Player > Ancestry > Dwarf > Feats
At 1st level, you gain one ancestry feat, and you gain an additional ancestry feat every 4 levels thereafter (at 5th, 9th, 13th, and 17th levels). As a dwarf, you select from among the following ancestry feats.
Access mountain dwarf ethnicity
Frequency once per day
Trigger An ally within 30 feet gains the dying condition.
You honor your ally’s life, gaining temporary Hit Points equal to your level for 1 minute. As long as you have these temporary Hit Points, you gain a +1 circumstance bonus to attack and damage rolls.
Prerequisites trained in clan daggers
By moving your clan dagger with rapid precision, you can protect yourself more effectively. Make two clan dagger Strikes against different targets. Your multiple attack penalty applies normally to these Strikes. You then use an Interact action to gain the +1 circumstance bonus to your AC from your clan dagger’s parrying trait.
You eagerly absorbed the old stories and traditions of your ancestors, your gods, and your people, studying in subjects and techniques passed down for generation upon generation. You gain the trained proficiency rank in Crafting and Religion. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Dwarven Lore.
Your kin have instilled in you an affinity for hard-hitting
weapons, and you prefer these to more elegant arms. You are
trained with the battle axe, pick, and warhammer.
You also gain access to all uncommon dwarf weapons. For the purpose of determining your proficiency, martial dwarf weapons are simple weapons and advanced dwarf weapons are martial weapons.
Access underground dwarf ethnicity
Your unusual rest cycle allows you to recover faster. As long as you rest for 12 hours, you gain the effects of the Fast Recovery general feat and you can go 20 hours without resting before becoming fatigued.
Your innate connection to stone makes you adept at moving across uneven surfaces. You can ignore difficult terrain caused by rubble and uneven ground made of stone and earth. In addition, when you use the Acrobatics skill to Balance on narrow surfaces or uneven ground made of stone or earth, you aren’t flat-footed, and when you roll a success at one of these Acrobatics checks, you get a critical success instead.
You have a knack for noticing even small inconsistencies and
craftsmanship techniques in the stonework around you. You
gain a +2 circumstance bonus to Perception checks to notice
unusual stonework. This bonus applies to checks to discover
mechanical traps made of stone or hidden within stone.
If you aren’t using the Seek action or searching, the GM automatically rolls a secret check for you to notice unusual stonework anyway. This check doesn’t gain the circumstance bonus, and it takes a –2 circumstance penalty.
Access any surface dwarf ethnicity
Your interactions with other cultures on the surface have not only taught you about many other ancestries, but have also helped you realize the value of your own. You gain the trained proficiency rank in the Society skill (or another skill of your choice if you were already trained in Society), and you gain the Additional Lore skill feat for the Lore corresponding to your culture (for instance, Ouat Lore or Pahmet Lore).
You’ve learned techniques first devised by your ancestors
during their ancient wars, allowing you to comfortably wear
massive suits of armor. Ignore the reduction to your Speed
from any armor you wear.
In addition, any time you’re taking a penalty to your Speed from some other reason (such as from the encumbered condition or from a spell), deduct 5 feet from the penalty. For example, the encumbered condition normally gives a –10-foot penalty to Speed, but it gives you only a –5-foot penalty. If your Speed is taking multiple penalties, pick only one penalty to reduce.
You heart aches for vengeance against those who have
wronged your people. Choose one of the following dwarven
ancestral foes when you gain Vengeful Hatred: drow, duergar,
giant, or orc. You gain a +1 circumstance bonus to damage
with weapons and unarmed attacks against creatures with
that trait. If your attack would deal more than one weapon die
of damage (as is common at higher levels than 1st), the bonus
is equal to the number of weapon dice or unarmed attack dice.
In addition, if a creature critically succeeds at an attack against you and deals damage to you, you gain your bonus to damage against that creature for 1 minute regardless of whether it has the chosen trait.
Special Your GM can add appropriate creature traits to the ancestral foes list if your character is from a community that commonly fights other types of enemies.
