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D&D 5E Dwieflings: A New PC Race for a New World

Jimbro

Explorer
So I'm writing about a new D&D world on my blog and I'm creating a few new PC races for it. The first is the dwiefling - the result of one dwarf and one tiefling parent, or really a mul tiefling when you think about it. I have described the world and the dwiefling's traits in the link below, which explains why dwarves and tieflings are living together in tight quarters to begin with.

https://worldbuilderblog.me/2017/01/05/new-year-new-world-new-pc-race/

Or checkout the dwiefling info below.

[h=4]Dwiefling[/h]In the crowded city of Redwind, some dwarves and tieflings have married, producing dwiefling offspring. Dwieflings walk in multiple worlds like other mixed races, but because they grow up in a densely packed city from which there is no escape, they cannot run from odd looks, name-calling, and occasional violent reactions. Though most know taking on a dwiefling mano e mano is a dangerous idea, since they have the toughness of dwarves, the suspicious nature of tieflings, and the self-reliant values of both parents. They are versatile and dangerous adventurers who dare to wander the unsafe halls of Drakefire's fallen cities. The boldest dwieflings make trips to the surface to scout for more resources and spy on the undead legions of Empress Vae.
[h=6]Devilish Dwarves[/h]Dwieflings have the basic body structure of dwarves, but stand a bit taller. They are just about 5 feet tall, stout, and compact, weighing 200 to 300 pounds. Many share the blunt tongue of their dwarf ancestors as well. Yet there is no hiding the infernal blood of this race. They have the horns and pupil-less eyes of a tiefling, though they lack a tail. Their skin is often purple, red, brown, or black. Perhaps the most unique feature of dwieflings is complete hairlessness. They do not have a single follicle on their heads, faces, or bodies, including eyebrows.
[h=6]Reliable and Short-Tempered[/h]A life as outcasts in a city they cannot leave makes dwieflings suspicious of everyone they interact with at first. Most people find them closed off, or even cold. A dwiefling's trust is difficult to gain, but once it is won, there is no greater ally. They place great importance on the bonds shared with their few close friends, and fiercely defend those allies with a passionate tenacity. Those closest to a dwiefling can even engage their friend in a reasoned debated, something that many fear to attempt with good reason.
The temper of dwieflings is legendary. Most carry an innate anger and explode with words, fists, or spells when provoked, particularly when their heritage is mocked. This causes many closet racists to just give a passing dwiefling a funny look, while other bigots ignite that infamous temper to start a fight for amusement. The latter often regret this decision, since the sturdy dwieflings rarely lose.
[h=6]Outcast Artists In Crowded Tunnels[/h]Because dwieflings and their parents are often shunned by others in Redwind, most try to keep to themselves. They lurk in dark corners or small alleys, pursuing artistic crafting hobbies, reading ancient lore, or practicing with steel or magic. Dwieflings sometimes pursue these self-taught skills to the point of obsession and become experts in these crafts, though no one else may know it.
[h=6]Dwiefling Names[/h]Dwieflings usually have a dwarf or tiefling name, given to them by one of their parents.
[h=6]Dwiefling Traits[/h]Your dwiefling character has the following racial traits.
Ability Score Increase. Your Strength, Constitution, and Intelligence scores each increase by 1.
Age. Dwieflings mature more slowly than humans and are considered adults at around age 25. They can live for 150 years.
Alignment. Dwieflings tend to trust in themselves and are very loyal to the few friends they make. They often favor a neutral alignment.
Size. Dwieflings stand about 5 feet tall and weigh around 250 pounds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. Your infernal heritage and dwarf blood grant you 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.
Expanded Knowledge. You gain proficiency in one set of artisan's tools or melee weapon of your choice or one of the following skills: Arcana, History, Nature, or Religion.
Hellish Bind. When a creature hits you with an attack that deals damage, you can use your reaction to force that creature to make a Wisdom saving throw as your pain imparts psychic visions of torture to it. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. On a failure, the creature is stunned until the end of its next turn. After you use Hellish Bind, you cannot use it again until you finish a long rest.
Menacing. You gain proficiency in the Intimidation skill.
Languages. You can speak, read, and write Common, Dwarvish, and Infernal.
 

