Steelmarked
On a large island south of Ber lives a group of gnolls who belong to the Cult of the Steel Lord, and who have remained devoted to the dragon tyrant Gradiax even after he was slain over two centuries ago. These steelmarked gnolls have a somewhat paradoxical religion that commands them to avoid touching metal with bare flesh, yet to understand and master technology, for which their lord will reward them with bodies as strong as steel, free from weakness and hunger. As such, they adhere to fastidious sanitary standards and avoid blooding ceremonies, with adulthood instead being achieved by proving one’s understanding of some technology and devotion to the cult.
Their taboo only prohibits bare skin contact to metal, and as such they are fond of ornate kerchiefs and fine leather gloves. Forge workers have popularized garments with heavy padding over forearms and lower legs, and such accessories are common even among those who don’t regularly work metal. Priests of the cult wear somewhat formless robes, but prefer ostentatious designs of vivid colors to catch the eye, especially when traveling among mainlanders.
Despite their exceptional grasp of modern technology, the steelmarked still hold many traditional violent customs. The cult has repeatedly raided the mainland, killing gnolls who speak out against them, and abducting children to convert to their faith. Steelmarked gnolls unnerve outsiders, as they seem to watch the world around them with more detachment, move less, even breathe less than they should.
Blessed Industry. You gain proficiency in Engineering, as well as in the tool or vehicle of your choice.
Metal Taboo. You believe only your draconic lord and those who have earned his blessing are worthy of the strength of metal. You try not to touch metal with your body directly. Gloves or kerchiefs are acceptable to insulate one from metal, and there is no shame in being wounded by someone else’s metal.
Breaking Touch. Your people have developed the ability to break devices with a mere touch, even through a glove or other garment, which they see as a blessing and as proof of their lord’s enduring guidance.
As a bonus action, you can touch an object with some mechanical complexity, such as a door, a lock, clock, ship rigging, steam engine, or animated construct.
If it is an unattended inanimate object, it breaks in a non-hazardous way. A door has to be shoved forcefully open, a lock falls apart, a timebomb stops ticking down, a ship loses its propulsion. If it’s larger than 5 feet across, you only break a section of it, but repairs take at least an hour.
If the object is being worn or carried by a creature, or if you’re trying to touch a creature, the creature can make a Dexterity saving throw (DC 8 + your proficiency bonus + your Charisma modifier) to avoid your touch.
A mechanical creature touched this way takes 2d6 damage and its speed is reduced by half until the start of your next turn. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.
A firearm affected by breaking touch will automatically miss the next time it is fired, as if a natural 1 were rolled (which is a misfire with a nonmagical gun).
After you use this ability, you can’t use it again until you complete a short or long rest .
Steel Endures. If you have obeyed the metal taboo for the past day, you have advantage on saving throws to resist poison and disease, and have resistance against poison damage. Additionally, double the amount of time you can go without food, water, and air.
Languages. You know Common, Gnoll, and one Beran language such as Draconic, Goblin, Minotaur, or Orc.