Wild Dwarf
Wild Dwarf is a D&D 3.5 player race from Rac. Medium Humanoid (good fort), Level adjustment +0.
- Size
- Medium
- Type
- Humanoid (good fort)
- Level Adjustment
- +0
Wild dwarves have all the dwarven racial traits listed in the Player’s Handbook, except as follows:
- Small: As Small creatures, wild dwarves gain a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but they must use smaller weapons than humans use, and their lifting and carrying limits are threequarters of those of Medium-size characters.
- Wild dwarf land speed is 20 feet.
- Proficient with the handaxe and blowgun (described on Table 6—2 in the DUNGEON MASTER‘s Guide). The blowgun is such an integral part of wild dwarf life that all wild dwarves learn to use the weapon. This replaces the normal weapon familiarity.
- Poison Use. Wild dwarves work with poisons from an early age, and they never risk accidentally poisoning themselves when applying poison to a weapon.
- Fire resistance 5. Wild dwarves are inured to the oppressive heat of Chult.
- +3 racial bonus on saving throws against poison. This replaces the standard dwarven bonus against poison. Wild dwarves are immune to wild dwarf knockout poison.
- +4 racial bonus on saving throws against disease. Wild dwarves have developed a strong resistance to disease of all types.
- Wild dwarves are not nearly as capable or familiar with stone and metal as their more civilized kin. They do not receive the dwarven stonecunning trait or the bonus on Appraise and Craft checks related to stone or metal.
- Automatic Languages: Dwarven, Common, home region. Bonus Languages: Chultan, Draconic, Goblin, Tashalan, Yuan-Ti.
- Favored Class: Barbarian.