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jaelis

Oh this is where the title goes?
Just me personally, but I'd have a hard time taking a "Dwiefling" serious because the name sounds goofy. But if it works for your players its fine.

Mechanically it looks pretty good, Hellish Bind quite powerful, but probably OK. I would change Menacing, you already have Expanded Knowledge. What about something like:
Gruff: You can add half your proficiency bonus (round up) to Charisma checks made to intimidate or frighten another creature, and to Wisdom checks or saves made to avoid revealing information about yourself. In either case, this benefit applies only if you would not otherwise use your proficiency bonus.
 


Jimbro

Explorer
Thanks for this feedback. Sorry, I think the name dwiefling is staying.

A few ideas for nerfing Hellish Bind....

-Lasts until the end of the Dwiefling's next turn
-The target blinded instead of stunned for the same length of time
-The target is poisoned for the same amount of time - Con save instead of Wisdom save
 


Croesus

Adventurer
Thanks for this feedback. Sorry, I think the name dwiefling is staying.

A few ideas for nerfing Hellish Bind....

-Lasts until the end of the Dwiefling's next turn
-The target blinded instead of stunned for the same length of time
-The target is poisoned for the same amount of time - Con save instead of Wisdom save

Actually, making it last until the Dwiefling's next turn significantly improves the ability.

Initiative example:
1 - Dwiefling
2 - BBEG
3 - PC
4 - PC

If the stunning only lasts until the end of target's next turn, it ends before the other PC's can take advantage. If it lasts until the end of the Dwiefling's next turn, all PCs get to target the bad guy while he's stunned.

I also agree that Stunning is too good. I'd suggest either Incapacitated or Poisoned, re-fluffed as necessary. If that's done, then making it last until the end of the Dwiefling's next turn is probably okay.
 

Jimbro

Explorer
Actually, making it last until the Dwiefling's next turn significantly improves the ability.

Initiative example:
1 - Dwiefling
2 - BBEG
3 - PC
4 - PC

If the stunning only lasts until the end of target's next turn, it ends before the other PC's can take advantage. If it lasts until the end of the Dwiefling's next turn, all PCs get to target the bad guy while he's stunned.

I also agree that Stunning is too good. I'd suggest either Incapacitated or Poisoned, re-fluffed as necessary. If that's done, then making it last until the end of the Dwiefling's next turn is probably okay.

Hey thanks!

Except that it's a reaction in response to taking damage from the target, so making it last until the dwiefling's turn ends it earlier than the BBEG's next turn in the example you provided. I hear ya though. Thanks! This is great feedback!
 

jaelis

Oh this is where the title goes?
If you scale back the stunning, I'd give them some other minor (but useful) ability to compensate. As it is that is most of the race's oomph.
 

Croesus

Adventurer
Hey thanks!

Except that it's a reaction in response to taking damage from the target, so making it last until the dwiefling's turn ends it earlier than the BBEG's next turn in the example you provided. I hear ya though. Thanks! This is great feedback!

Oops, you're right. I forgot it was a reaction.
 

Just from a cannon perspective, I don't know if it really needs it's own race. I mean it's your own custom scenario, so you can do whatever you want, but typically a cambion is half-demon while a tiefling is simply anything less than half-demon.

Basically, when a demon has a kid with a mortal (making a half-demon child) it is called a cambion. However, if the demon blood is diluted further, such as a demons grandchild, or great×17 grandchild, it is called a tiefling.

Again, you can alter this depending on the specifics of your particular world. For example in 5th edition tiefling traits tend to be dominant, so the child of a tiefling would likely be a tiefling. However, I like playing in a world where tiefling traits can go dormant for generations, so a family could suddenly give birth to a tiefling because someone 8 generations ago was a demon.
 

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