Dwarf (Tiefling)
(Empty Stars Campaign) Tieflings
Tieflings are an odd race of beings, though in truth it would be hard to call them a race of their own. A pure tiefling is something that, by its own nature, cannot exist. When a creature of any race is impacted by the magics of devils or demons, their essence is forever tainted. This taint may show itself in the creature’s children or remain dormant for upwards of millennia before blossoming forth in their decedents.
The common separation of tieflings from their primary races is due most in part to fear, most notably human kind’s fears. Humans would not only “dehumanize” their tiefling kin, but also tieflings born of other races: believing them all to be inherently evil, on nothing more than the basis of their blood, and appearance. These ideals would grow, and spread as humans gained reached over the plane, but so to would opposition.
Whereas most would follow in unwarranted fear, dwarves would stand by their tiefling kin. Though they were smaller, not as attuned to heavy armors, and lacking in the dwarves trademark beards: dwarven tiefling were treated no different than their nominal dwarven kin. Their dwarven souls, though a little tinted in hue, were valued all the same.
The stubborn dwarves fought battle after battle, ensuring that the rest of their world would look not upon their tiefling kin as monsters. They brought about a change that spread the seeds of acceptance. There will always be people who view tieflings as nothing more than fiends to be put down, but by and large, most consider them to be at worst a mixed race similar to half-elves.
No matter how the times may change, most dwarven settlements are open to tieflings that have been in some ways cast out or abandoned, regardless of what race they hailed from; provided of course they at least try to understand the dwarves, and live as they do.
Appearance
Most tieflings appear visually similar to the races they hail from; though their fiendish additions like horns, scales, and an ensemble of ruddy and violet colors tends to mark them as such. Dwarven Tieflings are a bit of an odd case however. Unlike normal dwarves, dwarven tieflings lack the signature beards that dwarves are known for: instead they come equipped with a massive bushy tail, often times nearly the length of their own body. To them this tail is a treasure just as sacred as their dwarven kin’s beards; they are treated with care, well maintained, and often donned in intricate accessories to denote status and clan connection.
Another notable aspect of dwarven tieflings is their unmistakably beautiful plated skin. Many have natural forming metal coats that cover segments of their skin, though metallic growths, exoskeletal structures, and proper scales, be it metallic or crystalloid are not unheard of.
Dwarven Tiefling
Ability Scores. Increase your Constitution score by 2 and one other ability score by 1, up to a maximum of 20.
Age. Dwarven Tieflings mature at the same rate as humans, but they’re considered young until they reach the age of 50. Like all tieflings, dwarven tieflings live around twice as long as their base race; on average living to be about 700 years.
Size. Dwarven Tieflings stand about half a head shorter than their normal dwarven kin: standing between 3 1/2 and 4 1/2 feet tall and averaging 270 pounds. Your size is medium.
Speed. You have a walking speed of 25 feet.
Darkvision. Accustomed to life underground, 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.
Fiendish Resistance. You have resistance to fire damage.
Bearded Tail. When an attacker you can see hits you or a creature within 5 feet of you with an attack, you can use your reaction to interpose your tail between the attacker and their target: reducing the damage of the attack by 1d4 + your Constitution modifier (to a minimum of 1 damage).
Additionally, your bearded tail is prehensile; able to interact with objects, grasp light weapons or shields, and perform the somatic components of cantrips, and spells of up to 5th level.
Tool Proficiency. You gain proficiency in one artisan’s tool.
Inherited Magics. You learn one cantrip from the warlock spell list; Constitution is your spellcasting ability for it.
If you would gain the warlock’s pact magic feature, you may use Constitution instead of Charisma as the class’s spellcasting ability modifier. This also replaces any references to your Charisma score, and modifier the class may have with your Constitution score, and modifier.
Plated Skin. Various metals and crystals grow naturally from your skin, peppering your being, and forming a natural armor. Your AC can never be lower than 8 + your Proficiency bonus + your Constitution modifier, regardless of if, and what armor you may be wearing.
For the purposes of spells like shatter, and heat metal, you are treated as having inorganic metal and crystalline parts attached to your body.
Languages. You can speak, read, and write Common, Dwarvish, and your choice of either Abyssal or Infernal.
Optional Feat: Forgemaster's Calluses
Prerequisites. Player Level 6, Dwarf Races Only
Increase your Constitution score by 1 up to a maximum of 20.
- You gain resistance to fire and acid damage. If you have or would later gain permanent resistance to either damage type again, you instead gain immunity.
- You may take this feat thrice, though each time you take it beyond the first you only gain resistance to one of the damage types listed instead of both.
DM Note: Inherited Magics is intended to be a variant racial trait for other tiefling races; it replaces their racial spells.