Homebrew Dwelf Species Details

“Travelling betwixt the ancient kingdoms of east and west, I found myself fascinated and enchanted by the rase sight of the Dwelven folk hidden amongst the hills and river valleys. A credit to both of their ancestors in elegance and craftsmanship, and perhaps a sign of hope for the peaceful coexistence of the realm.”

None are sure the true origin of the dwelves that inhabit the "hills and river valleys" that fill the space between great and elegant cities crafted by dwarves and elves. It is assumed that their existence, though, is one of convenience - an alliance of blood between the great and ancient races forged in locations where their presence overlapped.

Stout and Nimble

Hardy but agile, dwelves are known to embody many of the same traits and skills as their ancestors: skilled and bold warriors, miners, meticulous crafters of fine and rare metals, poets, and scholars of the arcane. Dwelves are typically are built similar to humans in stature, although may be large and stout or small and slender, and often sport thick beards and long pointed ears.

Dwelven skin ranges from deep brown to a paler hue tinged with red, but the most common shades are light brown or tan, like certain tones of earth. Their hair, worn long but in simple styles, is usually black, gray, brown, or white though dwelves of noble origin may have even fairer skin and hair colors such as silver, pink, or gold. Similar to dwarves, male dwelves value their beards highly and groom them carefully.

Cultured but Absent

Due to many of the traits and dietary choices of their elven ancestors, dwelves can live to be between 400 to 600 years old, and some of the oldest dwelves, though rarer in their time, can remember many historical moments from the previous age. Although the longevity of dwelves grants them a broader perspective on the world than shorter-lived races, many dwelves have become jaded to the politics of the realm and have chosen to live in relative seclusion and peace.

Dwelves are typically not accepted by the races they descend from except for those few, open-minded elves and dwarves that co-habitate with the dwelven communes. As such, the dwelves have rejected many of the dwarven clans or elven communities from which they descend, instead forging their identity based upon the location they have settled.

Individual dwelves are are slow to forget wrongs they have suffered at the hand of older races, although they often choose community enrichment to assuage their woes rather than resort to warfare. Nevertheless, dwelves are skilled martial creatures and are quick to defend other dwelves from harm by way of steel or magic.

Dwelven Communities

Dwelven communities are collaborative affairs - all inhabitants work together for the enrichment of one another. Although they do not typically have an elected head of a community, dwelves hold a deep respect for knowledge and merit, typically resulting in the older dwelves occupying the "head" of a community. These dwelves are often referred to with honorifics such as "the old one" or "the silver brow".

Dwelves do not discriminate against outsiders who wish to join their communities, although they may be slow to integrate outsiders depending on the general impression an outsider leaves on the community.

Although dwelves are rare across the cities of the realm, they are typically artisans, especially weaponsmiths, armorers, jewelers, poets, and crafters of arcane items. Some dwelves become mercenaries or bodyguards, although they are typically loathe to fill positions that require constant combat, instead preferring to serve as protectors of important persons that can afford them.

Freedom and Community

Dwelves who take up the adventuring life might be motivated by a desire for freedom—for its own sake, for a specific purpose, or even out of an altruistic desire to help others. Community and ancestry are also important motivators for dwelven adventurers. A dwelf might seek to restore a community’s lost honor, avenge an ancient wrong the community suffered, quest for an emerging need the community requires, or to venture off and establish a new community.

Dwelf Names

A dwelf’s name is granted by their parents in accordance with tradition. Dwelven names lend from both dwarven and elven tradition, though they often use their community's location as a surname to differentiate themselves from other travelling dwelves.

Dwelf Traits

Your dwelf character has an assortment of inborn abilities, part and parcel of dwelven nature.

Ability Score Increase

Your Constitution and Dexterity scores both increase by 1.

Age

Dwelves mature at the same rate as humans, but they’re considered young until they reach the age of 50. On average, they live about 400 to 600 years.

Size

Dwelves stand between 5 and 6 feet tall and average about 150 pounds. Your size is Medium.

Speed

Your base walking speed is 30 feet. Your speed is not reduced by wearing heavy armor.

Darkvision

Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Dwelven Resilience

You have advantage on saving throws against poison and being charmed, and you have resistance against poison damage (explained in the “Combat” section).

Dwelven Combat Training

You have proficiency with the battleaxe, handaxe, light hammer, warhammer, spear, and longsword.

Tool Proficiency

You gain proficiency with the artisan’s tools of your choice: smith’s tools, brewer’s supplies, or mason’s tools.

Stonecunning

Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

Languages

You can speak, read, and write Common, Elvish, and Dwarvish.

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