over 400 years, due to their hardy nature and the protective environment of the deep earth.

Alignment

Abyssal Dwarves tend towards law and order, valuing the structured society necessary for survival in their dangerous underground homes. They can range from good to neutral, often focusing on the well-being of their community.

Size

Dwarves stand between 4 and 5 feet tall and average about 150 pounds.

Your size is medium.

Speed

Your base walking speed is 25 feet.

Your base swimming speed is 12 feet*.

Your base climbing speed is 12 feet*.

* calculated speed.

Languages

You can speak, read, and write: Common, Dwarvish.

Ability Score Increase

  • Constitution: +2
  • Strength: +1
  • Dexterity: +1

Race Features

You have all the features of your parent race, Dwarf, plus the following:

Darkvision

Accustomed to the pitch-black caverns, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light.

Stonecunning

Reflecting your affinity for stonework, you have double proficiency on History checks related to the origin of stonework.

Deep Resilience

You have advantage on saving throws against poison, and you have resistance against poison damage, a trait developed from living in environments with toxic fungi and gases.

Craftsman of the Depths

You gain proficiency with one type of artisan’s tools of your choice, reflecting your community’s emphasis on craftsmanship and creation.

Tunnel Vision

You gain advantage on attack rolls against creatures that are in narrow spaces or tunnels, capitalizing on your experience fighting in the confines of underground passages.

Sunlight Sensitivity

While in sunlight, you have disadvantage on Wisdom (Perception) checks that rely on sight.

Lore

The Stream

Credits: Game Squires

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Add/Edit Races

Game Masters have the ability to create and manage character races within Game Squire. The process is facilitated through an Add/Edit form, which allows for detailed customization of each race.

Identity

Name

Enter the name of the character race.

Subrace of

If this is a subrace (such as Drow Elf), select the parent race (i.e. Elf).

Subtypes

Allows for the addition of various subtypes associated with the race. Include the subtype name and its corresponding type, such as elemental affinity or cultural background. For example, Dragonborn have subtypes such as Bronze, Copper, and Gold with types Lightning, Acid, and Fire.

Alignment

Describe the general alignment tendencies of the race.

Description

The Description section provides a rich text editor for crafting a detailed narrative about the race. This narrative can include cultural background, physiological traits, common behaviors, and any other lore-related information.

Prompt Description

A text input for a brief description used for generating images or other quick references. An example for a Dragonborn would be "a humanoid figure with dragon-like features including scaled skin, a snout, sharp teeth, horns, and a muscular build"

Physical

Typical Eye, Hair, and Skin Colors

Multi-select dropdowns to specify the typical types of features (used for prompts when creating characters).

Size

Select the size category for the race. See Size in the Monsters rule entry for details.

Average Height

Specify the average height in decimal feet.

Average Weight

Specify the average weight in pounds.

Size Description

Use this to describe the creature's size. This will show on the race profile page. For example:

Dragonborn are taller and heavier than humans, standing well over 6 feet tall and averaging almost 250 pounds.

Speed

Enter movement speeds in feet per turn, such as walking, swimming, flying, and climbing. A human has a walking speed of 30 feet per turn, a halfling has a walking speed of 25 feet per turn.

Age

Adulthood

The age at which the race is considered to have reached adulthood.

Average Mortality

The average age the race typically lives to.

Age Description

A narrative description of the race's maturation process. For example:

Young dragonborn grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15. They live to be around 80.

Abilities

Ability Description

A text area for a narrative description of the race's inherent abilities. An example for Dragonborn would be

Your draconic heritage manifests in a variety of traits you share with other dragonborn.

Hit Points Bonus

For specifying any racial bonus to hit points.

Ability Modifiers

A dynamic list where specific ability score modifiers are entered. Detail the specific ability score bonuses or penalties that the race confers on its members, such as increased strength or charisma.

  • Input the ability name (e.g., Strength, Dexterity, Charisma) in the first column.
  • Add the numerical modifier (positive or negative) in the second column.
  • Remove or add rows as needed by using the corresponding buttons.

Capabilities

Starting Skills

Select the skills that the race starts with by default.

Number of Starting Skills

Input the number of skills a character of this race begins with.

Starting Languages

Select the languages inherently known to the race.

Number of Additional Languages

Indicate how many extra languages, beyond the Starting Languages, a character knows at level 1.

Languages Description

Detail the languages' characteristics and background (if unique). For example:

You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants.

Race Features

Feature Name

The name of the racial feature.

Feature Description

Provide a detailed description of the feature. For example, the dragonborn feature, Damage Resistance, would have the description:

You have resistance to the damage type associated with your draconic ancestry.

Add Feature Row

Click to add new racial feature.

Delete Feature

Click to delete the feature.

Featured Image

Featured Images are a vital aspect of visually representing the various elements of your game, be it characters, monsters, spells, locations, campaigns, or items. We offer a flexible approach to creating these images, whether through our Squire's image generation service or personal uploads.

Squire-Generated Imagery

Using Tokens for Image Generation: Game Squire uses Tokens to generate images. For a square (1:1) image, you'll use 4 Tokens, while a wider (16:9), higher-resolution image requires 8 Tokens.

Timing and Details: For the best results, generate an image after you've entered all the basic features of the element (like a character's race, class, or a location's key traits). This ensures that the Squire can accurately create an image that reflects the specified attributes and style.

Image Tone: Setting the tone for your image is important. It will define the look (or looks) for your character, world or campaign. Be sure to set your tone before generating images. You can save as many tones as you like and quickly switch between them using the "Change Tone" link.

Image Prompt: If you aren't getting the result you expect for your generated image, try writing a short, clear prompt to help the Squire generate an image. This can help the Squire know what it should put into the image, and how to pose, or lay out the image. If you're getting unwanted text or words, entering a description of what you think the image should be can help. Avoid putting words in quotes and avoid using proper names because it can think these are important labels it should put into the image.

Personal Image Uploads

Uploading Your Own Images: If you have a specific image or artwork in mind, you can directly upload it. This option allows you to use custom or pre-made images that perfectly match your vision.

Flexibility in Representation: Personal uploads are ideal for users who prefer to have complete control over the visual representation of their game elements.

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