Homebrew Dwelf Species Details

Walking in two worlds but truly belonging to neither, dwelves combine what some say are the best qualities of their elf and dwarf parents: dwarven ambition and industriousness, tempered by the refined senses, love of nature, and artistic tastes of the elves. Some dwelves live among dwarves, chafing at the rigid society of the mountain hall. Others live with the elves, growing restless as they reach adulthood in the timeless elven realms, while their peers continue to live as children. Many dwelves, unable to fit into either society, choose lives of either solitary wandering or join human society in which they blend in fairly well.

 

Dwelf Variants

Some dwelves in Faerûn have a racial trait in place of the Skill Versatility trait. If your DM allows it, your dwelf character can forgo Skill Versatility and instead take one trait based on your elven parentage and one trait based on your dwarven parentage.

  • Skill Versatility (General). You gain proficiency in two skills of your choice.
  • Elf Weapon Training (High or Wood Elf Heritage). You have proficiency with the longsword, shortsword, shortbow, and longbow.
  • Cantrip (High Elf Heritage). You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.
  • Fleet of Foot (Wood Elf Heritage). Your base walking speed increases to 35 feet.
  • Mask of the Wild (Wood Elf Heritage). You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
  • Drow Magic (Dark Elf Heritage). You know the Dancing Lights cantrip. When you reach 3rd level, you can cast Faerie Fire once, and it recharges after a long rest. When you reach 5th level, you can cast Darkness once, and it recharges after a long rest. Charisma is your spellcasting ability for these spells. (You gain Sunlight Sensitivity if you take this trait in conjunction with Duergar Magic: you have disadvantage on Attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.)
  • Swim Speed (Sea Elf Heritage). You have a swimming speed of 30 feet.
  • Dwarven Toughness (Hill Dwarf Heritage). Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
  • Dwarven Armor Training (Mountain Dwarf Heritage). You have proficiency with light and medium armor.
  • Duergar Magic (Gray Dwarf Heritage). When you reach 3rd level, you can cast the Enlarge/Reduce spell on yourself once with this trait, using only the spell's enlarge option. You don't need material components for this spell. You regain the ability to cast these spells with this trait when you finish a long rest. Intelligence is your spellcasting ability for these spells.(You gain Sunlight Sensitivity if you take this trait in conjunction with Drow Magic: you have disadvantage on Attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.)

Dwelf Traits

Your dwelf character has qualities in common with both elves and dwarves and some that are unique to dwelves..

Tool Proficiency

You gain proficiency in one type of artisan's tools: brewer's tools, mason's tools, or smith's tools.

Ability Score Increase

Three ability scores of your choice increase by 1.

Age

Dwelves mature at a slightly slwer rate than humans do and reach adulthood around the age of 30. They live much longer than humans, however, often exceeding 350 years.

Alignment

Dwelves share the chaotic bent of their elven heritage. They value both personal freedom and creative expression. However, they also understand the need for rules and a well-ordered society.

Size

Dwelves range in size from roughly 4.5 feet to roughly 5.5 feet tall depending on which parentage they moreso take after.  Your size is Medium.

Speed

Your base walking speed is 30 feet.

Darkvision

Thanks to your elven and dwarven blood, 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.

Mixed Ancestry

You have advantage on saving throws against being charmed and poisoned, and magic can’t put you to sleep.

Dwelven Versatility

Dwelven Versatility. Choose either Skill Versatility, or one Dwarf Heritage and Elf Heritage:

  • Skill Versatility (General). You gain proficiency in two skills of your choice.
  • Elf Weapon Training (High or Wood Elf Heritage). You have proficiency with the longsword, shortsword, shortbow, and longbow.
  • Cantrip (High Elf Heritage). You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.
  • Fleet of Foot (Wood Elf Heritage). Your base walking speed increases to 35 feet.
  • Mask of the Wild (Wood Elf Heritage). You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
  • Drow Magic (Dark Elf Heritage). You know the Dancing Lights cantrip. When you reach 3rd level, you can cast Faerie Fire once, and it recharges after a long rest. When you reach 5th level, you can cast Darkness once, and it recharges after a long rest. Charisma is your spellcasting ability for these spells. (You gain Sunlight Sensitivity if you take this trait in conjunction with Duergar Magic: you have disadvantage on Attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.)
  • Swim Speed (Sea Elf Heritage). You have a swimming speed of 30 feet.
  • Dwarven Toughness (Hill Dwarf Heritage). Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
  • Dwarven Armor Training (Mountain Dwarf Heritage). You have proficiency with light and medium armor.
  • Duergar Magic (Gray Dwarf Heritage). When you reach 3rd level, you can cast the Enlarge/Reduce spell on yourself once with this trait, using only the spell's enlarge option. You don't need material components for this spell. You regain the ability to cast these spells with this trait when you finish a long rest. Intelligence is your spellcasting ability for these spells.(You gain Sunlight Sensitivity if you take this trait in conjunction with Drow Magic: you have disadvantage on Attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.)

Languages

You can speak, read, and write Common, Elvish, and Dwarvish.

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