Durin Meltstone
Durin Meltstone
Sheet
AC 17 · HP 9 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- AthleticsSTR
- HistoryINT
- InsightWIS
- IntimidationCHA
- PerceptionWIS
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
8 featuresBonus action
- Second WindLevel 1
You have two uses of Second Wind. As a Bonus Action, you can regain hit points equal to 1d10 plus your Fighter level. You regain one expended use when you finish a Short Rest and all expended uses when you finish a Long Rest.
- StonecunningDwarfAs a Bonus Action, you gain Tremorsense with a range of 60 feet for 10 minutes while you are touching a stone surface or are underground. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
Always on
- Fighting Style: DefenseLevel 1
Choose the Defense Fighting Style. While wearing armor, you gain a +1 bonus to Armor Class.
- Weapon MasteryLevel 1
You can use the mastery properties of three kinds of Simple or Martial weapons of your choice. Durin has mastered the greatsword, flail, and javelin. Greatsword grants Graze, flail grants Sap, and javelin grants Slow.
- DarkvisionDwarfYou can see in dim light within 120 feet of yourself as if it were bright light, and in darkness as if it were dim light. You perceive colors in darkness only as shades of gray.
- Dwarven ResilienceDwarfYou have Resistance to Poison damage. You also have Advantage on saving throws you make to avoid or end the Poisoned condition.
- Dwarven ToughnessDwarfYour Hit Point maximum increases by 1, and it increases by 1 again whenever you gain a level.
- Military RankSoldier
You can invoke your military rank to exert influence over other soldiers and request simple assistance, equipment, or temporary shelter from military organizations and allied communities. You retain your rank and may be recognized by soldiers who served alongside or under the same command structure.
Gear
9 itemsWeapons
- GreatswordTwo-handed martial melee weapon, 2d6 slashing damage, Heavy, Two-Handed. Weapon Mastery: Graze.
- FlailMartial melee weapon, 1d8 bludgeoning damage, Sap. Weapon Mastery: Sap.
- 8×JavelinSimple melee or thrown weapon, 1d6 piercing damage, Thrown 30/120. Weapon Mastery: Slow.
Armor
- Chain MailHeavy armor made from interlocking metal rings. AC 16.
Tools
- Gaming SetA set of weighted dice, cards, or another portable gaming set used by soldiers during downtime.
Gear
- Dungeoneer's PackAdventuring pack containing a backpack, 50 feet of hempen rope, 5 torches, a tinderbox, 10 days of rations, a waterskin, and a bedroll.
- Healer's KitUseful for stabilizing wounded allies and treating minor injuries.
- Common ClothesSimple military clothing and insignia suitable for identifying Durin as a soldier.
Purse
- 14×Gold PiecesCoin carried for travel and necessities.
Appearance
Durin is a compact, broad-shouldered dwarf with a dense black beard braided into three squared-off cords and iron-gray eyebrows that nearly meet over his nose. He stands with his weight evenly planted, heels slightly apart, as if waiting for an inspection or the first impact of a shield wall. His voice is normally a low, measured rumble, but when rattled his breathing becomes sharply audible through his nose and every word arrives clipped and precise. He wears well-maintained chain mail beneath a soot-darkened tabard marked with a simple white anvil.
Mannerisms
Durin checks the edge of his weapon with his thumb before difficult conversations. When listening, he leans forward without realizing it, as though trying to hear a distant command through stone. If angered, he inhales through his nose in three deliberate breaths before speaking.
Personality
Durin is disciplined, patient, and quietly protective. He speaks sparingly but remembers every promise, route, name, and warning given to him. He prefers practical kindness to compliments, repairing a strap, standing watch, or placing himself between a companion and danger. Around campfires, he unexpectedly enjoys dry jokes and competitive dice games, though he insists that luck is merely poor planning wearing a disguise.
Ideals
Duty. A soldier's purpose is not glory, rank, or victory. It is to stand between danger and those who cannot stand there themselves.
Bonds
The miners and soldiers who survived the Meltstone collapse are his responsibility. He will risk everything to protect them and to uncover what caused the mountain to fail.
Flaws
Durin obeys clear orders too readily, even when circumstances have changed. He is suspicious of improvisation, hates admitting confusion, and becomes stubbornly silent when forced to make a decision without enough information.
Quirks
Background
Durin Meltstone was raised in a forge district where every family kept a hammer, a ledger, and a story about the mountain. His clan worked iron and basalt, shaping tools for miners and anchors for fortress gates. Durin was never the strongest apprentice or the sharpest planner, but he possessed an unshakable instinct for standing where he was needed. During a tunnel collapse, he held a failing support brace in place long enough for six miners to escape. The brace broke, the mine was lost, and Durin was found buried beneath powdered stone, still gripping the iron pin that had kept the passage open. That act earned him a place in the local garrison. As a soldier, Durin became a dependable shield-line fighter and a strict believer in orders that protect ordinary people rather than merely impress commanders. He carries a greatsword that once belonged to a fallen sergeant, though he treats it less like a trophy and more like an unfinished duty. He now travels beyond the mountain to find the source of unnatural tremors threatening the roads and settlements below. Durin believes every disaster begins with someone ignoring a warning, and he intends to make sure no warning goes unheard again.
“His clan worked iron and basalt, shaping tools for miners and anchors for fortress gates.”
- Background
- Soldier
Connections
Species
Dwarf
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