Homebrew Dwelf 2 Species Details
Dwarves and Elves can rarely agree on anything so it is rare for a dwarf and a elf to mate. When they do however they produce ofspring that are truly amazing and have the power to animate the forces of nature. Accelling at forging weapons out of the frabic of nature, these crafty spell Smiths can do anything from manipulating the shamanic that run through blood to using a deep arcane magic to forge weapons out of natures power.
Dwelf 2 Traits
Awaken nature, SpellsmithSpellsmith
Elven arcane training over time fused with dwarven craftsmen to be able to create a weapon that becomes extension of the dwelves own body. They weapon cannot be destroyed dwelf is dead and counts as a weapon with the light, and finesse properties. Whenever the dwelf casts spell they may a bonus action to make an attack with the weapon as part of the spell. If the spell is a bonus action, this counts as a action.
Animate Earth
The voice of a dwelf awakens the forces of nature. A dwelf may have the ability to call on nature itself as a tool. The dwelf has a particular connection to the ground, and those plants whose roots strech deep into it. The ability to influence the earth through magic is perticularly prominent.
The uses of this include
- Casting druid craft
- Casting mold earth
- Causing rocks to slam into an enemy dealing 1d6 additional damage.
Hardy dodgers.
Imagine dwarven toughness combined with an elven agility and dodging skills, and you'll get the picture of a dwelf. These beings are almost impossible to kill and prove very annoying to attack.
Comments
-
View User Profile
-
Send Message
Posted Jun 20, 2025Hey have you ever wondered what would happen if a elf and a dwarf intermarried for some strange region. I certainly have, and I made some stats. Check them out if you want.