Homebrew Dwalv Species Details

The sound of song and laughter mingled in the hall, dwarven chants mixing with elvish instruments. A kinship closer than any other was created by the Founders- and has been upheld for almost 200 years. Kinship leading to so much more. 

 

Short, but not-so-quite stout

Dwalves grow to be 4'8-5'5 and are the best of both the elves and the dwarves. Shorter and stronger than most elves, but more flexible and slimmer than most dwarves. Dwalven skin ranges from a deep brown to the palest shade of white, reflecting the full range of dwarvish and elvish skin tones. All dwalves, regardless of sex, often have stubble growing on their faces.

Long Memory, and Longer Lifespan

Dwarves can live to be more than 400 years old. Elves can live to be more than 750. As for dwalves, none know what their natural lifespans are. They grow slower than humans and standard dwarves, maturing at 50 years old. But one thing is certain- they share the memory of the dwarves. Though not as prone to grudges as the dwarves, they are not to be trifled with as they will live for centuries longer than the standard dwarf. 

As dwalves started as a physical form of the Dwalven Treaty of 30312, they are often used as diplomats and politicians, representing both sides of the agreement. Dwalves are proud of their heritage, and fight to prove themselves to their society, following the lawful nature of dwarves. Simultaneously, dwalves are more prone to change, following the chaotic nature of elves. So while they uphold the laws they hold dear with pride, they will admit when the laws need to change or adapt.

Individual dwalves are determined and loyal, true to their word. They are more even-tempered and slower to anger than both sides of their heritage, and so are natural negotiators. However, all dwalves are very protective of their home city, and any insult to it will be met with disapproval at the very least, to furious anger. 

 

One clan, one Kingdom

Dwalves are fiercely loyal to the City of Friends and for what it stands for: the unity of dwarves and elves. They are against the separation of clans and kingdoms, seeing the peace and law produced by unity. Though many dwarves would agree with them, some older dwarves resent the alliance, and seek to keep their clans independent. 

The pull of trade and craft also comes to dwalves. Be it crafting jewelry as light as glass, or forging mighty blades, dwalves honor both heritages by mastering their craftsmen.

Gods, Gold, and Clan

Dwalves who take up the adventuring life might be motivated by a desire for treasure—for its own sake, for a specific purpose, or even out of an altruistic desire to help others. Other dwalves are driven by the command or inspiration of a deity, a direct calling, or simply a desire to bring glory to one of their gods. 

Dwalv Names

A dwalves adult name is granted only when they turn 50 years old- with their parents deciding which naming conventions to follow. They may follow the dwarven tradition, where a clan elder passes down a name. Or, the parents might follow the elven tradition, where their adult name is unique. Recently, naming conventions have been mixing the two cultures: Creating a unique adult name, then adding a clan surname

 

Clan Names: Balderk, Battlehammer, Brawnanvil, Dankil, Fireforge, Frostbeard, Gorunn, Holderhek, Ironfist, Loderr, Lutgehr, Rumnaheim, Strakeln, Torunn, Ungart

Balance

The lawful nature and stuborness of the dwarves, and the chaotic and fluid nature of the elves have been tempered to make dwalves "whole". They are not nearly as stubborn, are less greedy, are more in tune with nature, and overall are just a better version of both races. 

 

Dwalv Traits

Your dwarf character has an assortment of inborn abilities, part and parcel of dwarven nature.

Dwalven touch

Mixing the growing nature of the elves and the stonecunning of the dwarves allows control over stone that few others share. All dwalves can cast the Mold Earth cantrip, starting at level one, and with repeated castings can make their effect permanent- though it takes time and effort. At level 11, Dwalves gain the spell Move Earth, which once more may become permanent with repeated castings. This spell can only be performed once daily before needing a long rest to "recharge" it. Both spells do not count as spells known and do not need spell slots to be cast.

Ability Score Increase

Your Constitution and Dexterity scores increase by 1, and one other ability score of your choice increases by 1.

Age

Dwalves mature slower than humans, but faster than elves. They mature at the age of 50, but the oldest they can grow to be is as of yet unknown. 

Size

Dwalves stand between 4'8-5 feet tall and average about 150 pounds. Your size is Medium.

Speed

Your base walking speed is 30 feet.

Darkvision

Blessed with fey magic from the elves and dim light vision from the dwarves, 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.

Dwalven Resilience and Ancestry

You have Dwarven/Dwalven Resilience, meaning that you have advantage on saving throws against poison, and you have resistance against poison damage (explained in the “Combat” section).

 

OR

 

You have Fey/Dwalven Ancestry, meaning that you have advantage on saving throws against being charmed, and magic can't put you to sleep.

Dwalven Combat Training

You have proficiency with the battleaxe, warhammer, shortsword, and longbow. 

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, as well as Elvish OR Dwarvish. 

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