Caught between two worlds, a half dwarf's heritage is split between both the strict tradition of the dwarves and the ambition of humans. Some say half dwarves embody the best qualities of their parents, with the fierce spirit of humanity and the skill of dwarven crafters—of course, most just believe their mixed blood amplifies each other's pride and stubbornness, and that a slighted half dwarf is fearsome to behold.
A half dwarf is rare among both dwarven and human cultures. Whether they are the child of a travelling dwarven merchant or a human apprenticed to a dwarven crafter, the few half dwarves in existence may find shelter among either of their parent's homelands.
Humans tend to be much more accepting, and a cunning half dwarf will manage to pass itself off as either a lanky dwarf or a stocky human. Dwarves, however, are much more suspicious folk, their clans rooted in strict tradition. Although accepted, half dwarves rarely go unnoticed by the stouter kin. They may chafe under the rigid conditions of dwarven society and struggle to reach the peak of their chosen profession.
Half dwarves stand between the heights of both their parent races yet have broader, stronger builds than a human. Their skin and hair color ranges between all varieties known to both humans and dwarves.
Half dwarves live twice as long as humans, but only half as long as a dwarf. Despite this they share the quality of holding grudges with their dwarven relations, but where as many dwarves are content to sit on bitterness and enmity, a half dwarf is driven to seek instant resolutions or revenge—often through forceful or even outright violent means with little forethought given to the matter. This trait leads many people to tread carefully around their half dwarf neighbours, and sees many half dwarf adventurers pursue an oath of vengeance as a paladin.
Regardless of where they grow up, half dwarves are fiercely independent and share in a dwarf's famous loyalty. When it comes to religions, half dwarves are nearly always members of the Empyrean Church and throw themselves fiercely into religious service.
Pragmatic and Versatile
The role of a half dwarf in society is as varied as their purely human cousins' might be. Although, like dwarves, they are skilled miners, blacksmiths and so on, a half dwarf can turn their hand to any task with surprising ease. Their only typical shortcoming is a lack of artistic vision, with their creations favoring functionality and ease of use over any kind of aesthetic quality whatsoever.
Half dwarves have no variants or subraces. Instead, they are designed to let you choose an ability score, language, and proficiency bonuses in various tools and skills to fit with any of the three main dwarf subraces they may be descended from, Hill, Mountain and Deep Dwarf. Alternative choices reflect the variety of the human race and their particular upbringing.
Half Dwarf Traits
Your half dwarf character has a mixture of abilities from their mixed parentage, and some unique to themselves.
Ability Score Increase
Your Constitution, Charisma, and one other ability score of your choice each increases by 1.
Half dwarves mature at the same rate humans do and reach adulthood around the age of 20, but dwarves will consider them young until they reach the age of 50, much to most half dwarves' chagrin. They live much longer than humans, however, often exceeding 180 years.
Like humans, most half dwarves tend toward no particular alignment. Some half dwarves are influenced toward lawfulness and goodness if raised among dwarves, others struggle under such a strict, structured society and rebel with a chaotic nature.
Half dwarves are slightly shorter and bulkier than humans, ranging from 4 to 5 and a half feet tall. Your size is Medium.
Your base walking speed is 30 feet. Your speed is not reduced by wearing heavy armor.
Thanks to your 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.
You have advantage on saving throws against poison, and you have resistance against poison damage (explained in the “Combat” section).
You gain proficiency with any tool of your choice.
You gain proficiency in a skill of your choice.
When a creature hits you with an attack, you can use your reaction to move up to half your speed and make one weapon attack against the creature. After you use this trait, you can't use it again until you finish a long rest.
You can speak, read, and write their regional language, Khazan, and one extra language of your choice.