TEXT: EN World EN5IDER | Children of the Earth
  EN World EN5IDER | Children of the Earth
  Children
  the Earth
   
  writing Connors
   color art Cat Lu
   
  editing James J. Haeck
   
  layout Eric Life-Putnam
  I
  n the begInnIng, the dwarven Creator 
  God crafted his subjects from stone and gave 
  them life. Though most dwarves are creatures 
  of flesh and blood, this article details three 
  dwarven subraces who trace their heritage to the 
  bones of the earth.
  of
  
  Children of the Earth | EN World EN5IDER
  Children of the Earth | EN World EN5IDER
  Flint Dwarves
  Crafted from an adaptable, yet flaky stone, flint 
  dwarves are physically strong but emotionally 
  volatile. Flint dwarves now dwell in isolated 
  pockets of wilderness not claimed by anyone else 
  and have come to be known as “wild dwarves.”
   Nomadic Exiles. The flint dwarves were 
  instilled with the spirit of adaptability and 
  survivability. They were given a jovial 
  temperament to serve as the mediators between 
  dwarven tribes, but their mistreatment at the 
  hands of their kin has made the flint dwarves 
  volatile and wild. While they are leaner and less 
  sturdy than other dwarves, they are still strong 
  and stout-hearted. Yet, some dwarves were wary 
  of their slim-featured cousins, and decided they 
  did not want the odd-looking, talkative flint 
  dwarves to be their emissaries to human lands, 
  and banished them. 
   Today, flint dwarves can be found living in 
  small stone huts in the wild areas of the world, 
  and their unkempt appearance suggests they have 
  adapted well to their new homes. 
   The Spark. Wild dwarves rarely become 
  adventurers, and those who do are said to have 
  “the spark.” Just as a strike from flint can produce 
  fire, the spark happens suddenly and violently. A 
  personal tragedy or a life-and-death confrontation 
  may create this spark. A dwarf with the spark is 
  obvious to all other flint dwarves; they can see the 
  spiritual flame burning within them, fuelling their 
  wanderlust and newfound sense of purpose. They 
  will then venture into the world with a sense of 
  discovery and willingness to interact with other 
  races—a re-emergence of what flint dwarves’ 
  original purpose.
  Racial Traits
  As a flint dwarf, you weigh less than other 
  dwarves (averaging 130 pounds), and have a 
  shorter life span (250 years). Your skin is cracked 
  and ranges from light gray to whitish-pink, and 
  your hair is shock-white. You are hardy and 
  possess a strong will to survive.
   Ability Score Increase. Your Strength score 
  increases by 1.
   Wild Lunge. Whenever you make a melee 
  weapon attack with a spear or a weapon with the 
  reach property, you can switch places with the 
  target as a bonus action.
   Inner Fire. You have advantage on saving 
  throws made to overcome a spell’s ongoing 
  effects.
  Jade Dwarves
  In many lands, jade is valued as protection 
  against corruption and disease. Jade dwarves 
  were created from this stone as personification of 
  this ability to withstand foul energies. Sometimes 
  called “celestial” or “exalted,” jade dwarves are 
  rare and their holds are always found bordering 
  regions that are cursed, overrun with undead 
  or fiends, or tainted in some other way. They 
  are almost otherworldly in nature and consider 
  themselves the supreme guardians of civilization 
  and all that is good.
   Icons of Beauty. Beautiful is not a word 
  commonly associated with dwarves, but it is 
  embodied in the jade dwarves and everything 
  they create. Whilst most craftsdwarves’ art favors 
  functionality over form, jade dwarves approach 
  all their creations with an equal measure of 
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  EN World EN5IDER | Children of the Earth
  EN World EN5IDER | Children of the Earth
  Obsidian Dwarves
  The extremely tough and durable obsidian 
  dwarves were created with hearts of basalt and 
  magma flowing through their veins. They were 
  the first dwarves, but the Creator abandoned 
  them in the primordial fires, considering them a 
  failed experiment. This slight was not forgotten, 
  and an army of vengeful obsidian dwarves tried 
  to overthrow their Creator. Their legion was 
  divided by one idealistic obsidian dwarf who saw 
  revenge as the path to total damnation; should 
  they strike back in anger against their Creator, 
  they would forever be seen as creatures of evil. 
   Legacy of Good and Evil. Though the 
  obsidian dwarves were turned from their path of 
  vengeance and went to live in peace with their 
  kin, there are those who still want revenge against 
  the god of all dwarves. These vengeful few make 
  sinister pacts with a primordial monster they call 
  the Devouring Flame, and form secret societies 
  in ancient lava tubes beneath their volcanic cities, 
  sharing eldritch secrets and seeking ways to 
  destroy the Creator and those who follow him.
   Social Mask. Obsidian dwarves have few 
  major cities, and most have assimilated into other 
  societies. In public they adopt the style of their 
  host civilization, but they rarely regard those 
  practices in private. When they are not bound by 
  society’s expectations, they are free to practice 
  their own culture and rituals in the privacy of 
  their own homes. The few obsidian cities that do 
  exist are found in volcanic crags, near sulphurous 
  hot springs, and even deep in the sun-scorched 
  desert. 
   Rites of Consumption. All obsidian dwarves 
  practice rituals that humans would call 
  cannibalism. In its purest form, the Rites of 
  Consumption honor the fallen. Though the Rites 
  are often misunderstood, obsidian dwarves do 
  not eat the flesh of intelligent creatures as an act 
  of evil or intimidation; it is their way of honoring 
  life, death, and rebirth. Obsidian dwarves have 
  no grave sites; family members are consumed by 
  their clan and their stony bones are displayed in 
  beauty. Jade dwarf halls are immense structures of 
  unparalleled splendor. These grand holds are built 
  atop mountains or craggy hills. Clusters of these 
  holds are often built in close proximity, and clans 
  of jade dwarves often engage in friendly, seasonal 
  competitions.
   Some jade dwarves are concerned that outsiders 
  fetishize them for their beauty, ignoring their 
  contributions to the art of magic and to dwarven 
  society at large. 
   Beacons of Hope. Jade dwarves view the 
  people of the world as members of their clan, 
  and they are willing to lay down their lives for 
  their family. Their society teaches that even the 
  most depraved mortal can be redeemed, but that 
  monsters and beasts are beyond salvation. They 
  do whatever they can to help those in need and 
  combat creatures such as undead, fiends and 
  aberrations—anything that brings evil, tainted 
  or unnatural forces to the world. They are not 
  content with holding back the tide; they take the 
  battle to their enemies.
   It is easy for a jade dwarf to find reason to 
  adventure; many are unwittingly thrown into 
  adventure just because they wished to help 
  someone in need. 
  Racial Traits
  As a jade dwarf, your skin ranges from mint green 
  to green-grey, and your dark eyes have no pupils. 
  Your hair varies from brown to grey, but can also 
  be streaked with green, or totally dark green if 
  you are member of a noble house. 
   Ability Score Increase. Your Charisma score 
  increases by 1.
   Dwarven Combat Training. You have 
  proficiency with the shortsword and longsword 
  in addition to other weapons granted by your 
  Dwarven Combat Training.
   Incorruptible Body. You have advantage on 
  saving throws made to resist or remove disease 
  and have resistance to necrotic damage.
   True Altruist. You have proficiency in the 
  Medicine skill.
  
