The Tontatta tribe is a race of dwarves that possess uncanny speed and strength for their stature. The are known to be excellent cultivators of plantlife and can generally make any natural vegetation grow given the right conditions. Many people believe their existence to be a myth referring to them as fairies. These small agile creatures usually possess a small furry tail and pointy noses, but otherwise look human in other aspects.
Ability Score: +2 DEX, +1 WIS
Size: Tiny
Speed: 35 ft walking, 10 ft swimming
Tontatta Combat: You’ve learned to hone your size and use your opponent’s stature against them. You are able to grapple creatures up to two sizes larger than you. When fighting a creature that is larger than you, you can use your Tontatta Combat feature a number of times equal to half your proficiency bonus rounded up per short rest. This fighting style is able to perform two separate techniques:
Hammer Tail: When moving in a 10 ft line towards an opponent you can make an unarmed, natural, or melee weapon attack. This attack deals the normal damage and the creature must make a Strength saving throw vs your Brawl DC or be knocked prone.
Tontatta Swing: While grappling a creature you can throw them up to 15 ft away as a bonus action. If you throw them into another creature, make a ranged attack roll against the target creature, on a hit both the thrown enemy and the creature that was hit with them take 1d8+STR Mod or Dex Mod damage.
Green Thumb: Tontattas are known for their Green Thumb. At level 5, a number of times equal to your proficiency bonus per long rest you can use the Goodberry or Plant Growth techniques at no energy cost.
Cultivator: Your knack with plants comes in handy with Pop Greens as well! Beginning at level 5, after an encounter when you or an ally uses a Pop Green you may roll a DC 15 Nature Check for each Pop Green used. On a Success you are able to recover a Pop Green seed of the same species from the expended Pop Green.
Guillible Innocence: Tontatta are generally quick to believe what they are told, but that has led to them adapting to the worst of the hardships these lies can have. At level 11, you have advantage on WIS, CHA, and INT saving throws.