Armor Class
12
(hide armor)
Hit Points
11
(2d8 + 2)
Speed
30 ft.
STR
13
(+1)
DEX
11
(+0)
CON
12
(+1)
INT
8
(-1)
WIS
11
(+0)
CHA
8
(-1)
Senses
Passive Perception 10
Languages
Any one language
Challenge
1/8 (25 XP)
Proficiency Bonus
+2
Pack Tactics. The warrior has advantage on an attack roll against a creature if at least one of the warrior's allies is within 5 feet of the creature and the ally isn't incapacitated.
Actions
Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.
Description
Tribal warriors live beyond civilization, most often subsisting on fishing and hunting. Each tribe acts in accordance with the wishes of its chief, who is the greatest or oldest warrior of the tribe or a tribe member blessed by the gods.
awesome
Cool, would work as a wilderness random encounter.
The negative in Intelligence and Charisma, presumably represents a lack of education and refined etiquette.
The intelligence is understandable. But the charisma penalty... I don’t know if that’s okay.
Why are tribal warriors less dextrous and not stronger than guards?
How do I add this to a campaign. I’m sorry if I’m being dumb but this is my first time.
Depends on how you want them to interact with the setting. They'd probably be wary of outsiders, but they might kidnap children and make them members of their tribe to compensate for the harsh dangers of their lives.
You could have them live relatively peaceful lives, only bothered by outsiders hunting on their land, or they might raid merchant caravans. If they're struggling to find food or have a strong warrior culture, they might also raid small/weakly guarded settlements near them.
Depends on context. If the goal is to use them as a purely combat encounter maybe they're headhunters or under the thrall of some greater enemy and can't be saved until said monster is dealt with. For more nuance as characters, I recommend looking up real world stone age cultures from the past and present. They make great allies in truly remote areas since unlike orcs, goblins, or other monstrous races there isnt an inbred distrust or god instilled hatred of adventurers. One example I used them in was as the poorly trained shock troops of a despot, the party had previously managed to make a deal with their enslaved leader so when the party faced the big bads army a third turned on the rest before looting a town and running away.