Homebrew Salientia (Pygmy Frog People) Species Details

The Salientia are a humanoid amphibious race that closely resemble frogs and toads. Naturally they are quite shy, and prefer to live quiet lives near fresh water such as swamps, marshes, rivers, lakes, and wooded regions with higher precipitation. As a consequence they have excellent movement (unhindered) within any of these environments. Generally, they are good natured and tend towards a good alignment and for the most part have an attitude to life that might be described as Laisez-Faire. Although they bare no genetic connection to Halflings, this has lead to them sometimes being known in more remote and rural communities as "Marsh-Halflings". In fact they have much, much more in common with their larger kin, the Mogogols. Indeed, some anthrozoologists, consider Salientia a sub-species of the Mogogol.

Their natural affinity for water makes them excellent with all activities related to water, and they have a love of simple boats, fishing and most water based activity.

In the past some species, notably, Kobolds but also Gnolls, after careful removal of their toxin sacs, considered Salientia a delicacy, (especially their legs!). They have been known to send out hunting parties to capture a Salientia or two for feasting upon. This has led to a great mistrust of these species by the Salientia. Kobolds, Gnolls and Bullywugs (see The Bullywug Wars below) are considered favored enemies.

Religion and Spirituality

In terms of faith and religion, most Salientia, like most things in life, have a very relaxed attitude towards practicing religion. Although, this varies from tribe to tribe, generally it revolves around some form of nature worship, be that a specific tree, or the moon. However in some instances in Salentia society, a nature spirit or fey have been adopted as their deity, who may bestow favors on their adopted clan. On very rare occasions, this has been a spirit with more malevolent tendencies, leading to troubles for their clan, and the need for a brave young Salientia taking on a quest to rid their kin of this blight.

Communities

They are for the most part, social creatures although their reserved and cautious nature, leads to them preferring the company of other Salientia. They tend to live in close knit villages and communities based around fresh water in natural environment like swamp, lakes, rivers, woodland, forest and jungle.

Once a Salientia has metamorphosized from it's tadpole form (after about a year from hatching), child rearing is considered a communal activity, and it becomes the responsibility of the whole clan to raise all young, rather than just their parents. Although they do retain some ties to their mother and father too. As a consequence, this helps curb bad parenting practices as everyone takes part in it. It also helps protect young Salentia from the damage that loosing a parent can cause, as in lots of ways everyone is their parent.

Gender, Reproduction and Age

While Salientia do have both males and females genders, to the outsider it can be hard to tell the difference. This is further confused by the fact that on some rare occasions, they can and do spontaneously change gender, although the circumstances for this change is clouded in mystery. To the outside it appears to be a choice, although whether the motivation for this is to do with a personal preference or for procreation isn't fully known or understood. This is further confused by Salientia naming practices.

Like other amphibians, Salientia gestate in a gelatinous egg that is laid in fresh water, but unlike other amphibians, they are only ever lay one or two eggs at one time. It takes approximately a year for them to metamorphosize from their tadpole form, during this time both adults immerse themselves in the birthing pools, and secrete a nutritious gel into the water for the young to eat.

Salentia begin puberty at approximately 8 years old, and are considered Adults at 13. Typically they will live to between 55 and 65 years of age, although some notable exceptions have lived well into their 70's.

Salientia Names

Salientia generally don't have family names as such, but since coming into contact with humans, dwarfs and elves, they have started adopting their village or clan name in place of a family name. They are usually given a childhood name by their parents, however when they come of age, their community elders will give them an adult name that is considered fitting for their personality traits, skills, or in some instances, the role they are expected to take up in the tribe. This leads to names being more of a description of the Salientia, so a talented magician might be known as Spell-Weaver, or a particularly brave Salientia might be known as Fortitude. They make no differentiation between genders when it comes to naming, so these names are as applicable to either males and females.

Coming of Age

Along with the naming ceremony, in some Salientia communities there is some sort of coming of age ritual, however, these rituals vary widely from community to community. It may be as simple as spending a night alone in a cave or forest, or some sort of drinking/fighting game. In some cases, though, this may involve leaving their community and not returning until a specific task has been successfully completed. This is rare within a tribe, and usually reserved for Salientia destined for a more prominent role within their communities, and is more often the reason for a Salientia taking up exploring or embarking on an adventure.

The Bullywug Wars and The Swamp Holocaust

In terms of world defining wars, The Bullywug Wars will never be much more than a footnote in history, barely warranting a sentence in the records - events in distant, remote swamp lands, far away from civilization have little interest or consequence to human scholars and the historians of Academia. However, for the Salientia, it was a different matter, despite The Bullywug Wars being more than five generations ago, they still bare the racial scars of the conflict. For more than 300 years, in pursuit of expanding their influence and dominance over the more remote swamp regions, Bullywugs mercilessly persecuted and hunted down the Salientia.