  Children of the Earth | EN World EN5IDER
  Children of the Earth | EN World EN5IDER
  their hall. Ritual specifics vary from clan to clan 
  or even within the clan depending upon the flesh 
  to be consumed. The flesh may be eaten raw, 
  cleansed in fire, or require the eating of specific 
  body parts, such as the heart.
   But even these sacred rites have been perverted 
  by the devotees of the Devouring Flame. These 
  blasphemers eat defeated enemies and defile their 
  corpses to consume their fallen foe’s vitality. To 
  these evil creatures, the Rites of Consumption 
  have been twisted into a weapon, used to terrorize 
  their foes. The Devouring Flame sees all bodies 
  consumed in a corrupted Rite as a tribute to its 
  malevolent decadence, and grows stronger with 
  every sacrifice. 
  Racial Traits
  As an obsidian dwarf, your black skin is perfectly 
  smooth and glassy, and flickers beautifully in 
  firelight. Your eyes reflect your fiery heritage, like 
  black coals or scarlet embers. Your hair may be 
  wild and tangled, but can be dreadlocked, singed 
  by fire, or ritually burned away. 
   Ability Score Increase. Your Intelligence score 
  increases by 2.
   Cold Sensitivity. You have disadvantage on 
  all Strength, Dexterity and Constitution saving 
  throws when the temperature around you is 32 
  degrees Fahrenheit (0 degrees Celsius) or below.
   Magma Born. You have resistance to fire 
  damage. You also have advantage on all saving 
  throws made to resist suffering a level of 
  exhaustion due to dehydration or heat.
   Obsidian Shards. When you are injured in 
  battle, splinters of your glassy skin shatter in your 
  enemies’ direction. Hostile creatures within 5 feet 
  of you when you take bludgeoning, piercing, or 
  slashing damage must make a Dexterity saving 
  throw or take 1d6 slashing damage. The DC of 
  this saving throw is equal to 8 + your proficiency 
  bonus + your Charisma modifier. e
  Flesh Feast
  The evil rituals practiced by Devouring Flame’s faith-
  ful grant them great power. During a short or long 
  rest you perform a short ritual and consume the 
  flesh of a creature. After completing this ritual, you 
  have this advantage on ability checks and saving 
  throws for a single ability (see below) until you use 
  this feature again or you complete a short or long 
  rest. To provide you with this bonus, the consumed 
  creature must be:
  1. Be a dragon, giant, humanoid, or monstrosity.
  2. Killed by you. You don’t have to be the one to 
  reduce it to 0 hit points, but you must have 
  participated in the combat in which it was killed. 
  3. Have at least one ability score of 16 or higher. 
  You gain advantage on checks and saving throws 
  tied to this ability score. If the creature has mul-
  tiple ability scores of 16 or higher, you choose 
  which one this bonus applies to. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/EN World EN5ider/EN5ider 070 - Children of the Earth.pdf