Prerequisites Rock Runner
Your dwarven build allows you to push foes around, just like
a mighty boulder tumbles through a subterranean cavern. Take a Step into the square of
a foe that is your size or smaller, and the foe must move into the empty space directly
behind it. The foe must move even if doing so places it in harm’s way. The foe can attempt
a Fortitude saving throw against your Athletics DC to block your Step. If the foe attempts
this saving throw, unless it critically succeeds, it takes bludgeoning damage equal to your
level plus your Strength modifier.
If the foe can’t move into an empty space (if it is surrounded by solid objects or other creatures, for example), your Boulder Roll has no effect.
Your clan dagger can protect your allies as easily as yourself. When you use an Interact action to gain a circumstance bonus to AC from your clan dagger’s parry trait, you can grant the circumstance bonus to an adjacent ally instead of gaining it yourself. You can use multiple Interact actions to protect multiple allies, or to protect yourself and an ally. The ally benefits from the bonus to AC only when they are adjacent to you.
Prerequisites Dwarven Weapon Familiarity
You’ve learned cunning techniques to get the best effects out of your dwarven weapons. Whenever you critically hit using a battle axe, pick, warhammer, or a dwarf weapon, you apply the weapon’s critical specialization effect.
Prerequisites Clan’s Edge
When you lash out with your clan dagger, you keep its sheath close at hand. When you use Clan’s Edge, if the hand you’re not holding the dagger with is empty, you can use your clan dagger’s sheath to block attacks as well. The circumstance bonus to your AC from parrying increases to a +2 against any target you hit with a Strike this turn.
Prerequisites death warden dwarf heritage
When you critically hit an undead creature, or an undead creature critically fails a saving throw against one of your abilities, you drive your divine wrath home in your enemy’s heart. The undead is enfeebled 1 for 1 round.
Prerequisites master in Crafting
You can sharpen weapons, polish armor, and apply special techniques to temporarily gain better effects from your armaments. By spending 1 hour working on a weapon or armor, you can grant it the effects of a +1 potency rune until your next daily preparations, gaining a +1 item bonus to attack rolls for a weapon or increasing armor’s item bonus to AC by 1. This has no effect if the weapon or armor already had a potency rune.
Prerequisites elemental heart dwarf heritage
Energy runs through your blood more powerfully. When you use Energy Emanation, you can create an emanation of 5 feet, 10 feet, or 15 feet. The damage increases to 6d6 plus an additional 1d6 for every level you have above 9th, instead of 1d6 plus an additional 1d6 for every 2 levels above 1st.
The songs of ancient heroes echo through your mind and quicken your pulse, especially in dire straits. You gain heroism as a 3rd-level innate occult spell that you can cast once per day. If you Cast the Spell when you have half or fewer Hit Points, you also gain temporary Hit Points equal to twice your level.
Prerequisites ancient-blooded dwarf heritage
Access Vahird ethnicity
Your ancestors’ defiance of magic and your people’s strictly egalitarian mindset mean that certain forms of magic have little effect on you. When you use your Call on Ancient Blood reaction against a divine spell and roll a critical failure on the saving throw against that spell, you get a failure instead.
Your hardiness lets you withstand more punishment than most before going down.
Increase your maximum Hit Points by your level. When you have the dying condition, the DC of
your recovery checks is equal to 9 + your dying value (instead
of 10 + your dying value).
If you also have the Toughness feat, the Hit Points gained from it and this feat are cumulative, and the DC of your recovery checks is equal to 6 + your dying value.
You have a deep reverence for and connection
to stone. You gain meld into stone as a 3rd‑level
divine innate spell that you can cast once
If you have the Stonecunning dwarf ancestry feat, you can attempt to find unusual stonework and stonework traps that require legendary proficiency in Perception. If you have both Stonecunning and legendary proficiency in Perception, when you’re not Seeking and the GM rolls a secret check for you to notice unusual stonework, you keep the bonus from Stonecunning and don’t take the –2 circumstance penalty.
Prerequisites Dwarven Weapon Fam
Your dwarven affinity blends with your training, granting you great skill with dwarven weapons. Whenever you gain a class feature that grants you expert or greater proficiency in certain weapons, you also gain that proficiency for battle axes, picks, warhammers, and all dwarven weapons in which you are trained.