When captured, Bullywugs took great delight in devising particularly cruel methods of torture. One such method was using crude lenses to focus the heat of the sun, to simulate extreme conditions (see Amphibian Vulnerability) before finally sacrificing their captive. This inevitably resulted in the Salientia's near extinction, and they were probably only saved from complete destruction when they adopted more aggressive guerilla tactics to defend themselves and fight back. They did eventually manage to drive off the Bullywug advance and managed to retain enough control over small pockets of their homelands to survive . This goes a long way to explain both the scarcity of Salientia, and also their unwillingness to generally venture beyond their own communities into the wider world. Salientia to this day still consider Bullywug's their mortal enemy and unless heavily out numbered, will attack and fight them to the death on sight. Also, as so many Salientia met their end as sacrificial victims to the Bullywugs revered Froghemoths, they will also immediately attack these creatures on sight too.

There is an old legend that originates from the times of The Bullywug Wars, that an ingenious Salientia Artificer, invented a vehicle (imagine a type of "reverse submarine" filled with magically heated water)  that could be used to traverse harsh environments (see Amphibian Vulnerability). One night he, and a small party of Salientia began an exodus to find new a new safe homeland for them away from The Bullywugs. No-one knows what became of then, whether they succeeded, or even if this has any truth behind it. However, the legend persists, passed on by word of mouth in the evenings by Salentia elders around camp fires, and many stories have grown up about how one day he will return and take all Salentia to this new and promised land.

Salientia (Pygmy Frog People) Traits

There are two species of the Salentia - the Frog and the Toad variants. Your Salientia character has a number of traits in common with other Salientia, as outlined below:

Ability Score Bonuses and Salientia Toxic Skin

Frog Variant

The Frog variant is the smaller of the two variants, and distinguished by it's smoother skin, which much like ordinary frogs, comes in a vast array of colors and combinations. They tend to be slightly more affable and smarter than their toady cousins.

You benefit from a +1 increase to your Dexterity, Intelligence and Charisma scores. However, due to your slight physique, receive a -1 to your Strength score.

Your skin produces a mucus that is poisonous and you are also resistant to poison damage. It is at their tadpole stage during feeding that they devop their resitance to poison.

If you are successfully attacked by a biting attack, the attacker make a constitution based saving throw, or receive 1d4 of poison damage. If you are swallowed, this damage becomes automatic for each round that passes while you are ingested.

In addition, if you are not wearing armor, because of your general slipperiness, you have advantage when saving against being grappled.

(Note: At your DM's discretion, as a bonus action, this mucus can be applied to bladed weapons, arrow heads and crossbow bolts, adding 1d4 of poison damage to an attack. However, as this toxin is only viable at body temperature, it quickly deteriorates and will only last until your next turn and must be reapplied if you have not made an attack)

 

Toad Variant

The Toad variant is the larger of the two variants, and distinguished by it's rougher, wartier skin which tends to be more natural, greens and browns. They tend to be slightly hardier and a little wiser than their froggy cousins.

You benefit from a +1 increase to your Constitution and Wisdom scores. 

Your skin produces a mucus that is hallucinogenic neuro-toxin and you are also resistant to psychic damage. It is at their tadpole stage during feeding that they devop their resitance to psychic damage.

If you are successfully attacked by a biting attack, the attacker must make a constitution based saving throw, or receive 1d4 of psychic damage. If you are swallowed, this damage becomes automatic for each round that passes while you are ingested.

In addition, if you are not wearing armor, because of your general slipperiness, you have advantage when saving against being grappled.

(Note: At your DM's discretion, as a bonus action, this mucus can be applied to bladed weapons, arrow heads and crossbow bolts, adding 1d4 of psychic damage to an attack. However, as this toxin is only viable at body temperature, it quickly deteriorates and will only last until your next turn and must be reapplied if you have not made an attack)

 

Size

Frog Salientia average about 3 feet tall and weigh about 30-40 pounds.

Toad Salientia are slightly taller, and average 3'6 inches tall and are slightly heavier at 35-45 pounds.

In both cases, your size is Small.

Salientia Agility (Movement and Speed)

Your base walking speed is 25 feet.

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

You suffer no restrictions when moving though fresh water, swamp, marshes, mud, or wooded terrain. Nor do you suffer any penalties moving from water to land or vice-versa.

Amphibian Long Leap

Your long jumping distance in feet is twice your Dexterity score for Frog Salientia and twice your Strength for Toad Salientia.

Amphibian High Leap

Your high jumping distance in feet is your Dexterity score for Frog Salentia ans your Strength score for Toad Salientia.

Neither jump requires a run-up. In both the Amphibian Long and High jumps, any landing saving throws are based on your Acrobatics proficiency (Frog), or Athletics proficiency (Toad) and automatically have advantage.

