Fighter
Base Class: Fighter

Nakudama Warriors are a tribal group of Nakudama fighters who specialize in fighting with their tongues. This archetype is only available to Nakudama.

The way of the Frog Warrior has been passed down for a millennia by Nakudama tribes. They specialize in making unarmed strikes with their tongues, and grappling opponents.
The Nakudama warriors are a very prideful and true group, who cast aside weapons, choosing to only use the tongues they were born with.
The subclass has separate paths you must take at certain points, which is determined by what type of Nakudama you are. IE; If you are of the electric or toxin bloodline you will have different benefits to the other paths.

Note: Nakudama have exclusive feats that allow them to choose between the Toxin or Electric bloodline, the path you have to choose is determined by your respective bloodline.

Froglike Nature

Beginning when you choose this archetype at 3rd level, your walking and swimming speed increase by 10ft, your long jump, and high jump also receive this speed increase.

Level 3: Tongue Tactics

You have a long tongue that you can use to make unarmed strikes. It has the finesse and reach properties, and when you hit with it, the strike deals damage equal to 1d6 + your Strength or Dexterity modifier. The damage from your tongue is determined by your path, and increases in damage when you reach 5th level (1d8), 11th level (1d10), and 17th level (1d12).
Traits that increase your tongues range increase all of your tongue abilities range, IE; Latching Tongue.

Additionally, after you hit a creature with your tongue, you can attempt to grapple them with your tongue, they must make an opposed strength or dexterity check or be grappled.

Depending on your path your tongue will have different traits.

Nakudama

You harness a more brawler type of style, promoting raw strength over the special traits of the other paths.

Your tongue attack does Bludgeoning damage, and has a 10ft reach. When you grapple a creature with your tongue, you can choose to constrict them, crushing them with your tongue.
When a creature is constrained in this way, they take an amount of Bludgeoning damage equal to your strength modifier+ PB at the start of each of their turns they are being constricted.

Nakudama (Electric)

You invoke swift and thunderous strikes, opting to overwhelm your opponent with speed rather than relying on brute force like your common Nakudama cousins.

Your tongue attack does Lightning damage and has a 10ft reach. When you grapple a creature with your tongue, you can output electricity as a bonus action, causing a strong one-time hit, dealing damage equal to your Fighter level +PB to the grappled creature, the electrocuted creature must make a Constitution save or be stunned until the start of their next turn, save DC= 8+ Con Mod+ PB. This ability can be used once, and recharges on short and long rests. At 15th Level the stun effect becomes paralysis.

Nakudama (Toxin)

Your tongue is coated in a potent poison, you rely on disabling and weakening your enemies instead of relying solely on damage.

Your tongue attack does Poison damage, and has a 10ft reach. When you hit a creature with your tongue, they must make a constitution saving throw or be poisoned until the end of their next turn, save DC= 8+ Con Mod+ PB.
Additionally, creatures you have grappled need to make a Constitution saving throw at the start of each of their turns or take Poison damage equal to your Con Mod + PB and have the poisoned condition until the end of their next turn.

All poison produced by you shares the same traits, such as the future upgrades to your poison. This includes your innate toxin bloodline ability to spew poison globs, which also now can poison enemies until the end of their next turn on a shared constitution save that the attack already has.

Grapple Master

At 7th level, you have mastered the art of grappling, granting you several grapple based benefits.

Your tongues grapple now also applies the Restrained condition, and you now have advantage on all checks made with your tongue to grapple an opponent. Additionally, you can freely pull creatures you have grappled towards you by retracting your tongue. You also gain the ability to attempt a grapple with your tongue without first hitting someone, doing so uses a bonus action.

Nakudama Might

At 10th level, your body awakens a long dormant power that the Nakudama warriors hold. You gain a strong benefit based on your path.

Nakudama

Your body gains the ability to puff up and provide a greater defense.

Once every short rest, as a bonus action, you may puff up. Increasing your fortitude, and size by one category for the duration. You gain a +1 to AC, and have resistance to all non-magical Bludgeoning, Piercing, and Slashing damage until you deflate. When you inflate, you also gain Temp HP equal to your Fighter Level +PB. You can remain puffed up for up to one minute, or until you are hit five times.

Nakudama (Electric)

Your swiftness increases as you harness your own electricity to empower yourself.

