Merdwarf (5e Race)

From D&D Wiki

Jump to: navigation, search
Broom Icon.svg.png This page needs grammatical help. Reason: Some traits are poorly worded.


You can help D&D Wiki by improving the grammar on this page. When the grammar has been changed so that this template is no longer applicable please remove this template. If you do not understand the English language please leave comments on this page's talk page before making any edits.
Edit this Page | All pages needing grammatical help

Scales.png This page is of questionable balance. Reason: Base race has the full 10 racial traits, and the subraces have additional traits. Also has a very high swim speed. Additionally the base race increases ability scores by 4, and each subrace increases upon that.


You can help D&D Wiki by better balancing the mechanics of this page. When the mechanics have been changed so that this template is no longer applicable please remove this template. If you do not understand balance please leave comments on this page's talk page before making any edits.
Edit this Page | All pages needing balance

Stub Logo.png This page is incomplete and/or lacking flavor. Reason: Incomplete. Missing names, H&W chart, and some sections could be further bolstered.


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

Merdwarf[edit]

Physical Description[edit]

Their skin comes in many different colors, but are usually either mottled shades of blue, green, or brown, or shades of dwarf skin tones. The merdwarves have a broad lightly colored patch of skin along their bellies and faces, and a darker patch up their backs and along the back of their heads. Along with these broad patterns, merfolk usually have natural designs in their skin, swirls and spots of color along their bodies. Merdwarf skin occasionally has some vestigial scales, but mostly feels similar to the skin of humans. There is a slight layer of oil on their skins that helps keep them moist out of the water and to move quickly in the water. Like most merfolk, the merdwarves have large fins that run down their lower arms and legs and up their back, necks, and heads that can be flexed and extended at will. The fins on their heads look superficially similar to hair when flaccid and males may have fins on their chins resembling beards.

History[edit]

Merdwarves are the offspring of dwarves and merfolk erectus. They first started showing up when dwarves would mine close to the water and the standing merfolk would get curious and move closer, the dwarves would either ignore them or talk to them. These new creatures would look much like their aquatic ancestors, but were much shorter and stockier.

Society[edit]

They have different cultures depending on their sub-race, but all are set up in tribal ways. Merdwarves with Merfolk Erectus and Dwarf parents go with their aquatic parent with visits to their land bound parent often until they are 15 years old in human years then they get to pass between land and sea as they please.

Merdwarves have a greater need for water than other races when they are away from the coasts they often drink more than others or take long baths, many simply stand outside in the rain. This connection with the water also makes them uniquely sensitive to extremes in temperature unless otherwise stated.

Merdwarf Names[edit]

Male:

Female:

Merdwarf Traits[edit]

Ability Score Increase. Dexterity and Constitution are both +2
Age. Merdwarves reach maturity at 250 and on average live to be 1,000.
Alignment. These humanoids tend to be lawful neutral, but can be lawful any alignment or neutral any alignment because of their heritage.
Size. Anywhere from under 4 feet to a little over 6 feet. Your size is Medium.
Speed. Your base walking speed is 25 feet. Water 75
Darkvision. 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.
Amphibious. Can breathe on both land and in the water.
Dwarven Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage
Mask of the Seas. While in or near the water you can attempt to hide even when you are only lightly obscured by foliage, mud clouds, stone or other natural objects and phenomena
Dwarven and Merfolk Training. You have proficiency with the handaxe, throwing hammer, net, halberd, and trident.
Underwater Ability. Underwater combat does not impose any penalties or disadvantage on movement or weapon attacks
Transformation. If your lower half is completely submerged in a body of water of 2 feet, or deeper, your legs transform into a tail and you have to wait one turn before your legs return if you get out of the water.
Tool Proficiency. You gain proficiency with the artisan’s tools of your choice: smith’s tools, brewer’s supplies, or mason’s tools.
Stonecunning. Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Magic of the Sea. You know the prestidigitation cantrip. Once you reach 4th level you can cast the moonbeam spell once per day as a 2nd-level spell. Once you reach 7th level you can also cast the suggestion spell once per day. Wisdom is your spellcasting ability for these spells.
Languages. You can speak, read, and write Common and Aquan, and Dwarvish.
Subrace. Freshwater Hill Merdwarf, Marine Hill Merdwarf, Abyssal Hill Merdwarf, Freshwater Mountain Merdwarf, Marine Mountain Merdwarf, and Abyssal Mountain Merdwarf.

