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The Dwarf/Duergar Transition Class

The Dwarf/Duergar Transition Class

In some campaigns (such as the Forgotten Realms Campaign Setting), duergar were normal dwarves until their clan was enslaved by mind flayers. Over the course of many generations, these dwarves eventually developed magical powers and the ability to resist certain attacks, and they used these abilities to escape their monstrous captors. Using the transition class rules, a normal dwarf could explore the inner magical potential of his duergar kin and actually become a gray dwarf at the cost of a 1-level transition class.

This transition class assumes the base creature is a hill dwarf (a standard dwarf as presented in thePlayer's Handbook), though it can easily be adapted for other dwarf subtypes (such as the gold dwarves of the Forgotten Realms Campaign Setting).

Table SP-27: The Dwarf/Duergar Transition Class

1st+1Cha -2, darkvision 120 ft., enlarge person, immunities, invisibility, languages, light sensitivity, skill bonuses

Dwarf/Duergar Transition Class Features

All of the following are class features of the dwarf/duergar transition class.

Ability Score Changes: The indicated ability score increases or decreases by the amount noted.

Darkvision (Ex): When the dwarf/duergar reaches 1st level, the range of his darkvision increases to 120 feet.

Enlarge Person (Sp): Once per day, a dwarf/duergar may use enlarge person (caster level equals twice the dwarf/duergar's character level, minimum 3rd). This ability affects only the character and whatever he carries.

Immunities: The dwarf/duergar becomes immune to paralysis, phantasms, and poison. This ability replaces the base dwarf's resistance to poison.

Invisibility (Sp): A dwarf/duergar may use invisibility (caster level equals twice the dwarf/duergar's character level, minimum 3rd) once per day. This ability affects only the character and whatever he carries.

Languages: The dwarf/duergar becomes fluent in Common, Dwarven, and Undercommon if he was not already. If he has any bonus language slots available, he may select bonus languages from the following list: Draconic, Giant, Goblin, Orc, Terran. These languages are in addition to the hill dwarf's automatic and bonus languages.

Light Sensitivity (Ex): Once the dwarf/duergar completes his transformation, his eyes become sensitive to light. He is dazzled in bright sunlight or within the radius of a daylight spell.

Skill Bonuses (Ex): The dwarf/duergar gains a +1 racial bonus on Listen and Spot checks and a +4 racial bonus on Move Silently checks.