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wilhelmdubdub
2017-09-28, 09:16 PM
I am running a one shot out of ToA and one of the players wants to be a dwarf from Chult. I need help picking from 2 choices for a solution.

I found Eleazzaar's Wild Dwarf:

http://www.giantitp.com/forums/showthread.php?418024-Wild-Dwarf-race-Conversion-(PEACH)

Or a custom subrace off of the Albino Dwarf p 210 in ToA:

stat bump?? size medium, 25ft., innate spellcasting: hunter's mark, jump, pass without a trace, speak with animals, speak with plants

Also would it be better to start at a low level and explore the island or start at 9 and try to run the final dungeon?

Malifice
2017-09-28, 09:42 PM
Hill Dwarf barbarian.

As for a homebrowed Wild Dwarf trait, I'd give them the following traits:

Normal Dwarven traits plus:

Ability Score Increase: Your Strength and Dexterity scores increases by 1.

Dwarven Resilience: Accustomed to the oppresive heat and conditions of Chult, you have resistance to fire damage, and immunity to disease.

Small size. Heavy weapons used at disadvantage.

Dwarven Combat Training: You have proficiency with the spear, javelin, blowgun and handaxe. This replaces normal Dwafven combat training.

Tool Proficiency: You gain proficiency with the poisoners or herbalist tools. This replaces normal tool proficiency

Replace Stonecunning with Savage Attacker trait (as Half Orc)

Languags: Dwarven, Common and whatever they speak in Chult.