Homebrew Frogkin Species Details
Frogkin
Laurent waded further into the thick mud of the swamp, his armor weighing him down heavily. He began to wonder if he should head back, say he found nothing in these lost swamps, contrary to the reported sightings of the nearby folk. Just as Laurent was going to sigh and begin the wade back to the clearing where he left his horse, when a small figure jumped out from underneath the mud, with curious eyes. Standing on two legs, the frogkin croaked, "Yer a human!" in Common. Laurent was never more scared in his entire life.
The frogkin have formed small villages in large swamps unexplored by others, leading them to become quite populated. The origin of the frogkin are unknown. Some speculate that they come from a failed magic experiment, while some say that they stayed hidden from civilization for years until now. Either way, they have suddenly surfaced into society.
Tough and Nimble
Frogkin are naturally dextrous as well as quite tough. They are similar to forest gnomes, in that they mainly hunt near their homelands of the swamp and are very curious. They are around the height of a generic halfling, some taller and some smaller, of course. They are extremely light in the sense of weight, but are quite hardy nonetheless. The frogkins' leather-like skin vary in color amongst others. Most are a dark, almost emerald green. Some are dark brown and tan, and in extremely rare cases, there are red and blue skinned ones as well. Frogkin are completely incapable of growing any hair unless by some sort of magic.
Chivalry and Long Patience
Frogkin have advanced far beyond their normal reptile ancestors, and due to such the frogkin can live up to 150 years, some to 200 years. Most frogkin, when they become old, their skin begins to pale, to a dull muted color of what it once was. Frogkin are very curious though, so many frogkin elders take up a hobby of collecting small trinkets or artifacts. Young frogkin often collect armor or storybooks from the unfortunate people who become lost in their swamps, and learn of stories and blacksmithing that way. This results in many frogkin desiring to become adventurers, wanting to be like the knights and fighters in the tales they read. Due to this, the frogkin do not have much of a collection of their racial history, but instead they have amazing collections of long lost literature from other civilizations and races.
Most frogkin have a very lawful sense of chivalry, thanks to their favored literature, and in turn have a great sense of
justice, making them trustful guards and paladins if in the outside world.
Family and Tribes
Family and honor are words with great meaning in frogkin culture, and if either are broken, there are serious repercussions. An entire village/city would be controlled by a singular tribe, with a tribehead as the leader. Normally, leaders of tribes are chosen by familial blood, but some tribes take what is called the Succession of Honor, where if a tribehead believes an heir is not capable to lead the tribe, they can have the heir face off against someone the tribehead believes is capable enough in a trial of combat, wits, or anything else the tribehead can think of.
Under the sovereign rule of the tribe, there are also some noble families, almost like vassals in old fashion feudalism. These families were chosen either because the family served the tribehead and the tribehead rewarded them with nobility, or because they seemed more deserving for the position than a former family. These families have some politcal clout, and can often bring things to the attention of the tribehead, since they are well trusted.
Artisans and merchants aren't common in frogkin villages or cities, however with a little persistance one can find a certain frogkin that is skilled in blacksmithing or one that is willing to part with his products for some bartering.
A Spirit for Adventure
The overall reasoning for leaving the tribe or family is for adventure. Frogkins are often encouraged by older family members to go out and figure out the workings for the world. Some frogkins are banished by high crimes, such as breaking an oath or being generally untrustworthy.
Frogkins can also be found outside frogkin villages, mostly in halfling, elvish, or gnomish cities due to the frogkin presence in the wild. Some frogkins have ambitious thoughts about the outside world, although the outside world has aged quite a bit in comparison to the storybooks most frogkins own, leading to them being a little disappointed.
Some deities take pity on the frogkin, and gift a few with their holy power, allowing some of them to fulfill their desires of being heroes. Some deities see the frogkin as tools to spread their influence, in turn sending some frogkin visions of grandeur, twisting their naturally good souls into being corrupted.
Or, perhaps the most believable, some frogkin are sent out to do the bidding of their tribe, or to save the tribe itself. In short, there are many reasons in why a frogkin would leave his home, in search for something more.
Frogkin Names
A frogkin's name is chosen at birth by the parent, or by the tribehead if no parents are present. Most names take after names of legend from stories, or from other racial cultures that the frogkins have socialized with. The family name then goes after the chosen name, and if the child bears no family, the tribehead gives him a familial name. Those who wish to join the sovereign tribe in servitude are often either given the family name of the tribehead and be absorbed into the family, or be given the name of the tribe as a family name, both only if the one in servitude is well trusted and accepted.
Male Names: Aasik, Anador, Argorn, Balrich, Biff, Bonnen, Bylor, Cane, Dane, Darren, Durn, Enneth, Fargoril, Finn, Gerald, Gwur, Harreck, Marn, Mick, Oad, Otthen, Salazir, Ren, Thundar, Tzalar, Udden, Varn, Villar, Zell.
Female Names: Ala, Annala, Aramana, Bessa, Bonnie, Calia, Conni, Cyla, Dian, Fenna, Fonn, Galli, Mayella, Merna, Ophelia, Sally, Ranny, Roselia, Tia, Tonni, Vania, Zella.
Family Names: Airlike, Arn, Bassfin, Earthfawn, Faunan, Hailo'er, Landen, O'erbend, Rummam, Serpenlike, Torrenten, Wellwort.
Tribe Names: Tribe names are often based off of the family name, or surrounding landmarks. Such as the family name Arn, it would most likely be turned into Arnclan, or Wellwort would be Wellwortclan. Most family names get "clan" added to the end to signify the change into a sovereign tribe.
Frogkin Traits
Your frogkin character has an assortment of abilities and skills learnt and inherited. Ability Score Increase. Your Strength and Dexterity score increase by 1. Age. Frogkin mature at around the same rate as humans, but are considered adults at around 35, and are considered elders at 180. On average, they live about 200 years. Alignment. Frogkins are considered to be mostly lawful good, while some are chaotic good. However, some frogkins can be corrupted, and as such some can be true neutral or chaotic neutral. Size. Frogkins stand between 2 and 3 feet tall and average about 30 to 35 pounds as their weight. Your size is Small. Speed. Your base walking speed is 30 feet. Brave. You have advantage on saving throws against being frightened. Frogkin Nimbleness. You can move through the space of any creature that is of a size larger than yours. Desire for Adventure. Due to the adventurous spirits of the frogkins, you gain a permanent +1 to your initiative. Languages. You can speak, read, and write Common anAbility Score Increase.
-
Age.
Frogkin mature at around the same rate as humans, but are considered adults at around 35, and are considered elders at 180.
Alignment.
Frogkins are considered to be mostly lawful good, while some are chaotic good. However, some frogkins can be corrupted, and as such some can be true neutral or chaotic neutral.
Size.
Frogkins stand between 2 and 3 feet tall and average about 30 to 35 pounds as their weight. Your size is Small.
Speed.
Your base walking speed is 30 feet.
Brave.
You have advantage on saving throws against being frightened.
Frogkin Nimbleness.
You can move through the space of any creature that is of a size larger than yours.
Desire for Adventure.
Due to the adventurous spirits of the frogkins, you gain a permanent +1 to your initiative.
Languages.
You can speak, read, and write Common and one extra language of your choice.
Subraces.
Two subraces of frogkins are found among the worlds of D&D: muckdwellers and leafdwellers. Choose one of these subraces.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
9/20/2018 12:57:07 AM
|
62
|
22
|
5
|
Coming Soon
|
Comments
-
View User Profile
-
Send Message
Posted Nov 28, 2018What are the traits for the subraces?