A question about dwarfs and wizardry?


Lost Omens Campaign Setting General Discussion


I'm playing in a group thats been adapting the older adventure paths to play them in d&d five edition and right now were doing rise of the runelords anniversary addition and my current charater has had ew close death calls and has had me thinking of possible character build with the sword coast book wtoc introduced bladesingers and has it restricted to elf and 1/2 elf but has it left open to the GM to do away with race. So my thought was a dwarf axesinger(bladesinger), in the pathfinder tales novel Forge of Ash stars a kick butt dwarven warrior with her axe/maul, and her Oread Monk friend run into her childhood friend who now is an arcane caster, thats were i got my idea for the dwarven axesinger. I was just wondering if the thought would be to outlandish for golarions dwarfs? I get free weapon porf. to take war hammer or battleaxe with they get to wear light armor. Was just wondering if its to out there dwarf wizards being rare and can only think of the one from Forge and Ashes. So thought and comments would help a ton. My GM is always open to let the player have free reign to an extant so if i wanna say he was taught by a young elf he saved the life of or some such junk he would be fine. Just wondering the communinities thoughts.


since D&D3 there has been no obstacle to dwarven arcane casters, though the charisma penalty in 3.5 tended to keep them away from wizards and bards... but I remember a rather nice dwarf wizard PrC in Races of Stone. Dwarf wizards are uncommon due to societal pressures and general distrust against arcane casters, but have no inherent diabilities against engaging in such professions.

Silver Crusade

Yeah, in Golarion lore, there's no problem with a dwarf Magus, which would be the closest analog to the bladesinger, especially since Magi gain abilities to enhance their weapons, a very dwarven pursuit.


There's actually a magus archetype devised by dwarves, the deep marshal. Your guy probably isn't into it having been taught by an elf though.


Thanks for the replys i just couldn't remember read if there was some wizard school run by dwarfs or a sect of there smiths that are arcane crafters.


adam morin wrote:
Thanks for the replys i just couldn't remember read if there was some wizard school run by dwarfs or a sect of there smiths that are arcane crafters.

There might be. Ask your GM, he's the one who decides.

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While I'd love for their to be in-game (or in-setting) support for Dwarven rune-wizards, geomantic earth-sorcerers, rockchanter bards, dwarven axe-wielding magi and / or craftsmages / magical weapon and armorsmiths, the race seems kind of unpopular, and relegated to a small 'dwarf ghetto' in many settings, which tend to be humanocentric (and sometimes elf-centric...).

Sometimes the mechanics (such as the charisma penalty of more recent dwarves, or the innate chance of arcane spell failure of earlier editions) yaw pretty strongly against this notion, as well, even if the dwarves of myth include dwarves able to shapeshift and craft magical items up to and including Thor's hammer, and Tolkien's dwarves were described as warding the troll treasure they secured in the Hobbit with spells. Despite dwarves having been able to work arcane magic without penalty for almost two decades, it seems to be an area that few people are interested in developing, or expanding into.

Still, this sort of thing is just an opportunity, for a GM who likes to homebrew. Dwarven arcane orders of rune mages or item-crafters or artificers, a line of dwarven sorcerers focused on earth magic, gemcrafting, ley lines, etc., are all viable ideas to play with.


Have you considered a (Geo/Terra)kineticist, focused on the Kinetic blade/whip setup? Very dwarven, and I bet you can work TWF in there to have an axe of metal and an axe of earth going wild.


Going to point out that Dwarves do have Wizard among their favored classes. The ability they can choose is interesting. Instead of +1 hp or skill point, they can choose one of their crafting feats and increase the rate they enchant by 200gp per 8 hours. After 5 levels that effectively doubled your rate with 1 creation feat.

Also I played a 3.5 dwarven wizard. It was kind of amazing pushing his con higher than his int. He had more hp than the fighter in the group. My recommendation is concentrate on being an effective whatever you're playing. Don't do something that demands stats you aren't prepared to live with.


I recall another dwarf wizard from an early volume in one of the APs. Can't remember which AP exactly, but hey, dwarf wizard.

He was a frothing madman though, so I'm not sure how representative he is of an average dwarf.


This is defintely an "ask your GM" question.

There's nothing in Golarion lore that would preclude a dwarf wizard.

As for mechanics: You say that you're running RotRL converted to D&D 5E rules. While I have the 5E core books (PHB, DMG, MM), I haven't really played a whole lot of 5E, and can't really say what your character options might be.

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