Homebrew Frogfolk / Wimmers (Caldaria Races Expanded) Species Details

Native to the lush and vibrant rainforests in Caldaria, the Frogfolk, known locally as Wimmers, are a unique amphibian race renowned for their agility and adaptability. With skin hues mirroring the verdant greens and earthy browns of their habitat, they are masters of camouflage, seamlessly blending into the foliage and waters of their homeland.

Physical Traits: Wimmers possess a remarkable blend of frog-like features with humanoid anatomy. Their powerful legs allow for exceptional leaping capabilities, and their elongated, sticky tongues serve as both potent natural weapons and versatile tools.

Creating Your Character

At 1st level, you choose whether your character is a member of the human race or of a fantastical race. If you select a fantastical race such as the fairy or the harengon in this section, follow these additional rules during character creation.

Ability Score Increases

When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy. The “Quick Build” section for your character’s class offers suggestions on which scores to increase. You can follow those suggestions or ignore them, but you can’t raise any of your scores above 20.

Languages

Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. 

Creature Type

Every creature in D&D, including each player character, has a special tag in the rules that identifies the type of creature they are. Most player characters are of the Humanoid type. A race in this chapter tells you what your character’s creature type is.

Here’s a list of the game’s creature types in alphabetical order: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, Plant, Undead. These types don’t have rules themselves, but some rules in the game affect creatures of certain types in different ways. For example, the cure wounds spell doesn’t work on a Construct or an Undead.

Life Span

The typical life span of a player character in the D&D multiverse is about a century, assuming the character doesn’t meet a violent end on an adventure. Members of some races, such as dwarves and elves, can live for centuries. Fairies and harengons, however, have a life span of about a century.

Height and Weight

Player characters, regardless of race, typically fall into the same ranges of height and weight that humans have in our world. If you’d like to determine your character’s height or weight randomly, consult the Random Height and Weight table in the Player’s Handbook, and choose the row in the table that best represents the build you imagine for your character.

Frogfolk / Wimmers (Caldaria Races Expanded) Traits

As a frogfolk, you have the following racial traits.

Creature Type

You are a Humanoid.

Size

You are Medium or Small. You choose the size when you select this race.

Speed

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

Amphibious

You can breathe air and water.

Darkvision

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.

Tongue Slap

Your tongue is a powerful natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength or Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike.

Frogfolk Origin Features

NOTE.

Picking any of these will actually make this race in par with Shadar kai, yuan ti and other great races.
If your Gm finds them op to your specific game, please be respectfull and only pick one or none. 


Origin features are feats that make your character race feel different from someone playing the same race.

No Frogfolk is the same. Pick 2 origin features that represent your uniqueness and diference from other Frogfolks.


 

Chameleon Hide

Your skin's adaptive nature allows you to blend seamlessly with your surroundings, making you a master of stealth and concealment.

Camouflage: Your skin changes color and brightness to match your environment. This natural camouflage grants you proficiency in the Stealth skill.

Aquatic Stealth: When you are submerged in water, the reflective and refractive properties of your skin enhance your ability to hide. You gain advantage on Stealth checks while submerged.

Disorienting Croak

Your unique vocal abilities allow you to emit a disorienting croak that confuses your enemies, making it difficult for them to target you accurately.

Action Type: Bonus action.

Effect: Emit a croak that affects all enemies within 30 feet of you. Any attack roll made against you has disadvantage if the attacker can hear the croak. This effect lasts until the start of your next turn.

Usage Limit: Once per day.

Extended Tongue

Your tongue is not only powerful but also remarkably long, enhancing its range and utility.

Extended Range: The range of your Tongue Slap increases to 10 feet.

Grasping Tongue: You can use your tongue to grab objects or creatures at a distance of up to 15 feet. This ability provides unique interaction options, from retrieving items to grappling with distant foes.

Mucus Shield

Your amphibious nature allows you to secrete a protective mucus in response to harm, reducing the impact of incoming attacks.

Action Type: Reaction.

Trigger: When you take damage.

Effect: Secrete a protective mucus to reduce the damage taken. The damage is reduced by an amount equal to your Constitution modifier (minimum of 1) plus your proficiency bonus.

Usage Limit: You can use this feature twice per day. You regain all expended uses after completing a long rest.

Toxic Retaliation

Your amphibious nature not only provides resilience against toxins but also turns your skin into a dangerous weapon against melee attackers.

Poison Resistance (passive): You have resistance to poison damage and advantage on saving throws against poison.

Retaliatory Toxin: When you are hit by a melee attack, the attacker must succeed on a Constitution saving throw (DC = 8 + your proficiency bonus + your Constitution modifier). On a failed save, the attacker becomes poisoned. The poisoned creature can repeat the saving throw at the end of each of its next turns, ending the effect on itself on a success.

You can activate this feature twice per day. You regain all expended uses after a long rest.

Powerfull Legs

Your strong amphibian legs grant you extraordinary leaping abilities, far surpassing those of ordinary creatures.

Enhanced Jumping: Your jump distance and height are significantly increased. When you make a long or high jump, you can jump an extra 10ft.

Leap Attack: Additionally, when you make a jump towards an enemy and land within 5 feet of them and immediately make a melee attack, if it hits, add an extra 1d6 damage to the attack’s damage roll.

Slippery Skin

Thanks to your amphibian heritage, your skin has a naturally slippery quality that aids you in escaping from tight situations.

Advantage in Escaping Grapples: Whenever you attempt to resist a grapple or escape from one, you automatically gain advantage on Acrobatics checks or saving throws made to end that grappled condition.

Sticky Tongue

Your adept use of your tongue allows you to disarm opponents in combat.

Activation: When you hit an enemy that is within range of your Tongue Slap (5 feet) with an attack, you can attempt to disarm them as well.

Disarm Mechanic: Make an unarmed strike roll contested by the enemy’s weapon attack roll. (Note: If the enemy is holding the weapon with both hands, they roll with advantage.)

Outcome of the Contest:

  • Win by 5 or More: The enemy drops their weapon, and you catch it with a free hand (if available).
  • Win by 4 or Less: The enemy drops their weapon, landing in a free spot on the ground within 5 feet of them.
  • If the Enemy Wins: The enemy retains their weapon.

Usage Limit: You can use this feature twice per day. All expended uses are regained after a long rest.

 

 

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