Dwelf

"No, you cannot be her. She is far away, she is far, far away from me. She walks in starlight in another world. It was just a dream…. Do you think she could have loved me?"

-Peter Jackson & Fran Walsh, The Desolation of Smaug


Dwelfs exude and earthly grace and a communal compassion that enhances the lives of those near them. They value tradition less than their dwarven kin and try to have an open mind about things in the new age, even seeking negotiations with goblins and orcs, for some dwelfs try to value life above custom. Unlike their elf kin, they live entirely as part of the world and are troubled by events that a more pompous elf might refrain from.

Form and Function

Shorter and stockier than elves, but more dextrous and with softer features than dwarves, dwelfs are the median between elves and dwarves. They are smaller than humans on average, around 5 feet tall and weighing from 110 to 170 pounds. Dwelf skin has a narrow range from light tan to a deep golden brown. Their hair however, encompasses all manner of color, including the black, gray, brown, blonde, and fiery red of the dwarves, and the cool greens, blues, and whites of the elves.


























The Worldly Intermediary

Dwelfs live a long time, and endure the passing of centuries with change, evolution, and innovation. Fitting in well among trade cities, human kingdoms, and multicultural metropoles, the dwelf makes their home wherever their feet take them. Dwelfs have no kingdom of their own, but instead choose to make their place alongside others seeking the betterment of a community.

Most dwelfs have a proclivity for technology, tinkering, and combat. A dwelf in a dwarven community might be found as a chemist or an artificer, innovating and crafting for the betterment of his crown and country. Whereas a dwelf in an elven community might be trusted to be a capable guard, courier, or liaison, but not fit in the company of elves as well as others.

Dwelfs don't hold on to tradition as strongly as dwarves or elves do, and as such deal less with the religious or spiritual and hold a higher regard for individualism, though an individual dwelf may be in touch with the divine and seek their counsel. At their best dwelfs are worldly and practical, at worst they are materialistic, sacrilegious, and greedy.

Dwelf Names

A dwelf has a given name and a family name. Family names are often an amalgam of their parents' family names, as they have often, out of necessity, estranged themselves from their birthplace to have offspring. Male names have an inclination toward dwarven, while female names have an elven bias.


Male Names: Ander, Aseir, Bard, Darrak, Diero, Erevan, Ivor,

Lucian, Oskar, Peren, Ramas, Rohan, Vondal, Zasheir
Female Names: Amber, Anastrianna, Astrid, Drusilia, Eldeth,

Kathra, Leshanna, Lia, Mialee, Sariel, Valanthe, Zahra
Family Names: Bronzeflower, Dewanvil, Earthwhisper,

Gemblade, Goldheart, Lightforge, Moonhammer,

Oakwarren, Silverspear, Starfist, Stoneflower

Dwelf Traits

Your dwelf character has some qualities in common with elves and some in common with dwarves.

Ability Score Increase. Your Wisdom score is increased by 1, and another ability score of your choice by 2, and yet another ability score of your choice by 1.

Age. Dwelfs reach physical maturity just a bit slower than humans do and reach adulthood around the age of 30. They live much longer than humans, however, often exceeding 500 years of age.

Alignment. The duality of dwelfs' racial background has given them a variety that no other race but the humans could ever hope to have. They lean toward good if only due to the loving nature it would take to raise biracial offspring, but the worst of both races can be found in an individual.

Size. Dwelfs are just a bit smaller than humans. Heights range from about 4½ to 5½ feet tall. Your size is Medium.

Speed. Your base walking speed is 30 feet. Your speed is not reduced by wearing heavy armor.

Darkvision. Thanks to both bloodlines, 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.

Languages. You can speak, read and write Common, Dwarven, and Elven. Your multilingual history has graced you with the skill to speak both the guttural, harsh Dwarvish and the light, intricate Elvish with either sounding as your primary language. This polarity raises eyebrows when amongst Elven- or Dwarven-laden assemblies.

Dual Heritage. You have advantage on saving throws against poison and being charmed.


Variant Dwelf Traits

If your campaign uses the optional feat rules from chapter 5 of the PHB, your Dungeon Master might allow these variant traits, all of which replace the dwelf's Ability Score Increase trait.

Ability Score Increase. Your Wisdom score is increased by 1, and another ability score of your choice is increased by 1.

Feat. You gain one feat of your choice.

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Affable and Inclusive

Dwelfs know how both sides of their kin can be, and try to be friendly to everyone upon first meeting them, but if someone crosses them or their companions, they are protective and acerbic.

Dwarves. "Hearty and courageous, a fine desire it is to wish to be like them. Stalwart in their ways a bit much, but unparalleled in their trade and their familial ties are something to be envied."

Elves. "Elves are the gems in the moonlight. If only one could aspire to have the grace and poise that they carry themselves with, but alas, they are not always so accepting."

Humans. "They're friendly and accepting, often not even knowing that they're not talking to another human. Unfortunately their lives don't last very long, but the friendships they forge are strong and their progeny inherit their traits well."