Leaping into Combat

You can also use your jumping ability to literally leap in and out of combat. Because of the speed of these movements leaping out of combat automatically includes a disengage move. The disengage is however ignored if the character being attacked has two or more attacks per action, is hasted (or equivalent) or uses the sentinel feat. If your character is also hasted, then the disengage is ignored if the character being attacked has three or more attacks per action, attacking another hasted character effectively cancel each other out, Sentinel will still work, however.  If they are holding an action, this can be redirected at you.

  • Long Leap - You can Long Leap as a Movement and as a Bonus Action to Leap in and out of melee combat. This means, a combat sequence would be as follows:

Movement (Long Leap) => Action (Attack) => Bonus Action (Long Leap), without receiving an attack of opportunity as outlined above.

  • High Leap -You can High Leap as a Movement to Leap into combat. However, it can only be done at a creature that is either flying within your jumping range, or is of Large size or bigger. This means, a combat sequence would be as follows:

Movement (High Leap) => Action (Attack) => Bonus Action is forfeit (But gravity will do the work to bring you back down), again without receiving an attack of opportunity as outlined above.

  • Combination Leaps - Leaps can also be combined:

Movement (Long Leap) => Bonus Action (High Leap) => Action (Attack)

Amphibian Climb

Your climbing speed is the same as your normal walking speed. Any saving throws are based on your Acrobatics proficiency (Frog), or Athletics proficiency (Toad) and automatically have advantage.

Amphibian Swim

You swimming is speed is the same as your normal walking speed. You can also hold your breath under water for up to 30 minutes + an additional 10 minutes per point of constitution modifier in fresh water. (Because being able to hold your breath for so long under water, relies on your ability to absorb oxygen through your skin, you are unable to to hold your breath for as long in sea water as the salt interferes with this capability, and you revert back to being able to only hold your breath in the normal way: for 1+ {constitution modifier} minutes.)

(Note: If you are wearing armor that has disadvantage vs stealth, then you are unable to perform Amphibian Leaps, Climbs or Amphibian Swimming. Distances covered are  then calculated in the normal way, albeit based off of Dexterity (for Frog Salientia) rather than Strength. Saving throw advantages still apply though, as does your ability to hold your breath.)

Salientia Proficiencies

You have dark vision of 60 feet. This is also unhindered when swimming under water.

You have proficiency in Stealth, Improvised Weapons and Small Boats.

Frog Salientia also have proficiency in Acrobatics and Toads have proficiency in Athletics.

To reflect Salientia rural and rustic background, You can select one artisan tool.

Alignment

Salientia are typically of a good alignment. While their communities are hierarchical by nature, suggesting a leaning towards Lawfulness, but their laisez-faire, live and let live attitude to life means they also range across both Neutral and sometimes Chaotic tendencies too.

Languages

You can speak, read, and write Common and speak fluent Amphibia.

Amphibia is an unwritten language that consists mostly of loud, guttural croaks that can be heard up to 500 feet away - ideal for communicating with other Salientia that are much further away. While it isn't a secret language,  it is all but impossible for other species to speak, although they can learn to understand it. As a consequence it is typically only spoken by other Salientia. Amphibia also allows you to at least understand ordinary frogs and toads, although not necessarily communicate with them. It is also similar enough to the communication of Bullywugs and Mogogols for them to hold a simple conversation.

Salientia have learnt to speak common to allow them to communicate with other sentient species.

Mask of the Marsh

Because of your affinity for marshland, you can attempt to hide when only lightly obscured in marshes, swamps or under water (fresh water only).

Sticky Spit

As a bonus action, once per short rest, You can spit a sticky goo that ensnares an opponent and restrains them.

Grapple Tongue

As a reaction, you can grapple an opponent in melee range with your tongue.

Amphibian Vulnerability

When away from water for more than one day, you must spend an hour at the start of the day moisturizing your skin or immersed in water, otherwise you incur -1 to your constitution until you do moisturize or immerse yourself.

When moving through terrains consider extremely hot, dry and arid (e.g. desert) or excessively cold (e.g. frozen tundra), you must make a survival saving throw once per day at the beginning of the day. If the saving throw fails, then you are exhausted for that day. This exhaustion is not reset by a long rest during your time in these regions. Exhaustion accumulates until 6 points of exhaustion are accumulated, where, instead of dying you fall into a catatonic stasis and are completely immobile. In this state, you must now make a death save at the beginning of each day (this can be stabilized through usual means, however, you will not regain consciousness, just remain catatonic with 1hp). This is cumulative with any other points of exhaustion you incur during you time in these regions.

This can be over-come by leaving the region and for every point of exhaustion and failed death save, you must take a long rest. Each long rest removes 1 death save or point of exhaustion, providing you have consumed food and have been moisturized or are immersed in water.  Rests can be consecutive (i.e. resting for a whole day = 3 long rests).

Favored Enemy

Gnolls, Kobolds and Bullywugs are favored enemies.

You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.

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