In the cold mountains of the Free Cantons — Batavia, Friesberg, Kahlfort, and Varangia — the Uvandir dwell deep in the mountains, tirelessly crafting magical swords and axes for the war at the end of the world. Cursed children, called changelings, are left on windswept ledges as penance for the sin of avarice that brought the curse to their family.
Ability Score Increase. Your Constitution score increases by 2.
Size. You average between 3 feet and 5 feet tall, and weigh between 50 and 130 pounds. Your size is Small.
Speed. Your base walking speed is 25 feet.
Low-Light Vision. You can see as twice as far as humans in conditions of dim light.
Chaos Trait. You gain one Uvandir chaos trait, rolled randomly from the Uvandir Chaos Trait table.
Languages. You can speak, read, and write the Trade Tongue, one Dwarven language, and the Cultic Cant.
Subrace. Dwarves share their stunted, misshapen form, but they have very different cultures and religions.
Ability Score Increase. Your Strength score increases by 1.
Dwarven Combat Training. You have proficiency with the battleaxe, handaxe, throwing hammer, and warhammer, as well as with light and medium armor.
Cursed by Chaos (chaos trait)
Your curse is the source of your misshapen form, but also the source of your power. At level 1, you may roll 1d10 to gain a new chaos trait. You may roll again on the table every 3 levels, and choose to add a number up to your level. If you gain a chaos trait you already possess, you may either reroll for a new trait or double the power of the trait.
1. Giant Warrior. Giants have disadvantage on attacks against you .
2. Stonecunning. Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient with the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
3. Dwarven Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage.
4. Dwarven Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
5. Magic Resistant. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
6. Darkvision. Accustomed to life underground, 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. You can’t discern color in darkness, only shades of gray.
7. Burrowspeak. Through sounds and gestures, you can communicate simple ideas with small burrowing animals, such as squirrels, badgers, rabbits, moles, mice, and rats.
8. Forge Tested. You have advantage on saving throws against fire, and you have resistance against fire damage.
9. Blessed by the Mountain. You gain a +2 bonus to Constitution.
10. Hard-headed. You have a hard skull and bones, and you don’t easily give in to physical abuse. You have resistance against bludgeoning damage.
11. Hammer Fists. You channel the strength of stone in your arms. Your unarmed attacks deal 1d8 bludgeoning damage.
12. Burning Touch. You can draw upon the elemental power lurking in their veins to shroud your arms in fire. Your unarmed strikes deal an additional 2d6 points of fire damage. This lasts for a number of rounds equal to your character level. You can regain this ability by taking a long rest.
13. Magical Nature. You gain the following cantrips: dancing lights_, faerie fire_.
14. Lucky. When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll and must use the new roll.
15. Unseen. You gain the ability to turn invisible once per day, as the invisibility spell. You can regain this ability by taking a long rest.
16. Unheard. You gain the ability to become silent once per day, as the silence spell. You can regain this ability by taking a long rest.
17. Uncontrollable Rage. When you are reduced to half your hit points, You fly into a rage. You take a -2 penalty to AC, and you cannot parry or fight defensively. All melee attacks deal double damage, and you gain temporary hit points equal to half your remaining hit points (rounded down). These adjustments are lost when combat ends. If you fall to 0 hit points or below after your temporary hit points are lost at the end of combat, you begin dying (see the rules for dying in the house rules section).
18. Giant Size: You gain the ability to grow to the size of a giant once per day, as the enlarge spell, except that you can grow up to 12 feet high. You can regain this ability by taking a long rest.