Homebrew Dwelven Species Details
Dwelven are the rare offspring of an elf and a dwarf. They have both Dwarven and Elven features and may resemble one parent more than the other. Whatever combination of features they have, they are almost always looked down upon by full Dwarfs and Elves alike and both they and their parents may be exiled from their communities. Some parents of a Dwelven child will give the child away in order to maintain their place in society. Others will embrace their child and dare their community’s censure. Yet others will seek a new community and life where both they and their child are welcome. In any case, most Dwelven are not granted the educational benefits of their parents’ races and must carve out their own place in the world.
Dwelven Traits
Dwelven characters rarely get the education that full Dwarf or Elf children do and derive most benefits from their background.Ability Score Increase
You may choose to gain +2 to either Constitution or Dexterity and +1 to Strength, Intelligence, Wisdom or Charisma; OR you can gain +1 to both Constitution and Dexterity.
Age
Dwelven usually become fully mature between the ages of 60 and 90, depending on the individual. Those that do not meet an untimely end will mostly live to see their 500th birthday and sometimes even a 600th.
Alignment
Estrangement from both Dwarves and Elves leads most Dwelven to a distrust of authority and established norm, giving most a Neutral alignment. Your background or upbringing may lead you to be more chaotic or lawful.
Size
You stand between 4ft and 7ft tall and may be more stocky or slender depending on which parent you take after most. Your size is medium.
Speed
Your base walking speed is 30 ft. You may, however, opt for a base walking speed of 25 ft and not suffer a reduction in speed for wearing armor.
Darkvision
You can see in dim light within 60 feet of you as though it were bright light, and in darkness as though it were dim light. You cannot see colors in darkness, only shades of gray.
To Sleep or Not to Sleep
Being of half-Elvish blood, you do not need sleep in the same way that most races do. You may enter a meditative trance for 2 hours rather than sleep and gain the benefits of a short rest. For a long rest, however, you need 6 hours of actual sleep.
Resilience
Born of both Dwarven and Elvish blood, you may pick 1 of the following to represent your dual heritage.
Advantage on Saving throws against being poisoned and Magic cannot put you to sleep.
Advantage on Saving throws against being charmed and Resistance to poison damage.
Gain +1 to your maximum hit points and +1 to your maximum hit points every level.
Agility
Your dual heritage grants you a certain level of agility, be it of the mind or the body. Choose 1 of the following:
Add 5ft to your base walking speed
You know one cantrip of your choice from the Wizards spell list.
You can attempt to hide when only lightly obscured by foliage, heavy rain, falling snow, mist, or other natural phenomenon.
You have particular knowledge of stonework and are considered proficient in History and add double your proficiency bonus to the check when trying to determine the origin of stonework.
Comments