Brute. A melee weapon deals one extra die of its damage when the Wild Dwarf hits with it (included in the attack).
Pack Tactics. The Wild Dwarf has advantage on an attack roll against a creature if at least one of the Wild Dwarfs allies is within 5 feet of the creature and the ally isn't incapacitated.
Unarmored Defense. While the Wild Dward is not wearing any armor, its Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. The Wild Dwarf can use a shield and still gain this benefit.
Gift of Ub-Tao. The Wild Dwarves of Chult are blessed by the ancient primordial being Ub-Tao, they are immune to sickness and poison and resistant to all damage but radiant, force and psychic damage.
Multiattack. Wild Dwarf makes three melee attacks.
Diamond head Warhammer +1. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage, or 16 (2d10 + 5) bludgeoning damage when used with two hands.
Diamond capped Buckler +1. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 12 (2d6 + 5) bludgeoning damage, and Wild Dwarf pushes the target 5 feet away from him if it’s Large or smaller. Wild Dwarf then enters the space vacated by the target. If the target is pushed to within 5 feet of a creature friendly to Wild Dwarf, that creature can make an attack against the target as a reaction.
Diamond tipped Javelin +1. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 12 (2d6 + 5) piercing damage.
Description
These Dwarves hold similarities at 1st glance to most mountain dwarves. Red hair and beards, woven with many beads, bones and decorations/trophies adorn the faces and clothes of the Wild Dwarves.
To keep up with the jungles heat, most Wild Dwarves are covered as little as possible, or maybe it’s just to show of their impressive full body tribal tattoos depicting many swirling patterns and to a keen eyed observer, a maze.
Natives to the jungles of Chult, the clans of Wild Dwarves are very different to their Faerunian cousins. They chose to live their nomadic existences out in the open in small clans that make encampments and live among the tree tops of the sprawling jungles in suspended yurts connected by rope bridges. A world apart from the deep holes of Dwarven fortresses common on the other continents.
Though they look down at them with more than a little contempt, the Wild Dwarves and the pale, sickly Under Dwarves of Chult do seem to coexist peacefully on a basis of trade, the Wild Dwarves bring food, pelts and more than a little protection, the Under Dwarves provide the Wild Dwarves with something much rarer in Chult... Magic weapons. Money holds no value here, the diamonds the majority the items are made of are valued for their strength and utility.
Through centuries of exposure to Chults wilds these dwarves have developed strong affinity to the land and its many great beasts. They are immune to the poisons and illnesses that plague any foreigners that “tresspass” in the time forgotten realm of Chult, but more than that, the blessed of Ub-Tao have been given resistance to most forms of damage whilst they reside on the Island of Chult.
It is rumored that if a Wild Dwarf leaves Chults outer reefs, they will forever lose the blessing. It is said this is why so few Wild Dwarves are ever seen outside of Chult.
The Wild Dwarves fight as a tight unit, even when it looks like they’re going “Wild”. Sticking together in the advance and using their skilled but unorthodox battle formations to their best advantage.
The front line charge into the enemy ranks to flank the enemy and shield charge opponents into the waiting Diamond Warhammers of the rear line.
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