Qualf (5e Race)
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Many a magical item has the marking of a qualf craftsman. The distinct image of a qualf has four arms rather than two, and as such are hard workers, but they despise the labor of mining. Although many see them as outsiders, there is nothing a qualf would like better than to make a friend, and when they do, they are loyal and trusting companions, helping their friends to the ends of the land. A qualf loves it when things go as they should, taking great pride in their creations and plans.
Short and Slender
Made with the strength of a smith, and the control of a tinker, a qualf's four arms are well suited to the tasks. They are used often, tinkering and fooling around, never seeming to stop moving. A qualf has the grace of a elf while being no taller than the tallest halfling. Their eyes can range from a dark purple to a golden glow, which always shine with interest in everything, and their skin typically comes from the darker hues, their hair almost never being straight, despite frustrating attempts to tame it. A male qualf has facial hair that grows straight in contrast to a bushy dwarf beard, and the females have soft, delicate features that seem to pull a smile to a face.
Qualfs love the stars, enjoying the silvery light from a source so far away, and they always enjoy the sunrise and sunset, a love inherited from their fey ancestry. They typically live in small communities, hating the squabble and bustle of large cities. A qualf can live anywhere from 375 to 500 years old, but they almost never live their whole lives in solitude. A qualf will seek a partner for their lives, whether involved romantically or simply as friends. They seek perfection in all that they do, and often leave marks of their work or craftsmanship. It is unthinkable for a qualf to be so unscrupulous as to copy another's work or claim it for themselves.
The qualf were one of the lesser known races that crossed over from the Feywilds into Aber-Toril when the gates of fey first opened onto Prime. They were brought along to be master smiths for the elven armies and aided the Netherii empire in particular when forging weapons of silver and iron. After the fall of the Netherii, they carved out their communities amongst not only elves but dwarves and gnomes. Though they despised the dirty work of mining, they were far from the dainty elves who did not even like to sit among the soot of a smith. Thus, they gained the friendship of the dwarves and the two work alongside each other in the forges.
Qualfs are given a first name. However, they do not usually have a last name but will often go by a nickname.
Male: Alros, Arkaan, Cameron, Deron, Elmon, Farrell, Kareth, Otho, Riavir, Sunev, Virion, Vulmon, Zaor
Female: Aelyon, Aurae, Terin, Caeda, Lynis, Pallyn, Phaerl, Rania, Saidin, Salihn, Syndra, Vaeri, Verronna
The four-armed qualf are known to be very astute tinkers and smiths because of their great attention to detail
Ability Score Increase. Your Strength score increases by 1.
Age. A qualf reaches maturity in their late twenties and can live from 375 to 500 years.
Alignment. Many qualfs are chaotic good, and they generally help those in need. They sometimes lean more towards neutral alignments.
Size. Your size is Small.
Speed. Your base walking speed is 25 feet.
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.
Four-Arms. You are gifted with superior martial prowess and practical utility due to your extra pair of arms. You have four arms instead of two; these additional limbs can hold objects and wield weapons as normal. You have proficiency with the light hammer and warhammer. Your arms also get in each other's way at times; while wielding a two-handed weapon, you cannot benefit from a shield or wield a second two-handed weapon.
Fey Ancestry. You have advantage against saving throws on being charmed, and magic can't put you to sleep.
Metal Workers. Whenever you make an Intelligence (History) check related to the origin of metal work, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Languages. You can speak, read and write in Common, Elvish and Dwarfish.
Subrace. Choose from the Ancient and Stronghand qualf subraces.
The Ancient qualf is a race which came from the Feywild more recently. As such, they have had less time to physically adapt to the world, but they maintain some mental superiority from their longer retainment. They are often described as stubborn; they never want to be wrong about anything, and will go to great lengths to prove their intelligence.
The stronghand qualf are strong and noble compared to their kin, being more humble, but never backing down from a challenge they feel they could win. They are often forgers and smiths, making good use of their many limbs, but are typically very self-conscious, always seeing the faults in themselves.
Ability Score Increase. Your Strength and Constitution scores each increase by 1.
Carrier. Your strong four arms help you carry more than most others your size. For the purposes of grappling and carrying capacity, your size is considered Medium.
Random Height and Weight
|Base Height||Height Modifier||Base Weight||Weight Modifier|
|3′ 3″||+1d8 inches||90 lb.||×2 lb.|