Toadfolk- playable
Racial Features
Ability Score Increase
Your Wisdom score increases by 2.
Age:
Toadfolk reach maturity around age 14 and rarely live longer than 60 years. Alignment:
Most toadfolk are neutral. They see the world as a place of predators and prey, where life and death are natural processes. They wish only to survive, and prefer to leave other creatures to their own devices.
Size:
Toadfolk are a little bulkier and taller than halfings, and their colorful skin make them appear even larger. Your size is small.
Speed:
Your base walking speed is 20 feet, and you have a swimming speed of 40 feet.
Amphibious:
You can breathe air and water.
Standing Leap:
You can make a running long jump or a running high jump without moving 10 feet.
Grappling Tongue:
Your tongue is a natural weapon of 10 feet range, which you can use to make an special attack as an action. If you hit with it, you can deal bludgeoning damage equal to 1d4 + your Strength modifier, and the target is grappled (escape DC equal to 8 + your proficiency bonus + your Strength modifier).
Natural Awareness:
You gain proficiency with one of the following skills of your choice: Animal Handling, Nature, Perception, and Survival.
Water Dependency:
If you fail to immerse yourself in water for at least 1 hour during a day, you suffer 1 level of exhaustion at the end of that day. You can recover from this exhaustion only through magic or by immersing yourself in water for at least 1 hour.
Languages:
You can speak, read, and write Common and Grung. Grung is a morse code like language, which they make the sound from their thyroid goiters.
Deep Marsh Toadfolk
Ability Score Increase
Your Strength score increases by 1.
Bullfrog Build
You dont suffer disadvantage on attack rolls made with heavy weapons due to your size. And you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Bullfrog Toughness Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
Rainforest Toadfolk
Ability Score Increase Your Dexterity score increases by 1. Poison Resilience You have advantage on saving throws against poison, and you have resistance against poison damage. Poisonous Skin. Any creature that grapples you must succeed on a Constitution saving throw or become poisoned for 1 minute (DC qual to 8 + your proficiency bonus + your Constitution modifier ). A poisoned creature no longer in direct contact with you can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Additionally, you can also apply this poison to any piercing weapon as part of an attack with that weapon, though when you hit the poison reacts differently. The target must succeed on a Constitution saving throw or take 2d4 poison damage (DC qual to 8 + your proficiency bonus + your Constitution modifier).
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