Frogfolk

Common Cultures: Despotic, Feywild, Forsaken, Feywild, Itinerant, Natural, Nomadic, Wild

Ancestry Traits

Size. Your size is Small or Medium.
Speed. 20 ft., 40 ft. swim (-1 point)

Amphibious (1 point).
You can breathe air and water, and you have a 40 foot swim speed.
Amphibian Legacy (2 points).
Though many varieties of frogfolk exist, they tend to share a series of traits. Choose two of the following:
  • Dexterous Tongue. Your long tongue can be used for simple tasks. It has a reach of 10 feet, and it can lift a number of pounds equal to five times your Strength score. You can use it to do the following simple tasks: lift, drop, hold, push, or pull an object or a creature; open or close a door or a container; or grapple someone. Your DM might allow other simple tasks to be added to that list of options. Your tongue can't wield weapons or shields or do anything that requires manual precision, such as using tools or magic items or performing the somatic components of a spell. When you grapple a creature with your tongue, you have advantage with checks to do so, but while you are grappling a creature with your tongue, you cannot speak.
  • Poisonous Skin. Any creature that grapples you or otherwise comes into direct contact with your skin must succeed on a Constitution saving throw (DC = 8 + your Constitution modifier + your proficiency bonus) or become poisoned for 1 minute. A poisoned creature no longer in direct contact with you can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If you are proficient with a poison kit, you can apply this poison to weapons you wield. When used in this way, it acts as basic poison. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
  • Swamp Camouflage. You have advantage on Dexterity (Stealth) checks made to hide in swampy terrain.
  • Swamp Resistance. You have advantage on saving throws you make to avoid or end the poisoned condition on yourself. You also have resistance to poison damage.
Speak with Amphibians (1 point).
You can communicate simple ideas with frogs, toads, and amphibians. These creatures can communicate back to you.
Frog Leap (1 point).
As a bonus action, you can jump a number of feet equal to five times your proficiency bonus, without provoking opportunity attacks. You can use this trait only if your speed is greater than 0. You can use it a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Paragon Options

Poisonous Tree Frog

Prerequisite: Poisonous Skin Amphibian Legacy
You are immune to poison damage and the poisoned condition.

Powerful Tongue

Your tongue is strong and deadly enough where you can use it to make an unarmed strike once on your turn. If you hit with it, you deal bludgeoning damage equal to 1d6 + your Strength modifier, and the creature is grappled. Your reach with it is 5 feet greater than normal. If you are grappling a creature with your tongue, this attack can only be against the creature you are grappling.

Lastly, you can spend a flourish with a tongue attack to cause the target to be restrained as long as they are grappled.

Primordial Frog

You are a paragon of your ancestry. You gain the benefits of the other two options from the Amphibian Legacy trait.

Land Legs

You are well-adapted to walking on land. Your walking speed increases by 10 feet, and you have Advantage on saving throws against being knocked Prone or moved against your will.

Underwater Camouflage

You are an expert at hiding, especially underwater. You gain the following benefits: