
Category Artwork (Digital) / Muscle
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Kartos have you ever thought of drawing a D&D 5th Edition Elf Orc https://www.dandwiki.com/wiki/Elf_Orc_(5e_Race) as one of the muscular slaves of Lesser or a D&D 3.5 Edition Half-Elf Half-Dwarf ( also known as "Dwelf" ) https://i.imgur.com/6TpeQiq.png https://www.dandwiki.com/wiki/Dwelf_(3.5e_Race) as one of the Lesser muscle hunks to unlock?
Neither link works as I see it on my screen. Sorry Kartos but basically an Elf Orc is like that according to the "Elf Orc" race for D&D 5th Edition ...
Elf Orc
"So you're an..."
"Elf Orc."
"Yeah... that. How did that..."
"Mom was adventurous, Dad was lucky."
"Ah. Can I...."
"NO YOU MAY NOT CALL ME AN ORLF!"
Bob the Paladin talking with his companion Throlke the Elf Orc
Physical Description
https://i.imgur.com/xLTuvPB.jpg
Elf Orcs often are taller than humans, around 6 to 7 feet tall, with pointed ears and green tinted skin. They maintain the natural beauty of Elves but tend to be more muscular due to their Orcish heritage. Occasionally, they grow tusks.
Elf Orcs have hair colorations that range through white, black, dark green, and dark orange. They have no facial hair and little body hair.
History
Elf Orcs do not have a history of their own, but instead share in the culture of both Elves and Orcs.
Society
Some Elf Orcs can make a name for themselves as bodyguards and mercenaries in Elven society, however, they are relatively few and far between as they are mostly ostracized as abominations.
In Orc tribes the Elf Orcs are ironically better accepted than one might initially think. This is because in Orc tribes, the strong rule the weak, and the more intelligent Elf Orcs can use their cunning to make their way up to the rank of chieftain. This is more common in the Badlands where tribes of wild Elves and Orcs often commingle.
Some Elf Orcs are shunned from both societies, and instead turn to settlements of other races, such as humans and even, amusingly, Dwarves, who seem to be fairly accepting of the mixed breed that incorporates everything they respect in their two enemies with none of the pomp or savagery.
Elf Orc Names
Elf Orcs take a name of whichever society they were raised in - Elf, Orc, or otherwise.
Elf Orc Traits
Elf orcs, savagely graceful or gracefully savage. You choose.
Ability Score Increase. Your Strength, Dexterity, and Constitution scores each increase by 1.
Age. Elf orcs mature quickly due to their orc heritage, usually at the age of 14. Their elven heritage, however, increases their lifespans, and they have been known to live up to the age of 200.
Alignment. Since the elf orc is a hybrid of the elf and orc, both chaotic races, an elf orc usually has a chaotic alignment as well.
Size. Elf orcs bridge the physique between elf and orc and are easily about 5 to over 6 feet tall. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. Both your Elven and Orcish heritage have given 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.
Hybrid Physiology. Your inherit some of the qualities of your parents' races. Choose three Hybrid Physiology traits from the list below.
Languages. You can speak, read, and write Common, Elvish, and Orc.
Hybrid Physiology Traits
Aggressive. As a bonus action, you can move up to your speed toward a hostile creature that you can see.
Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow.
Fey Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
Keen Senses. You have proficiency in the Perception skill.
Menacing. You have proficiency in the Intimidation skill.
Relentless Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.
Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.
Trance. Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
Random Height and Weight
Table: Elf Orc Random Height and Weight
Base Height Height Modifier Base Weight Weight Modifier
5'8″ +2d10 120 lb. × (1d6) lb.
Dwelves
As the offspring of an elf and a dwarf, the dwelf is a misbegotten creature. Like a half-orc, They are met with disdain from both their bloodlines, and is usually doomed to a life of maladjustment.
Personality
As with all of a dwelf's attributes, a dwelf's personality is mostly determined by which society they leans toward; though many dwelves live on the razor's edge between their two opposing heritages, it is very rare that a dwelf is not biased to some degree towards one or the other. A more elven dwelf will tend towards its elven parent's demeanor, and vice versa.
Physical Description
A dwelf is stout, pointy-eared, and, because of the racial divide between gruffness and gracefulness, the general effect is awkward and confused.
The dwelf's skin, hair, and eyes can be any color that an elf's or dwarf's could be, depending on the features of their parents. Their clothes are very practical; depending on how close they were to their parents' respective societies, they may wear colorful clothes, plain earth tones, or a mixture of both.
Relations
The dwelf rarely gets along with most other races. They are shunned by elves and dwarves, and usually retains their dwarven enmity with orcs and goblinoids.
Alignment
Although they may be influenced towards the lawfulness of the dwarves or the chaotic nature of the elves, they are usually so conflicted by their two bloodlines that they become true neutral.
Lands
A dwelf can get by anywhere that an elf or dwarf can, though in areas where their parents would have been comfortable, they can find themselves having difficulty.
There is a legend of a society of dwelves, where elves and dwarves once intermarried and live in harmony, and where the bloodlines have intermingled so completely that every native is a blend of dwarf and elf. However, no verifiable record of this city has ever been found, so this is almost certainly a wishful fabrication.
Religion
As one of its parents, usually. A dwelf may abandon religion out of uncertainty for which deity to follow.
Language
Dwelves do not have their own language. The mythical dwelven society is rumored to have a private gullah language which mixes the two, but no dwelven words have ever been recorded, and if the language existed, the blend of graceful vowel clusters and gutteral consonant sounds would be too awkward to communicate effectively--though it would probably sound hilarious.
Names
Because dwelves do not have a language, there is no such thing as a "dwelven name" in itself. Most dwelves have one elven name and one dwarven name, depending on which race the father was; for example, Seladoro Facebreaker.
Racial Traits
+2 Dexterity, +2 Constitution, -4 Charisma: A dwelf inherits the deft hands of its elven parent and the stoutness of its dwarven parent, but the awkwardness of their features makes them difficult to like.
Humanoid (Dwarf, Elf)
Medium
Dwelf base land speed is 25 feet. However, dwelves can move at this speed even when wearing medium armor or when carrying a medium load (unlike other creatures, whose speed is reduced in such situations). When carrying a heavy load or wearing heavy armor, the penalty is reduced by half.
+2 to saving throws against poison and sleep spells, as well as spells and spell-like effects
Stonecunning: This ability grants a dwelf a +1 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (but not when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. A dwelf who merely comes within 20 feet of unusual stonework can make a Search check as if they were actively searching, and a dwelf can use the Search skill to find stonework traps as a rogue can. Also, they retains a weakened version of the dwarven underground instincts; a dwelf gains a +2 to Survival checks underground.
Stability: A dwelf gains a +2 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
Low-light Vision: A dwelf can see roughly one-and-a-half times as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They mostly retains the ability to distinguish color and rough detail under these conditions.
Darkvision: Dwelves can see in the dark up to 30 feet. Darkvision is black and white only, but it is otherwise pretty much like normal sight, and dwelves can mostly function with no light at all.
Weapon Proficiency: Dwelves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats.
Weapon Familiarity: Dvelves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
Automatic Languages: Common, Dwarven, and Elven. Bonus Languages:Draconic, Giant, Gnoll, Gnome, Goblin, Orc, Sylvan, Terran, and Undercommon.
Favored Class: Any.
Vital Statistics
Table: Dwelf Random Starting Ages
Adulthood Simple Moderate Complex
80 years +3d8 +6d8 +9d8
Elf Orc
"So you're an..."
"Elf Orc."
"Yeah... that. How did that..."
"Mom was adventurous, Dad was lucky."
"Ah. Can I...."
"NO YOU MAY NOT CALL ME AN ORLF!"
Bob the Paladin talking with his companion Throlke the Elf Orc
Physical Description
https://i.imgur.com/xLTuvPB.jpg
Elf Orcs often are taller than humans, around 6 to 7 feet tall, with pointed ears and green tinted skin. They maintain the natural beauty of Elves but tend to be more muscular due to their Orcish heritage. Occasionally, they grow tusks.
Elf Orcs have hair colorations that range through white, black, dark green, and dark orange. They have no facial hair and little body hair.
History
Elf Orcs do not have a history of their own, but instead share in the culture of both Elves and Orcs.
Society
Some Elf Orcs can make a name for themselves as bodyguards and mercenaries in Elven society, however, they are relatively few and far between as they are mostly ostracized as abominations.
In Orc tribes the Elf Orcs are ironically better accepted than one might initially think. This is because in Orc tribes, the strong rule the weak, and the more intelligent Elf Orcs can use their cunning to make their way up to the rank of chieftain. This is more common in the Badlands where tribes of wild Elves and Orcs often commingle.
Some Elf Orcs are shunned from both societies, and instead turn to settlements of other races, such as humans and even, amusingly, Dwarves, who seem to be fairly accepting of the mixed breed that incorporates everything they respect in their two enemies with none of the pomp or savagery.
Elf Orc Names
Elf Orcs take a name of whichever society they were raised in - Elf, Orc, or otherwise.
Elf Orc Traits
Elf orcs, savagely graceful or gracefully savage. You choose.
Ability Score Increase. Your Strength, Dexterity, and Constitution scores each increase by 1.
Age. Elf orcs mature quickly due to their orc heritage, usually at the age of 14. Their elven heritage, however, increases their lifespans, and they have been known to live up to the age of 200.
Alignment. Since the elf orc is a hybrid of the elf and orc, both chaotic races, an elf orc usually has a chaotic alignment as well.
