Homebrew Frogfolk 1.5 Species Details

Frogfolk are typically 2/3ft tall outside the magic of bloomburrow, inside the magic they appear exactly the same in every way except they are the size of frogs. Just like every other animal folk from the plane of Bloomburrow they are accurate to their equivalent animal. They live equally in and out of water so have adapted to that lifestyle, they retain the ability to breath, see and even talk underwater through their innate water based magic, however they also depend on it and cant stay out of water for prolonged periods. 

Frogfolk are augurs who use their knowledge of nature to divine the movement of Calamity Beasts and the shifting seasons in Valley. Because of their skill in preventing disaster, they are highly respected by the animalfolk of Valley, though this same quality also makes them prone to pessimism and dire proclamations of doom. Frogfolk are highly knowledgeable elementalists, their curiosity driving them to learn and discover more about the natural world throughout their life. At their best frogfolk are thoughtful and knowledgeable. At their worst frogfolk are fatalistic and disinclined to collaborate with others.

Personalities

Frogfolk have a pessimistic and fatalistic outlook on life. Even those who are not augurs still internalize the frequent predictions of Valley’s doom and feel haunted by the possibility of a terrible future they cannot escape. Their bleak outlook often means they see other animalfolk as naïve and foolish, valuing instead a pragmatic and practical approach to the world rather than an idealistic one.

It’s common for frogfolk to have a tendency towards the dramatic, exaggerating tales of their inevitable doom or jumping to the worst possible scenario even when the outcome is unclear. When they feel danger is imminent, frogfolk are serious and diligent, ensuring they have the resources to survive.

Agroforestry and Foraging

Frogfolk maintain a uniquely symbiotic relationship with the land they live on, preferring to slowly shape the direction of plant growth and maintain a complex ecosystem rather than utilize traditional farming methods. Frogfolk don’t plant crops, but rather change the environment around them to encourage certain flora to grow. They may carve out terraced shelves into a hill and flood them to grow cranberries or rice, or build a roof to protect fragile plants from withering under the sun.

Augury and Calamity

Frogfolk’s unique augury helps manipulate Calamity Beasts and mitigate potential destruction. Their skills are honed through developing a strong, intuitive understanding of the needs and balance of the natural world and by analysis of prior Calamity paths to anticipate upcoming migration patterns. The knowledge is enhanced by magical spells that help them predict the future with differing levels of specificity. At a basic level, frogfolk augurs can see the general shape of the future but cannot anticipate changes. Adept augurs can see exact movements seconds or even minutes in advance. Frogfolk augurs will plan to move entire villages, dam rivers, to send adventurers out to draw a Calamity Beast’s attention in order to prevent large-scale damage.

Their Role in Valley

Frogfolk play a key role at the start of an adventure or battle. Adventuring parties may speak with a frogfolk augur before embarking on a journey, or mousefolk knights may consult on predictions before a battle with a Calamity Beast. The most talented diviners use their skills to predict the actions of the Calamity Beasts and the resulting changes in seasons, which is invaluable to the daily life and survival of all in Valley. Many frogfolk consult on questions related to agriculture and ecology of the region. For instance, they may be conferred with regarding causes of sick crops or the impact of building in a particular location.

Despite their general reserved nature, frogfolk do not shy away from leadership positions, firmly confident in their skills and knowledge. They will sometimes take control of larger community projects, whether they were asked to or not.

Relationships

Frogfolk deeply respect racoonfolk, who share a similar admiration for nature and the world around them. Frogfolk often disapprove of the mousefolk, frustrated by their pervasive optimism, which they consider dangerous and naïve, and struggle to understand a mousefolk’s desire to hurl themselves into danger with little regard for their own safety.

Weaving

Frogfolk magic revolves around the use of water, something they always carry at their sides in some way or another. Flinging droplets or causing a wave of water are common spells. Many frogfolk can also use their water magic and augury magic to project their own limbs into the future, making portals that surprise enemies with a flurry of blows from far away.

Frogfolk Structures and Settlements

Frogfolk have round homes that are clustered together on the edges of the water. Clusters of homes form the larger community units, with buildings designed more for specific purposes than for specific families.

Frogfolk 1.5 Traits

Your aquatic nature allows for some very special traits

Ability Score Increase

Your Dexterity score increases by 2.

Another ability of your choice increases by 1.

Age

A Frogfolk reaches adulthood at the age of 20 and generally lives into the middle of his or her second century.

Size

Frogfolk average about 2.5 feet tall and weigh about 30 pounds. Your size is Small.

Speed

Your base walking speed is 25 feet.

Your base Swim speed is 35 feet.

Aquatic Nature

Frogfolk have adapted to a life around water and can see, breath and hear while submerged, partially through physical attribute but also through an inherited arcane connection to the element. this also extends to the ability of talking underwater so it doesnt restrict spells with verbal components like it would most races. (sight is the equivalent of darkvision for 60ft if not in clear vision)

Their connection also comes with a draw back, that they mostly dont have to worry about, but adventuring frogfolk need to remember their dependancy on water: If you fail to immerse yourself in water for at least 10 minutes 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 10 minutes. Along with this they have a material component for every spell they cast over and above the required components of the specific spell: water. 4th level spells and below just need water present for casting, whereas 5th level and above actually use up 1/2 a litre of water for every spell cast.

Lucky

When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.

Standing Leap

Your long jump is up to 30 feet and your high jump is up to 15 feet, with or without a running start.

Frogfolk Nimbleness

You can move through the space of any creature that is of a size larger than yours.

I.e. under legs or similar

Frog Tongue

You can use your tongue as an unarmed strike, with a reach of 10ft dealing 1d6 damage. Additionally the target must succeed on a DEX 12 saving throw or be knocked prone backwards 5ft or forward 5ft. This attack can only be used once a turn.

Languages

You can speak, read, and write Common and Halfling. The Halfling language isn’t secret, but halflings are loath to share it with others. They write very little, so they don’t have a rich body of literature. Their oral tradition, however, is very strong. Almost all halflings speak Common to converse with the people in whose lands they dwell or through which they are traveling.

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