Homebrew Dhimlin Species Details
Dhimlin are dwarfs of the sea, particularly ones near the greatest depths. Around a similar time dwarvenkind expanded across the plane, some in the underdark came across a magical entry point to the sea, far within its trenches. The dwarves adapted to this new environment and began to mine the rare minerals found within the pressured deep of the oceans. As time passed, the dwarves physically began to change, sprouting small fins to better travel and changing bodies that could absorb water to firm their hold on the seafloor as they walked.
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Like other dwarves, dhimlin typically have a life span of 350 years.
Trench Welfare
Dhimlin thrive in the deepest chasms and trenches of the ocean, where the pressure is immense, and light is scarce. Their settlements, known as Deepholds, are fortified enclaves carved into the rocky sea floor, utilizing natural geothermal vents for heat and energy.
These dwarves commonly develop robust systems of welfare to ensure the survival and well-being of their communities. Their societies are often built on mutual aid and cooperation, with each member contributing to the collective good. Healers specialize in using rare undersea plants and minerals to create potent remedies, while engineers and crafters design pressure-resistant structures and tools.
Underwater Unity
The dhimlin's adaptation to their aquatic environment has fostered a deep sense of unity and kinship. They have developed unique methods of communication suited for underwater life, such as sign language and bioluminescent signals.
This unity is further strengthened by the communal nature of their daily activities, from group foraging expeditions to communal crafting sessions. Festivals and rituals often involve synchronized swimming displays and bioluminescent art, celebrating their shared heritage and the beauty of the deep sea.
A dhimlin often has strong beliefs that their strength lies in their ability to work with others, and this philosophy extends to their interactions with other races and cultures. They are known to form alliances with surface dwellers, trading rare stones and metals for goods and knowledge that can benefit their people.
Adventuring Individuals
While the majority of dhimlin live within their deep-sea enclaves, some are driven by curiosity and a desire for exploration. These adventuring individuals are often drawn to the surface world, seeking to understand its mysteries and bring back valuable knowledge and resources. Their inherent resilience and adaptability make them formidable explorers and allies.
Dhimlin adventurers might serve as scouts, seeking new underwater pathways, or as emissaries, forging bonds with surface-dwelling civilizations. Their ability to breathe both air and water, combined with their swimming prowess and darkvision, allows them to navigate a variety of environments with ease. These individuals often carry symbols of their heritage, such as intricately crafted jewelry or tools made from deep-sea materials, and they take pride in sharing tales of their underwater homeland.
Relations
The dhimlin maintain complex relationships with both the surface world and other underwater races. Their deep-sea enclaves are often shrouded in mystery, leading surface dwellers to regard them with a mix of awe and curiosity.
Trade is a cornerstone of dhimlin-surface relations, with the dhimlin offering precious gems, rare metals, and unique underwater flora in exchange for surface goods like grains, textiles, and advanced technology.
Diplomatic ties are managed by emissaries who are well-versed in the customs and languages of their trading partners. Underwater, the dhimlin interact with a variety of marine species, including merfolk, tritons, and sea elves. These relationships are usually based on mutual respect and shared interests, such as the protection of underwater ecosystems and trade routes. However, the dhimlin are also prepared to defend their territories against hostile entities, whether they be marauding sea creatures or rival undersea factions.
Dhimlin Traits
As a dhimlin, you have the following racial traits.Creature Type
You are a Humanoid. You are also considered a dwarf for any prerequisite or effect that requires you to be a dwarf.
Size
You are Medium.
Speed
Your walking speed is 25 feet, and you have a swimming speed equal to your walking speed.
Child of the Sea
You can breathe air and water.
Darkvision
You can see in dim light within 120 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
Enhanced Dwarven Resilience
You have advantage on saving throws you make to avoid or end the poisoned condition on yourself. You also have resistance to acid damage and poison damage.
Sunken Soul
You can sink yourself to the bottom of any body of water so long as you aren't incapacitated. You sink at a rate of 60 feet per round and can land safely on your feet when you reach the floor of the water's area.
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