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Frogkin

Shared Racial Traits   Ability Scores: Str +2, Size: Medium or Small, Speed: 20ft., Climb 20ft., Swim 20ft.   Age. Frogkin reach maturity around age 5 and usually live up to 40 years.   Alignment. Most Frogkin are neutral. They rarely leave their homes in Mea'lu and wish only to live in peace with the environment and other reptoids.   Description. Frogkin are massive humanoid frogs, that have webbed fingers and toes, as well as wider bodies and heads that resemble their animalistic side. Their skin is often greasy looking, but its mainly the moisture lingering on their skin. They come in all the colors that other frogs and toads come in, depending on their subracial species.   Languages. Frogkin can speak Common and Reptoid.   Perk Affinity. Primordial.   Size. Frogkin are much wider than humans, but share similiarities with Dwarves in their bodily structure, rocking up to 5ft. in height. Your size is Medium or Small, depending on your subrace.   Daring Escape. Due to your incredibly strong legs, you can escape almost any situation. Whenever you are grappled or restrained, as long as you are not prone, you can use a bonus action instead of an action to escape this situation, either against the opposing creature or a Spell Save DC. On a success, you are not only freed, but can leap your long jump distance away from the spot as part of your bonus action.   Mind the Mud. You can move across difficult terrain made of dirt, earth, mud, stone, swamp or tar without expending extra movement.   Thick Skin. Depending on the biome you have been born and raised in, your body changed depending on the environment there. You gain your choice of either cold, fire or poison resistance.
Subracial Traits   Leaping
Leaping Frogkin are the most agile and hard to catch of their race, usually quite adept hunters and trackers. They roam, like most of their race, in Mea'lu, but some have been seen hopping around Leyial.   Ability Scores: Dex +1, Size: Medium   Leap. Without requiring a running start, you can use all of your movement speed to jump three times your long jump distance. In addition, you only need 5ft. of your movement to stand up from the prone condition.   Strong Legs. Your well-build legs are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d8 + your Strength modifier.
Toadel
Toadel Frogkin live in the most dangerous part of Mea'lu and have gained a lot of respect from the other races living nearby as a tough contender within the deep rooted jungles and swamps. Their general toughness is nothing to scoff at and their mouths are feared.   Ability Scores: Con +1, Size: Medium   Gulp. A Toadel Frogkin's mouth is a strange apparatus, but its mostly their expandable cheeks that allow for the well-known flexability. You can safely carry one medium, two small or four tiny creatures inside your mouth. In addition, whenever you grapple a creature, you can instead decide to put it in your mouth and not only grapple, but also blind it.   Thickest Skin. You can choose an additional resistance from your Thick Skin racial feature.
Venom
Venom Frogkin are the most dangerous due to the poison they emit from their skin, but sometimes its a reason to hunt them down aswell, as many pay a pretty penyy to get their hands on that poison. Thus many Venom Frogkin are spread all over Venhum, to keep themselves safe from poachers.   Ability Scores: Cha +1, Size: Small   Vile Secretion. Your colorful skin creates a dangerous layer of poison on it, hoping to put predators at a disadvantageous position. Grappling or attacking a creature with a touch attack, as well as creatures trying the same on you, have to make a Constitution saving throw, calculated using your Constitution, or become poisoned for one minute. They can repeat the saving throw at the end of their turn and creatures that have succeeded against your poison once have advantage on the saving throw for the next 24 hours against it.   Vile Toxication. The secretion alone might not be potent enough, but making it toxic might do the trick. You increase your Vile Secretion subracial feature to deal 1d12 poison damage on any contact, even if they succeed on their Constitution saving throw. This ability lasts for a number of rounds equal to your proficiency modifier, ending at the end of your turn of the last round. You can't use this ability again, until you have finished a long rest.

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