Freshwater Hill Merdwarf[edit]

Hill Dwarf and Freshwater Merfolk Erectus parents or full blooded Freshwater Hill Merdwarves, this subrace usually reside in rivers, lakes, or swamps which have villages extending from the water a little ways to the bottom of their aquatic habitat. Their skin tones are usually a shade of green or brown skin with lighter and darker shades in swirls along their bodies to resemble the water in which they reside. They prefer trading their fish and goods made out of shells other aquatic things with Hill Dwarves and Wood Elves, but are willing to trade with anyone even if they are weary of them like Orcs and Tieflings. They are the friendliest of all the subraces and live the closest with all the other races. They are happy go lucky and often remind people of nymphs as they dance and sing in the water and forest. Being half hill dwarf, you have keen senses, deep intuition, and remarkable resilience.

Ability Score Increase. +1 Wisdom and Charisma
Dwarven Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
Swamp Camouflage. You have advantage on Stealth checks in swampy or forested terrain.

Marine Hill Merdwarf[edit]

Hill Dwarf and Marine Merfolk Erectus parents or full blooded Marine Hill Merdwarves. These creatures reside on islands or along the coast and have very deep ties to the ocean and some of the warriors live on the sand to mark that a village is there as well as protect them, but the rest prefer being below the waves where they harvest coral, sponges, shells and crustaceans which they trade with Hill Dwarves, Abyssals and Humans. They are distrustful of other races and trade their goods for food, cloth and trinkets. They range from sky blue, to green, to pink or purple and are very colorful, they have patterns on their bodies that are different shades of their main skin tone or colors that fit well with the primary color color. They work hard to survive and enjoy having dances to praise the gods and the sea. Being half hill dwarf, you have keen senses, deep intuition, and remarkable resilience.

Ability Score Increase. +1 Wisdom, +2 Dexterity
Dwarven Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
Nature Optimization. You gain proficiency in one of the following skills; Medicine, Nature, or Animal Handling

Abyssal Hill Merdwarf[edit]

Hill Dwarf and Abyssal Merfolk Erectus parents or full blooded Abyssal Hill Merdwarves. These deep dwelling humanoids make colonies at the bottom of deep trenches where there is very little light reaches and they are surrounded by bioluminescent algae, coral and small creatures that can survive the crushing pressure and cold waters. They trade with their coastal cousins and rarely trade with any other race, they are the second most isolated of the races and have never seen any objects from land except what the Marine Hill Merdwarves have. They do not mind their distant Abyssal Mountain Merdwarf cousins, but rarely interact with them. Their skin ranges from dark gray to obsidian and every once in awhile you get a white one with brightly colored swirls and spots on their bodies which emit pale light in beautiful designs. They are curious about human items, even though they refuse to trade with the terra lovers and any that go on land act like small children, no matter their intelligence as they look at all the new objectsBeing half hill dwarf, you have keen senses, deep intuition, and remarkable resilience.

Ability Score Increase. +1 Constitution and Wisdom
Superior Darkvision. Your darkvision has a radius of 120 feet.
Sunlight Sensitivity. You have disadvantage on attack rolls and on 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.
Bioluminescent. You naturally emit a dim light around you within 5 feet which can be covered by opaque items
Protective Fat. You have formed a thick protective layer of fat granting you resistance against the cold.
Tentacles. These creatures use tentacles, rather than fins, to propel themselves through the water.

