Homebrew Dwarven Quarterling Species Details
Dwarven Quarterlings, sometimes called Dwarflings, are commonly small to medium in stature, fitting neatly between their dwarven and halfling parentage, standing around 3 to 4 feet tall. Males often inherit the thick, rugged hair of their dwarven lineage along with the halfling’s facial hair, though hair colors vary widely. Females almost always bear halfling-style hair, but with the added thickness and fullness characteristic of dwarves. Eye colors are almost always natural earth tones, favoring browns, hazels, and greens. Their bodies reflect both sides of their heritage, sporting dwarven hair coverage and the halfling’s hair on their extremities, including feet.
Blending the charisma and luck of their halfling parent with the stout constitution and bravado of dwarves, Dwarven Quarterlings are hardy, gregarious, and ever-ready to enjoy a drink. Happy hour is less an event and more a lifestyle, and any friend or stranger nearby is strongly encouraged to join. They are long-lived, they mature around 20 and often reach 250 years old.
Dwarven Quarterling Traits
Creature Type: Humanoid
Size: Small or Medium (about 3-4 feet tall)
Speed: 30 feet
Brew Adept
Born from two bloodlines of the drink, you are exceptionally resilient against the effects of fermented beverages. You gain a temporary +2 bonus to your Constitution and Charisma ability scores, and have advantage on all Constitution and Charisma checks for 1 hour after drinking. You ignore all negative effects from alcoholic drinks, cannot be poisoned by them, and do not make Constitution saving throws against them.
Beginning 4 hours after your last drink, you begin to flatulate profusely. Any creature within 10 feet of you must make a Constitution saving throw (DC = 8 + your Constitution modifier + your proficiency bonus) or become Frightened on a failed save. This effect lasts for 4 hours (ending 8 hours after your last drink) or ends immediately if you drink again.
Earthen Luck
When you roll a 1 on a d20 for an attack roll, ability check, or saving throw while you are underground, in mountainous terrain, or within a stoneworked structure, you can reroll the die and must use the new roll.
Tavern Savvy
When you are in a tavern, pub, bar, or similar establishment, you gain advantage on Deception, Insight, Intimidation, Investigation, Perception, and Persuasion checks against other patrons and staff.
Versatile
You gain an Origin feat of your choice.
Previous Versions
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12/16/2025 10:33:09 PM
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3/24/2026 11:42:11 AM
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