The Dwarves of Frostwoods (also known as Frost Elfs) are tall, imposing crafters and arcane experimenters. Unlike the Dwarves of the Hammerlands, the Frost Elfs live high upon the Snowpeak Mountains in the blistering cold.
Stocky and Shaggy
The Dwarves of Frostwoods are a tall, wide people. They can easy reach heights of 8ft when fully grown and grow equally heavyset. Their sturdy form supports a mess of thick hair, from long, braided beards to wiry body hair. Their skin tone is typically unnaturally pale, while their hair varies from pastel blues to dark browns. Their clothing and armour is often made from the furry hides of large tundra beasts mixed with metals and enchantments.
Many Dwarves have runic tattoos which are usually the arcane blueprints of a project they are particularly proud of. In the event of their death, it’s common to hope someone will endeavour to continue their work and having the basis of the experiment permanently marked upon them makes it easier for a potential prodigy to pick up the project.
Progress Against The Odds
While many cultures prioritise morals over personal progress, the Dwarves of Frostwoods feel very differently about this. Through a culture of experimentation and arcane discovery, they’ve fostered an environment where there are few situations in which an individual is made to halt the progress of their experiment or research. This has led to the acceptance of rather cruel practices such as forced, humanoid experimentation, live testing of highly unstable weapons and magics, and comfortably risking many lives for the answers to selfish questions.
Dwarf Names
Dwarven names typically follow the pattern of having two syllables, both of which start with a hard consonant. Their surnames usually reference their crafts and preference of style. You can choose from the list below or come up with your own option:
| Masculine | Feminine |
|---|---|
| Bamur | Duvon |
| Hokul | Dumon |
| Glorgan | Karun |
| Drandan | Magflair |
| Malvur | Dalir |
Dwarf Traits
Ability Score Increase. Your Intelligence score increases by 2 and your Constitution score increases by 1.
Age. Dwarves mature at the age of 80 and naturally live to the age of 900.
Alignment. Frost Elves are heartless when it comes to making progress in their works. They tend to lean towards evil alignments.
Size. Dwarves grow to a height between 7 and 8 feet. Your size is medium.
Speed. Your base walking speed is 30 feet.
Languages. You can speak, read, and write Common, Dwarven and Frosted.
Ice Rune. During a short or long rest, you can mark a weapon of your choice with 2 Ice Runes. Upon making a successful attack with the weapon, you can use your reaction to trigger one of the runes, dealing an additional 1d6 cold damage and expending the rune. These runes do not make the weapon count as magic for the purposes of overcoming resistances. The runes last until expended or you use this feature on another weapon. At level 7 the Ice Rune damage increases to 2d6 and 3d6 at level 15.
Improvised Ice. As an action, you can summon a large chunk of ice that can be used as an improvised weapon that deals 1d6 bludgeoning damage. This weapon instantly melts after leaving your hand.
Dwarven Magic. You know the spells Ray of Frost, Magic Stone and Sword Burst.
Cold Affinity. When you deal cold damage you reroll 1’s on the dice.
Final Thoughts
Thanks for reading! The Half-Jotun are a race that certainly leans the player towards a certain style of character, but I hope this won’t stop people from trying some interesting builds with them! Being a large size creature will come with some unique challenges that will require prep or creative thinking to overcome!

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