Once every short rest, as a bonus action, you can coat yourself in a cloak of your own lightning. While the lightning cloak is active, you have an extra 10ft of movement speed, do not provoke opportunity attacks, and you have another extra attack, on top of your normal amount. Additionally, you are also immune to lightning while this is active. The lightning cloak lasts for up to 5 turns, or until you are incapacitated, or decide to cancel the ability.

Nakudama (Toxin)

Your body begins to produce a stronger poison, capable of dealing with much hardier threats.

Your tongue now inflicts a deadlier poison, now ignoring poison resistance. In addition, poisoned opponents now have disadvantage on other saves imposed on them whilst they are poisoned (including saves against being poisoned again), as your neurotoxin compromises their bodies internal functions.
You are also granted a Poison Stack feature. for every time an already poisoned target would become poisoned again, they take an extra 1d4 Poison damage, and extend the duration of the poison by one turn, allowing them to repeat the save at the start of each of their turns to end the effect early.

Mystic Tongue

Your tongue grows stronger yet, granting you more benefits on your tongue strike.

Starting at 15th level, your tongue gains an upgrade allowing for greater offence, its range is increased by 5ft, and you get another trait based on your path.

Nakudama

Your tongue is strengthened by a forceful magic, allowing far greater hits.

Your tongue now does magical damage for the sake of overcoming resistances and immunities. When you deal more than 25 damage to a single target with your tongue strike, they must pass a Constitution saving throw, or suffer a broken bone, save DC= 8+STR Mod+ PB. Constricted opponents must also make this save every turn they are grappled.
When you are to break a bone, roll on this table to decide what bone is broken, and what effect it has. Additionally, when you break a bone, the target takes an additional 2d8+STR Bludgeoning damage.

Broken bones will remain broken until healed by receiving 10 or more points of healing per broken limb, the one who inflicts the healing chooses which bone(s) are restored when this happens.

1-5. Broken Leg; All Movement Speed is halved, unless they have an ability to move otherwise, IE; Flight. For every subsequent leg broken the creatures speed is halved again, if they have less than half of their total legs, they move as if in difficult terrain. If they have one or fewer legs remaining the creatures only movement option is to crawl.
6-10. Broken Arm; Disadvantage on all melee attacks. For every subsequent arm broken, melee attacks deal 5 less damage. When all arms are broken, they deal half damage on melee attacks.
11-15. Broken Skull; The target is concussed, granting disadvantage on all Attacks, Saves, and Checks using mental stats (Charisma, Intelligence, Wisdom).
16-19. Extra Limb break if available (Wings, Tail, Etc). Otherwise re-roll.
20. Broken Neck; Target is paralyzed, and they instantly die if below 1/20th of their max HP.

Nakudama (Electric)

Increasing your electrical output further, your lightning now applies a paralyzing effect on hits.

When you hit a creature for more than 25 damage with your tongue in one turn, they must make a constitution saving throw or be paralyzed until the start of their next turn, save DC= 8+ Con Mod+ PB. Your electrical discharge ability now also applies this effect, but has no such damage threshold. Additionally, while your lightning cloak is active, the damage requirement becomes 20, and can be applied multiple times if you hit the damage requirement again, when the effect is stacked in this manner, the target makes the save again, and extends the paralysis by one turn for each extra successful infliction of it, doing this allows them to repeat the save again at the start of each of their turns, ending the effect on a success.

Nakudama (Toxin)

Your poison grows deadlier still, and neutralizes enemies even better.

Creatures poisoned by you now take (PB+ Con Mod) poison damage every turn until the condition goes away, additionally, your poison can inflict various bonus effects. When you poison a creature, roll on the table below to determine an additional effect.
(These effects work with poison stacks, and they gain a new effect every time a stack is added, however poison stacks do not re-apply the damage over time effect, they merely extend it.)

Poison effects last until the end of the poisoned condition, unless a poison effect specifies its a one time effect.

1-5. Nausea; The target throws up and loses their action for their turn.
6-10. Fatigue; They gain a level of exhaustion, which goes away when the poisoned condition ends.
11-15. Weakness; Half damage on all melee attacks while poisoned.
16-19. Infection; Every time they attack while poisoned they take 2d6 Poison damage.
20. Faint; They fall unconscious until the end of their turn.

