Dwarf

dwarf

Born from the corpse of a god, the dwarrows burrowed deep into the mountains of the Dark Country and crafted beautiful things. Dwarrows are molded and folded up into containers (clay urns, glass jars, etc) to gestate. Precious metal is inlaid in your thin metallic skin. These inlays determine the power your crafters (parents) imbued you with.

  • You are shorter than the average human.

What is your skin inlaid with?

  1. Gold. Minersight: You can always see gold, silver, and gemstones in vivid colors.
  2. Copper. Tremorsense: 1/day, you can sense movements through the ground for as long as you concentrate on them.
  3. Tin. Stonemeld: 1/day, you can melt into stone surfaces.
  4. Tungsten. Forge-hand: 1/day, your off-hand can heat up (d6 damage) to forge-hot temperatures. Must be quenched to be extinguished. Recharge: Burn it.
  5. Iron. Magnetic Sense: 1/day, you can align yourself to a piece of metal you have previously designated. You know which direction that object is.
  6. Silver. Stonetomb: 1/day, you may turn into stone. You are inert and immune to harm and magic, but cannot act or recover ability scores. Lasts for at least 1 hour and up to a full day. Recharge: Bury yourself under dirt for a night.

If you came from Character Creation, roll 1d12 for a background (below) or choose the Adventurer background.

  1. Alchemist
  2. Barber-Surgeon
  3. Bookworm
  4. Chef
  5. Clockmaker
  6. Exorcist
  7. Hexed
  8. Metalsmith
  9. Pilgrim
  10. Troubadour
  11. Varlet
  12. Veteran

Based on the Dwarf by Monstergarden.