Homebrew Frogkin Species Details

Thought to have been created at the moment of the worlds colliding, these amphibious folk are highly isolationist and mistrusting of outsiders. A human meeting a frogkin for the first time would see a very large toad, almost man-sized, with dark green to light watery blue skin and a wide mouth and very powerful rear legs. While able to speak common, most prefer to speak their native tongue because the words of common feel unwieldy in their froggish mouths. Most frogkin live in underwater villages protected by domes of air maintained and lit by tribal shamans. Due to their naturally communistic way of life and preference toward pacifism, these villages often become subject to the abuse of feudal Triton lords who force the frogkin to farm kelp and fish. Their language, Tundish, is a non-written mixture of draconic and primordial. Frogkin have excellent darkvision as they spend all of their time in deep water or caves, preferring to stay out of sight of land dwellers. 

 

Frogkin Traits

As a Frogfolk, you have the following racial traits.

Darkvision

Due to living in places with low light, you have superior vision in dark and dim Conditions. You can see in dim light within 60 feet of you as if it were bright light, and in Darkness as if it were dim light. You can’t discern color in Darkness, only Shades of Gray.

Poison Resistance

Poison resistance

Creature Type

You are a Humanoid.

Size

You are Medium.

Speed

Your walking speed is 30 feet, and you have a swimming speed equal to your walking speed.

Bite

You have a fanged maw that you can use to make unarmed strikes. When you hit with it, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike.

Hold Breath

You can hold your breath for up to 15 minutes at a time.

Hungry Jaws

You can throw yourself into a feeding frenzy. As a bonus action, you can make a special attack with your Bite. If the attack hits, it deals its normal damage, and you gain temporary hit points equal to your proficiency bonus. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Natural Armor

You have tough, scaly skin. When you aren’t wearing armor, your base AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor.

Nature’s Intuition

Thanks to your mystical connection to nature, you gain proficiency with two of the following skills of your choice: Animal Handling, Medicine, Nature, Perception, Stealth, or Survival.

Previous Versions

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7/1/2022 5:05:28 PM
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