Homebrew Dwelf Species Details
Typically, Dwelves are accepted easier into Dwarven society versus Elven, especially if the father is a Dwarf. Not to say they are rejected from Elven society, but if found in Elven communities, Dwelves tend to remain on the outskirts.
Not so Short and Stout
Bold and hardy, dwelves are known as skilled warriors, miners, Rangers, druids and bards. They stand roughly 5 feet tall, but are not so broad and compact as dwarves. Their courage and endurance are also easily a match for any of the larger folk.
Dwelven skin ranges from deep brown to a paler white. Their hair, worn long but in simple styles, is usually black, gray, or brown, though paler dwelves often have blond hair. Male dwelves do not value their beards as much, and tend to be clean shaven or keep their beards short and well groomed.
Long Memory, Long Grudges
Dwelves can live to be more than 500 years old, so the oldest living dwelves often remember a very different world. However, as rare as they are, and possibly rejected from both Dwarven and Elven societies, their lives can be cut short by many means in this cruel world.
Individual dwelves are determined and loyal, true to their word and decisive in action, sometimes to the point of stubbornness. Many have a strong sense of justice, and they are slow to forget wrongs they have suffered.
Clans and Kingdoms
If you are lucky enough to have been accepted by a Dwarven clan, then all of the following applies to you as it would any full blooded dwarf.
Dwarven kingdoms stretch deep beneath the mountains where the dwarves mine gems and precious metals and forge items of wonder. They love the beauty and artistry of precious metals and fine jewelry, and in some dwarves this love festers into avarice. Whatever wealth they can’t find in their mountains, they gain through trade. They dislike boats, so enterprising humans and halflings frequently handle trade in dwarven goods along water routes. Trustworthy members of other races are welcome in dwarf settlements, though some areas are off limits even to them.
The chief unit of dwarven society is the clan, and dwarves highly value social standing. Even dwarves who live far from their own kingdoms cherish their clan identities and affiliations, recognize related dwarves, and invoke their ancestors’ names in oaths and curses.
Gods, Gold, and Clan
Dwelves 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 dwelves 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. Clan and ancestry are also important motivators. A dwelf might seek to restore a clan’s lost honor, avenge an ancient wrong the clan suffered, or earn a new place within the clan after having been exiled. Or a dwelf might search for the axe wielded by a mighty ancestor, lost on the field of battle centuries ago.
Dwelf Traits
Your dwelf character has an assortment of inborn abilities, part and parcel of dwarven and elven nature.Ability Score Increase
Your Constitution score increases by 1 and your Dexterity score increases by 1.
Age
Dwelves mature at the same rate as humans, but they’re considered young until they reach the age of 50. On average, they live about 550 years.
Alignment
Most dwelves are lawful, or neutral. They tend toward good as well, with a strong sense of fair play and a belief that everyone deserves to share in the benefits of a just order.
A Dwelf rejected from both Dwarven and Elven society would lean more toward chaotic, not having been raised to appreciate fairness and order.
Size
Dwelves stand roughly 5 feet tall and average about 150 pounds. Your size is Medium.
Speed
Your base walking speed is 30 feet.
Darkvision
Accustomed to life underground, 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.
Resilience
You have advantage on saving throws against poison, and you have resistance against poison damage (explained in the “Combat” section). You also have advantage on saves against charm and fear.
Tool Proficiency
You gain proficiency with the artisan’s tools of your choice: smith’s tools, brewer’s supplies, or mason’s tools.
Languages
You can speak, read, and write Common, Dwarvish and Elvish.
Keen senses
You have proficiency in the Perception skill.
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