Freshwater Mountain Merdwarf[edit]

Mountain Dwarf and Freshwater Merfolk Erectus parents or full blooded Freshwater Mountain Merdwarf. These this subrace usually reside in rivers, lakes or around waterfalls which have villages extending from the water a little ways to the bottom of their aquatic habitat. Their skin tones are usually a shade of dull grey or blue skin with lighter and darker shades in swirls along their bodies to resemble the water in which they reside. They prefer trading their fish and goods made out of shells other aquatic things with Mountain Dwarves and Wood Elves, but are willing to trade with almost anyone except Orcs and Tieflings. They are the less friendly than their cousins down the mountain of all the subraces and live the closest with all the other races. They are warriors and hunters, focusing more on their strength and speed than the Freshwater Hill Merdwarves. As part mountain dwarf, you're strong and hardy, accustomed to a difficult life in rugged terrain. You're probably on the tall side (for a dwarf), and tend toward lighter colouration.

Ability Score Increase. +1 Charisma, +2 Strength
Dwarven Armour Training. You have proficiency with light and medium armor.
Rocky Camouflage. You have advantage on Stealth checks in rocky or frosted terrain.
Protective Fat. You have formed a thick protective layer of fat granting you resistance against the cold.

Marine Mountain Merdwarf[edit]

Mountain Dwarf and Marine Merfolk Erectus parents or full blooded Marine Mountain Merdwarf. These creatures along colder coasts that have large cliffs on either side to protect them and give them a good vantage point since there’s only one way into or out of the cove from the terra side and have very deep ties to the ocean and most of the warriors live on the sand to mark that a village is there as well as protect them, but the rest prefer being below the waves where they harvest tough stones and rare gems which they trade with Mountain Dwarves and their Abyssal cousins, but if any settlements of elves or humans or other races pop up near them they raid the village and make sure none will reside there again. They are distrustful of other races and trade their goods for food, cloth and weapons. They range from iron grey to a dusty tan and they have patterns on their bodies that are different shades of their main skin tone. They are pirates that are born of the sea, preferring to raid than trade.As part mountain dwarf, you're strong and hardy, accustomed to a difficult life in rugged terrain. You're probably on the tall side (for a dwarf), and tend toward lighter colouration.

Ability Score Increase. +2 Dexterity and Strength
Dwarven Armour Training. You have proficiency with light and medium armor.
Nature Optimization. You gain proficiency in one of the following skills; Medicine, Nature, or Animal Handling
Protective Fat. You have formed a thick protective layer of fat granting you resistance against the cold.

Abyssal Mountain Merdwarf[edit]

Mountain Dwarf and Abyssal Merfolk Erectus parents or full blooded Abyssal Mountain Merdwarves. These deep dwelling humanoids make colonies in the sides of the cliffs that make deep trenches where there is very little light reaches and they are surrounded by bioluminescent algae, coral and small creatures that can survive the crushing pressure and cold waters. They trade with their coastal cousins and rarely trade with any other race, they are the most isolated of the races and have never seen any objects from land except what the Marine Mountain Merdwarves have. They do not mind their distant Abyssal Hill Merdwarf cousins, but rarely interact with them. Their skin ranges from dark gray to obsidian with duller colored swirls and spots than the Abyssal Hill Merdwarves on their bodies which emit pale light in spooky designs. They believe all other races to be silly and do not understand the harsh, unforgiving trenches which also hold large monsters which wish to eat the snack sized humanoids. They are warriors through and through. As part mountain dwarf, you're strong and hardy, accustomed to a difficult life in rugged terrain. You're probably on the tall side (for a dwarf), and tend toward lighter colouration. These creatures use tentacles, rather than fins, to propel themselves through the water.

Ability Score Increase. +1 Constitution, +2 Strength
Dwarven Armour Training. You have proficiency with light and medium armor.
Superior Darkvision. Your darkvision has a radius of 120 feet.
Sunlight Sensitivity. You have disadvantage on attack rolls and on 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.
Bioluminescent. You naturally emit a dim light around you within 5 feet which can be covered by opaque items
Protective Fat. You have formed a thick protective layer of fat granting you resistance against the cold.

Random Height and Weight[edit]

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
′ ″ + lb. × () lb.

*Height = base height + height modifier
**Weight = base weight + (height modifier × weight modifier)


Back to Main Page5e HomebrewRaces

Home of user-generated,
homebrew pages!
system ref. documents


admin area
Terms and Conditions for Non-Human Visitors