Size. Elf orcs bridge the physique between elf and orc and are easily about 5 to over 6 feet tall. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. Both your Elven and Orcish heritage have given 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.
Hybrid Physiology. Your inherit some of the qualities of your parents' races. Choose three Hybrid Physiology traits from the list below.
Languages. You can speak, read, and write Common, Elvish, and Orc.
Hybrid Physiology Traits
Aggressive. As a bonus action, you can move up to your speed toward a hostile creature that you can see.
Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow.
Fey Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
Keen Senses. You have proficiency in the Perception skill.
Menacing. You have proficiency in the Intimidation skill.
Relentless Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.
Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.
Trance. Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
Random Height and Weight
Table: Elf Orc Random Height and Weight
Base Height Height Modifier Base Weight Weight Modifier
5'8″ +2d10 120 lb. × (1d6) lb.
Dwelves
As the offspring of an elf and a dwarf, the dwelf is a misbegotten creature. Like a half-orc, They are met with disdain from both their bloodlines, and is usually doomed to a life of maladjustment.
Personality
As with all of a dwelf's attributes, a dwelf's personality is mostly determined by which society they leans toward; though many dwelves live on the razor's edge between their two opposing heritages, it is very rare that a dwelf is not biased to some degree towards one or the other. A more elven dwelf will tend towards its elven parent's demeanor, and vice versa.
Physical Description
A dwelf is stout, pointy-eared, and, because of the racial divide between gruffness and gracefulness, the general effect is awkward and confused.
The dwelf's skin, hair, and eyes can be any color that an elf's or dwarf's could be, depending on the features of their parents. Their clothes are very practical; depending on how close they were to their parents' respective societies, they may wear colorful clothes, plain earth tones, or a mixture of both.
Relations
The dwelf rarely gets along with most other races. They are shunned by elves and dwarves, and usually retains their dwarven enmity with orcs and goblinoids.
Alignment
Although they may be influenced towards the lawfulness of the dwarves or the chaotic nature of the elves, they are usually so conflicted by their two bloodlines that they become true neutral.
Lands
A dwelf can get by anywhere that an elf or dwarf can, though in areas where their parents would have been comfortable, they can find themselves having difficulty.
There is a legend of a society of dwelves, where elves and dwarves once intermarried and live in harmony, and where the bloodlines have intermingled so completely that every native is a blend of dwarf and elf. However, no verifiable record of this city has ever been found, so this is almost certainly a wishful fabrication.
Religion
As one of its parents, usually. A dwelf may abandon religion out of uncertainty for which deity to follow.
Language
Dwelves do not have their own language. The mythical dwelven society is rumored to have a private gullah language which mixes the two, but no dwelven words have ever been recorded, and if the language existed, the blend of graceful vowel clusters and gutteral consonant sounds would be too awkward to communicate effectively--though it would probably sound hilarious.
Names
Because dwelves do not have a language, there is no such thing as a "dwelven name" in itself. Most dwelves have one elven name and one dwarven name, depending on which race the father was; for example, Seladoro Facebreaker.
Racial Traits
+2 Dexterity, +2 Constitution, -4 Charisma: A dwelf inherits the deft hands of its elven parent and the stoutness of its dwarven parent, but the awkwardness of their features makes them difficult to like.
Humanoid (Dwarf, Elf)
Medium
Dwelf base land speed is 25 feet. However, dwelves can move at this speed even when wearing medium armor or when carrying a medium load (unlike other creatures, whose speed is reduced in such situations). When carrying a heavy load or wearing heavy armor, the penalty is reduced by half.
+2 to saving throws against poison and sleep spells, as well as spells and spell-like effects
Stonecunning: This ability grants a dwelf a +1 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (but not when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. A dwelf who merely comes within 20 feet of unusual stonework can make a Search check as if they were actively searching, and a dwelf can use the Search skill to find stonework traps as a rogue can. Also, they retains a weakened version of the dwarven underground instincts; a dwelf gains a +2 to Survival checks underground.
Stability: A dwelf gains a +2 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
Low-light Vision: A dwelf can see roughly one-and-a-half times as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They mostly retains the ability to distinguish color and rough detail under these conditions.
Darkvision: Dwelves can see in the dark up to 30 feet. Darkvision is black and white only, but it is otherwise pretty much like normal sight, and dwelves can mostly function with no light at all.
Weapon Proficiency: Dwelves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats.
Weapon Familiarity: Dvelves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
Automatic Languages: Common, Dwarven, and Elven. Bonus Languages:Draconic, Giant, Gnoll, Gnome, Goblin, Orc, Sylvan, Terran, and Undercommon.
Favored Class: Any.
Vital Statistics
Table: Dwelf Random Starting Ages
Adulthood Simple Moderate Complex
80 years +3d8 +6d8 +9d8
Here is an image with a slightly more "Nordic" example of what a Half-Dwarf Half-Elf would look like : https://i.imgur.com/TJoenxK.jpg
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