Ultimate Frog Arts

At 18th level, you've mastered your bloodlines power, and gain access to a special attack based on your path.

Nakudama

Your strength reaches its height as your are granted a new ultimate attack.

Bonecrusher:
Once every short rest, as an action, you can attempt to crush all the bones of a creature grappled by your tongue. You can crush as many bones as you have attacks, and for every attack, the target must make a constitution saving throw or have a bone crushed, save DC= 8+ STR Mod + PB. When you are to break a bone, roll on this table to decide what bone is broken, and what effect it has. Additionally, when you break a bone, the target takes an additional 2d8+STR Bludgeoning damage.

Broken bones will remain broken until healed by receiving 10 or more points of healing per broken limb, the one who inflicts the healing chooses which bone(s) are restored when this happens.

1-5. Broken Leg; All Movement Speed is halved, unless they have an ability to move otherwise, IE; Flight. For every subsequent leg broken the creatures speed is halved again, if they have less than half of their total legs, they move as if in difficult terrain. If they have one or fewer legs remaining the creatures only movement option is to crawl.
6-10. Broken Arm; Disadvantage on all melee attacks. For every subsequent arm broken, melee attacks deal 5 less damage. When all arms are broken, they deal half damage on melee attacks.
11-15. Broken Skull; The target is concussed, granting disadvantage on all Attacks, Saves, and Checks using mental stats (Charisma, Intelligence, Wisdom).
16-19. Extra Limb break if available (Wings, Tail, Etc). Otherwise re-roll.
20. Broken Neck; Target is paralyzed, and they instantly die if below 1/20th of their max HP.




Nakudama (Electric)

Your electricity reaches its maximum voltage, and you gain access to a new ultimate attack.

Lightning Strikes:
Once every short rest, as a single action, you make three of your basic tongue strike attacks, all of which do an extra 1d4 Lightning, and force opponents to make a constitution saving throw or be paralyzed until the end of their next turn, save DC= 8+ Con Mod+ PB.

This ability counts as a single attack, so extra attacks may still be used as a follow up.

Nakudama (Toxin)

Your poison begins to flow through you, allowing you access to a new ultimate attack.

Poison Wave:
Once every short rest, as an action, you can spit out a huge poison wave. The poison wave is a 15ft cone, and all creatures inside of it must make a constitution saving throw or take Poison damage equal to your Fighter level + Con Mod, and be poisoned for up to a minute repeating the save at the start of each turn, ending it on a success, Save DC= 8+ Con Mod+ PB, taking half damage and not being poisoned on a success.
The poison carries all the same traits as your basic tongue strikes poison, such as ignoring resistance to poison, and the damage over time (PB+ Con Mod every turn they are poisoned).

When you poison a creature in this way, roll three times on the table below to determine the additional effects.
(These effects work with poison stacks, and they gain a new effect every time a stack is added, however poison stacks do not re-apply the damage over time effect, they merely extend it.)

Poison effects last until the end of the poisoned condition, unless a poison effect specifies its a one time effect.

1-5. Nausea; The target throws up and loses their action for their turn.
6-10. Fatigue; They gain a level of exhaustion, which goes away when the poisoned condition ends.
11-15. Weakness; Half damage on all melee attacks while poisoned.
16-19. Infection; Every time they attack while poisoned they take 2d6 Poison damage.
20. Faint; They fall unconscious until the end of their turn.

Previous Versions

Name Date Modified Views Adds Version Actions
3/30/2026 11:46:11 PM
9
0
--
Coming Soon
3/31/2026 12:25:49 AM
7
1
--
Coming Soon
5/22/2026 6:05:14 AM
16
0
--
Coming Soon
5/23/2026 5:02:30 AM
10
0
--
Coming Soon
5/23/2026 6:55:34 PM
10
0
--
Coming Soon
5/23/2026 7:01:25 PM
10
0
--
Coming Soon
5/27/2026 2:05:45 PM
11
0
--
Coming Soon
5/27/2026 2:07:37 PM
11
0
--
Coming Soon
5/27/2026 2:10:55 PM
12
0
--
Coming Soon
5/27/2026 2:23:00 PM
11
0
--
Coming Soon
5/27/2026 2:26:38 PM
11
0
--
Coming Soon
5/27/2026 2:28:30 PM
11
0
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes