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Krakenfolk
Krakenfolk are a rare species that hail from the deepest depts of the ocean. It is believed that these individuals long held allegiance to ancient terrors the deep such as aboleths and krakens.
However, their civilization has forged a new future for itself apart from these entities as they have begun exploring the surface world for new adventures that await them.
Krakenfolk Features
Age Krakenfolk reach maturity by age 15. Krakenfolk have been known to live up to about 80 years.
Appearance Krakenfolk resembled bipedal humanoids with smooth sometimes glistening skin of all colors. Instead of legs, they possess a set of tentacles that they use for locomotion while sporting a pair of longer, more developed tentacles from their backs that they can use to perform minor tasks.
Speed Your base walking speed is 25ft.
Languages You can speak, read, and write Common and Aquan
Ability Score Your Dexterity score increases by 1 and your Intelligence score increases by 1.
Size Your size counts as your choice of Medium
Natural Swimmer You gain a swimming speed of equal to your walking speed.
Amphibious You can breathe in air and in water.
Long Limbed When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.
Multi-limbed You have a set of tentacles growing alongside with your arms which sprout from your back. Each one is also a natural weapon, which you can use to make an unarmed strike with. If you hit, they do 1d4 + your Strength or Dexterity modifier bludgeoning damage. Immediately after hitting a creature with this unarmed attack, you can try to grapple the target as a bonus action.
Dexterous Tentacles You can use your tentacles to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour out the contents of a container. The tentacle can’t attack, activate magic items, or carry more than 5 times your Strength score.
Ink Cloud As an action, you can emit a cloud of ink in a 10ft. radius around a spot you can see within range until the end of your next turn. Creatures that first enter or start their turn in this area are considered blinded and have their vision heavily obscured for the duration.
Once you use this feature, you cannot use this feature again until you finish a short or long rest.
Cnidari
Cnidari are a beautiful variant of krakenfolk that often resemble the alien and ethereal beauty of jellyfish. They are particularly know for their glowing skin and shocking tentacles
Ability Score Your Charisma score increase by 1
Lightning Resistance You gain resistance to lightning damage.
Bioluminescent Body As a bonus action, you can emit a bright light in a 10ft. radius and dim light an additional 10ft.
Calamaran
Calamaran kraken folk are the largest of their kin. They are particularly known for their powerful tentacles that enable them to accomplish tremedous feats of Strength as well as provide them the necessary strength to vertically climb walls.
Ability Score Your Strength score increase by 1
Constricting Grasp You have advantage on Strength(Athletics) checks to grapple a creature.
Powerful Tentacles Your tentacles have a carry capacity equal to 10 times your Strength score.
Climbing Tentacles You gain a climbing speed of 30ft. You are able can move up, down, and across vertical surfaces and upside down along ceilings, however, your hands and limb are not free to use in any capacity other than climbing.
Octuli
The octuli tend to be the smallest kind of kraken folk. What they lack in size, they more than make up for with agility and the ability to slip away from danger by squeezing through tight spaces otherwise too large for creatures their size.
Ability Score Your Dexterity score increase by 1
Malleable Form You are especially adept at squeezing through the tightest of spaces. YOu are able to move through a space large enough for a creature one size smaller than you without squeezing.
Slippery Skin You have advantage on Strength(Athletics) or Dexterity(Acrobatics) checks to escape being grappled
Propulsive Jet When you use your Ink Cloud ability, you can use your bonus action to simultaneously gain the benefits of Dash and Disengage.
Mirage
Mirage kraken folk are known for their ability to change the color of their skin, particularly to blend into their surroundings. Due to their ability to change the color of their skin, they are able to become nearly invisible to the naked eye.
Ability Score Your Dexterity score increase by 1
Chameleon Skin You can take the Hide action even if you are only lightly obscured by cover
Natural Camouflage You gain proficiency in Stealth
Ink Shroud When you use your Ink Cloud ability, you are able to turn invisible until the start of your next turn.
Nautilari
Nautilari trace their ancestry directly to the great krakens. As a result, they possess the unique ability to manipulate water to fit their needs, creating tentacles made out of water to lash at their opponents.
Ability Score Increase Your Intelligence score increases by 1
Thalassic Tendril Your unarmed strikes with your tentacle can deal your choice of either acid or cold damage. When you make an unarmed strike with this attack, you can choose to your Intelligence instead of Strength or Dexterity.
Thalassic Gift You know the Shape Water cantrip.
Once you reach 3rd level, you can cast the Grease Spell spell once as a 2nd-level spell with this trait and regain the ability to do so when you finish a long rest.
When you reach 5th level, you can cast cast the Create or Destroy Water spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
Crabfolk
Crabfolk are an interesting people who tend to keep to themselves. They have built massive empires of coral on many coastal reefs with numerous feats of engineering almost enough to rival that of dwarves. However despite their aquatic lifestyle, their heavy body makes them rather slow swimmers.
Crabfolk Features
Age Crabfolk reach maturity by age 20. Compared to humans, krakenfolk don't usually live longer than 60 years.
Appearance Crabfolk tend to resemble humanoid crustaceans almost akin to centaurs in appearance. Although most crabfolk tend to be shorter than humans, their thick shell and claws make them weigh nearly as much as the largest of goliaths.
Speed Your base walking speed is 25ft.
Languages You can speak, read, and write Common and Aquan
Ability Score Your Strength score increases by 1 and your Constitution score increases by 1.
Size Your size counts as your choice of Medium
Amphibious You can breathe in air and in water.
Colossal Claws Your giant claws are natural weapons, which you can use to make an unarmed strike with. If you hit, they do 1d6 + your Strength or Dexterity modifier bludgeoning damage. Immediately after hitting a creature with this unarmed attack, you can try to grapple the target as a bonus action.
Powerful Build You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Natural Armor Your body is covered with a thick and sturdy shell. You armor class is equal to 13 + your Constitution modifier. You gain no benefit from wearing armor, but if you are using a shield, you can apply the shield's bonus as normal.
Glacier Crab
Glacier crabs hail from the frigid reaches of the Material Plane on their floating glacier cities. Despite their bulky forms, they are surprisingly nimble on the icy surfaces of their home.
Ability Score Your Dexterity score increases by 1.
Frost Resistance You gain resistance to cold damage
Ice Camouflage While in icy or snowy terrain, you have advantage on Dexterity(Stealth) checks.
Ice Walk You are able to travel across icy or snowy terrain without needing to make an ability check. Additionally, difficult terrain generated by snow or ice doesn't cost you extra movement.
Hulk Crab
Hulk crabs the largest and strongest of their kin and are comparable to immovable mounds of chitin and muscle. Their most defining feature is their enormous claws which are able bind even the strongest of creature's in space.
Ability Score Your Strength score increases by 1
Dense Body You have advantage on saving throws against being pushed, knocked prone, or any effect that would forcibly move you.
Vice Grip You have advantage on Strength (Athletics) checks to grapple a creature.
Enormous Claws Your unarmed strikes can benefit from the Heavy property. It can only benefit from this feature if you use Strength as your melee attack modifier.
Nomad Crab
Nomad crabs are known for the natural wanderlust carrying their colossal shells on their back. These shells are believed to have special cultural importance to the crabfolk and are often painted and decorated to match their personality. Despite their nomadic nature, they are a honed sense of direction enabling them to always find their way back home no matter how far they travel.
Ability Score Your Wisdom score increases by 1
Direction Sense Your nomadic instincts prevents you from becoming easily lost. You always can sense the direction of north and always know the general direction of a location that you have been to.
Migratory Instinct You gain proficiency in Survival.
Resilient Shell You can harden your shell occasionally shrug off injury. When you take damage, you can gain resistance to that damage type until the start of your next turn. After you use this trait, you can’t use it again until you finish a short or long rest.
Scuttletide
The scuttletide crab is a strange subspecies of crabfolk. They do not resemble true crabs but are much closer related to trilobites or horseshoe crabs. These crabfolk possess a long bladed tail which enables them to swim with surprising agility as well as keep them balanced while underwater.
Ability Score Your Dexterity score increases by 1
Darkvision You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Natural Swimmer You gain a swimming speed of 30ft.
Buoyant Swimmer While underwater, you have advantage on Strength saving throws. Additionally, you are immune to being knocked prone while underwater.
Regal Crabfolk
Regal crabfolk tend to have a rather bizarre and otherworldly appearance thanks to their unnaturally long limbs. It is unclear why their are referred as regal crabfolk, but it is believed that they are one of the oldest species of crabfolk.
Ability Score Your Strength score increases by 1
Long Limbed When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.
Long Legged You can move through the space of creatures at least one size or smaller that you without expending additional movement. You can also end your turn in that creature's space.
Sahuagin
Sahuagin are one of the most prominent aquatic civilizations . They are known for their unique and special connection with many aquatic creatures, especially sharks.
Sahuagin Features
Age Sahuagin reach maturity by age 10. Compared to humans, sahuagin don't usually live longer than 50 years.
Appearance Sahuagin are aquatic humanoids that share many visual characteristics of predatory fish.
Speed Your base walking speed is 30ft.
Languages You can speak, read, and write Common and Aquan
Ability Score Your Constitution score increases by 2.
Size Your size counts as your choice of Medium.
Amphibious You gain a swimming speed of 30ft and can breathe in air and in water.
Darkvision You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray..
Fish Fangs Your toothy maw is a natural weapons, which you can use to make an unarmed strike with. If you hit, they do 1d6 + your Strength modifier piercing damage.
Fish Speaker You are able to communicate simple ideas to beasts within a natural swimming speed.
Bloodfin Sahuagin
Bloodfin sahuagin are the most common species of sahuagin. They are known for their keen sense of smell, particularly for blood.
Ability Score Your Wisdom score increases by 1.
Blood Scent You have advantage on Perception checks against creatures below half their hitpoints maximum. If the creature is within 60ft. of you, you can pinpoint its location
Keen Senses You gain proficiency in Perception
Feeding Frenzy As a bonus action, you are able to through yourself into a vicious feeding frenzy for one minute. For the duration of this ability, you can use your bonus action to make an unarmed strike with your jaws. Upon using this feature, you cannot do so again until you finish a long rest.
Stormtide Sahuagin
Stormtide sahuagin possess a special connection to electricity as they are able to absorb this energy to heal their wounds.
Ability Score Your Charisma score increases by 1.
Static Body As a bonus action, you are able to electrical charge your body to hamper your enemies movements for 1 minute. For the duration of this ability, when a creature touches you or hits you with a melee attack while within 5ft. of you, you can use your reaction to deal 1d6 lightning damage and the target cannot take reactions until the end of its next turn. Upon using this feature, you cannot do so again until you finish a long rest.
Lightning Resistance You gain resistance to lightning damage.
Gift of the Storm You know the Shocking Grasp cantrip. Once you reach 3rd level, you can cast the Witch Bolt spell once as a 2nd-level spell with this trait and regain the ability to do so when you finish a long rest.
When you reach 5th level, you can cast cast the Hold Person spell once with this trait and regain the ability to do so when you finish a long rest. Constitution is your spellcasting ability for these spells.
Umbersea Sahuagin
Umbersea sahuagin are the rarest and most reclusive of all sahuagin as they living in the deepest reaches of the sea. They have the natural ability to create hypnotizing lights to charm and confound their prey.
Ability Score Your Charisma score increases by 1.
Lure Sequence As a bonus action, you are able to flash your lure to confound your opponent. When you use this feature, you can choose to disorient them in the following manner.
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Blinding Lure A creature you can see within 10ft. of you must succeed a Constitution saving throw equal to 8 + your Constitution modifier + your proficiency bonus. On a failed saving throw, it is blinded until the end of your next turn.
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Charm Lure A creature you can see within 10ft. of you must succeed a Wisdom saving throw equal to 8 + your Constitution modifier + your proficiency bonus. On a failed saving throw, it is charmed by you until the end of your next turn.
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Fear Lure A creature you can see within 10ft. of you must succeed a Wisdom saving throw equal to 8 + your Constitution modifier + your proficiency bonus. On a failed saving throw, it is frightened by you until the end of your next turn.
You can use this feature a number of times equal to your proficiency bonus before requiring a long rest.
Superior Darkvision You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Arcane Lure You know the Dancing Lights cantrip. Once you reach 3rd level, you can cast the Color Spray spell once as a 2nd-level spell with this trait and regain the ability to do so when you finish a long rest.
When you reach 5th level, you can cast cast the Charm Person spell once with this trait and regain the ability to do so when you finish a long rest. Constitution is your spellcasting ability for these spells.
Precursor Sahuagin
Precursor sahuagin are the most ancient of their kind as they can directly trace their ancestry to the ancient prehistoric fish from ages long lost.
Ability Score Your Strength score increases by 1.
Natural Armor Your body is covered with a thick scales as hard as iron. You armor class is equal to 13 + your Dexterity modifier. You gain no benefit from wearing armor, but if you are using a shield, you can apply the shield's bonus as normal.
Powerful Build You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Ancient Form For one minute, you can choose to embrace the primal form of your prehistoric ancestors. As a bonus action, your size increases by one size larger and your scales harden into an armored carapace.
For the duration of this ability, you gain a +1 to your Armor class and can reduce damage taken on your turn by your proficiency bonus.
Once you use this feature, you cannot do so again until you finish a long rest.
Kuo Toa
Kuo toa are subterraean fish-like humanoids that live deep within to the Underdark. Long in their past history, they were known for their enthralling service to otherworldly entities that have forever shaped their society.
Although most kuo-toa civilization have forged a new path for their society; many still retain vestiges from their dark history wherein they are able to conjure supernatural entities to come to their aid.
Kuo Toa Features
Age Kuo Toa reach maturity by age 5. Compared to humans, sahuagin don't usually live longer than 30 years.
Appearance Kuo toa seem to resemble squat humanoid fish with webbed gills and limbs that allow them to be quite agile swimmers.
Speed Your base walking speed is 30ft.
Languages You can speak, read, and write Common and Undercommon
Ability Score Your Charisma score increases by 2.
Size Your size counts as your choice of Medium.
Natural Swimmer You gain a swimming speed of 30ft.
Amphibious You can breathe in air and in water.
Superior Darkvision You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Sunlight Sensitivity While in sunlight, you have disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Slippery Skin You have advantage on ability checks and saving throws made to escape a grapple.
Aberrant Kuo Toa
Aberrant kuo toa have had a dark history marred by a connection to aberrations such as mind flayers and aboleths.
Ability Score Your Intelligence score increases by 1.
Telepathic Babbling You can speak telepathically to any creature you can see, provided the creature is within 60ft. of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.
Aberrant Calling At 3rd level, you can cast Find Familiar with this trait as a ritual, using Charisma modifier as your spellcasting ability for it. When you cast the spell in this manner, you can conjure your choice of an Flumph or Gazer.
A creature summoned in this manner remains for 1 hour unless dismissed or if you are incapacitated or die.
Divine Kuo-Toa
Divine kuo toa possess a special connection and blessing to divine entities such as Celestials. They seek true enlightenment through divine ascension.
Ability Score Your Wisdom score increases by 1.
Divine Resurrection Upon dropping to 0 hitpoints, you can regain 1 hitpoint instead. Upon using this feature, you cannot do so again until you finish a long rest
Divine Sight As an action, you can open your awareness to detect the presence of supernatural creatures around you. You are able to pinpoint the location of any Celestials, Fiends, or Undead within 30ft. of you for 10 minutes.
Once you use this feature, you cannot do so again until you finish a long rest.
Once you use this spell, you cannot do so again until you finish a long rest.
Celestial Tongue You are able to read, write, and speak Celestial
Elemental Kuo Toa
These kuo toa have a long history with elemental entities such as genies and other powerful entities.
Ability Score Increase Your Constitution score increases by 1.
Elemental Calling You can cast Find Familiar with this trait as a ritual, using Charisma modifier as your spellcasting ability for it. When you cast the spell in this manner, you can choose to conjure a Mephit of your choice.
A creature summoned in this manner remains for 1 hour before disappearing unless dismissed or if you are incapacitated or die.
Elemental Sight As an action, you can open your awareness to detect the presence of elemental creatures around you. You are able to pinpoint the location of any Elementals within 30ft. of you for 10 minutes.
Once you use this feature, you cannot do so again until you finish a long rest.
Elemental Speech You are able to read, write, and speak your choice of one of the following languages: Auran, Aquan, Ignan, or Terran.
Feylight Kuo-Toa
Feylight kuo toa societies have been forever marked by the machinations or a devious deal from a powerful Fey in their past.
Ability Score Increase Your Intelligence score increases by 1.
Fey Calling You can cast Find Familiar with this trait as a ritual, using Charisma modifier as your spellcasting ability for it. When you cast the spell in this manner, you can choose to conjure a Sprite.
A creature summoned in this manner remains for 1 hour unless dismissed or if you are incapacitated or die. Once you use this spell, you cannot do so again until you finish a long rest.
Otherworldly Senses As a bonus action, you can unlock your preternatural senses to detect the presence of a creature within 30ft. of it that is invisible or under an illusion for 10 minutes.
Once you use this feature, you cannot do so again until you finish a long rest.
Fey Speech You are able to read, write, and speak Sylvan.
Infernal Kuo-Toa
The heritage of infernal kuo-toa has been forever tainted an ancient pact with a fiendish entity. Despite this dark history, some kuo-toa have learned to use their fiendish talents to forge their own destiny instead.
Ability Score Your Constitution score increases by 1.
Fiendish Sight As an action, you can open your awareness so that your senses are not hampered by magical darkness for 10 minutes. Once you use this feature, you cannot do so again until you finish a long rest.
Fiendish Calling You can cast Find Familiar with this trait as a ritual, using Charisma modifier as your spellcasting ability for it. When you cast the spell in this manner, you can conjure your choice of an Imp or Quasit.
A creature summoned in this manner remains for 1 hour before disappearing unless dismissed or if you are incapacitated or die. Once you use this spell, you cannot do so again until you finish a long rest.
Fiendish Tongue You are able to read, write, and speak your choice of Abyssal or Infernal.
Primal Kuo Toa
Primal kuo-toa possess a deep connection with the ancient magic of nature. Many believe that primal kuo-toa are actually the oldest of all kuo-toa societies as they have returned to their primal roots after centuries of influence with otherworldly entities.
Ability Score Your Wisdom score increases by 1.
Primal Sight As an action, you can open your awareness to detect the presence of living creatures around you. You are able to pinpoint the location of any beasts or plants within 30ft. of you for 10 minutes.
Once you use this feature, you cannot do so again until you finish a long rest.
Primal Calling At 3rd level, you can cast Find Familiar with this trait as a ritual, using Charisma modifier as your spellcasting ability for it. When you cast this spell in this manner, you can call any CR 1/2 beast.
A creature summoned in this manner remains for 1 hour before disappearing unless dismissed or if you are incapacitated or die.
Primal Speaker You are able to communicate simple ideas to small beasts or beasts that possess a natural swim speed.
Grung
Grungs are diminuitive amphibious humanoids that live deep with tropical jungles and swamps. Despite their size, they are incredibly agile and can jump long distances.
Grung Features
Age Grung reach maturity in a single year, but have been known to live up to 50 years
Appearance Grungs take the appearance of bipedal frogs that come in all shapes and size according to their environment.
Speed Your base walking speed is 25ft.
Languages You can speak, read, and write Common and Grung
Ability Score Your Dexterity score increases by 2.
Size Your size counts as your choice of Small
Sticky Fingers You have a climbing speed equal to your walking speed. You can climb difficult surfaces without needing to make an ability check. However, your hands are not free to do any other actions while climbing in this manner.
Amphibious You can breathe in air an water
Moist Skin When you take a short rest while immersed in water, you can recover one additional hit die, even if you have no more remaining hit die. You must spend your entire short rest immersed in water to benefit from this feature.
Tremendous Leap When determining the distance you can vertically or horizontally jump, you can use your choice of Strength or Dexterity. Additionally, you can add your proficiency bonus to the total number of feet you can jump. You can benefit from this jumping speed without having to make a running start.
Frog Tongue You have an elongated tongue that you can use to grasp items. This tongue has a reach of 10ft. but is limited to stowing or retrieving an item from an open container as a Bonus action. The tongue can’t attack, activate magic items, or carry more than 5 pounds.
Froghemmoth
Froghemmoth grung trace their ancestry to the mighty froghemmoth and banderhobb giving them tremendous strength and the agility.
Ability Score Increase Your Strength score increases by 1.
Monstrous Jaws You possess monstrous jaws for your size. Your jaws count as natural weapons and your unarmed strikes can deal piercing damage equal to 1d6 + your Strength modifier.
Powerful Build You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Powerful Tongue Your tongue is much more powerful than your kin. You are able to pull objects that weigh no more than 5 times your Strength score.
Additionally, you are able to use your bonus action to force a creature your size or smaller within 10ft. of you to make a contested Strength(Athletics) check. On a failed saving throw, that creature is pulled 10ft. towards. you.
Crushing Leap Whenever you use your Tremendous Leap and hit a creature with a melee weapon attack on your turn, you can use your bonus action to shove or knock a creature prone.
Thundercroak
Thundercroaks are known for their absolute mastery of their voices. They are able to project their voices to create magnificent and bellowing croaks as well cause their voice to appear as if it were to appear in another location.
Ability Score Increase Your Charisma score increases by 1.
Deafening Croak As an bonus action, you can emit a deafening croak. Creatures within 10ft. of you that can hear you must succeed Constitution saving throw equal to 8 + your Constitution modifer + your proficiency bonus. On a failed saving throw, creatures are considered deafened until the end your next turn.You can use this feature once per short or long rest.
Ventriloquism You are able to project your voice to make it sound as if you are in a different location. As an action, you can cause your voice to sound as if it originated from a spot within 30ft. of you. A creature that hears the sounds you make can tell they determine if this is a trick with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check.
Bellowing Voice You are able to amplify your voice to make it sound much larger that a creature of your size. As an action, you can amplify your voice up to three times as loud. When you use your voice in this manner, it can be clearly heard at least up to 100ft. away.
Deathwart
Despite their beautiful and brightly colored appearance, deathwart grung have the unique ability to secrete poisonous toxins from their skin as self defense.
Ability Score Increase Your Constitution score increases by 1.
Poison Resistance You gain resistance to poison damage. You also have advantage on saving throws against being poisoned.
Poisonous Secretion When a creature touches your skin, you can use your reaction to force that creature to make a Constitution saving throw. That creature must succeed a Constitution saving throw equal to 8 + your Constitution bonus + your proficiency bonus. On a failed saving throw, creatures take 2d6 poison damage are poisoned until the end of its next turn. On a successful saving throw, it takes half damage and its not poisoned.
Alternatively, you can use your bonus action to apply this poison to a weapon. This poison can last on the blade for one minute before losing its potency. Upon the next weapon attack, the target must succeed a Constitution saving throw or take an additional 2d6 poison damage and are poisoned until the end of its next turn or half as much on a successful saving throw.
This extra damage for either feature increases to 3d6 at 5th level, 4d6 at 9th level, 5d6 at 13th level and 6d6 at 17th level. Once you use this feature, you cannot do so again until you finish short or long rest.
Stonewart
Unlike other grung, stonewarts possess extremely dry skin that allows them to endure the harshest of conditions. TTheir societies tend to be quite nomadic traveling long distances over harsh environments.
Ability Score Increase Your Constitution score increases by 1.
Darkvision You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Desert Acclimation Your vision is not obscured by sand or similar conditions. Additionally, you are unaffected by non-magical terrain caused by sand or rocky terrain. Moving through this terrain does not cost additional movement.
Endurance When you are forced to make a Constitution saving throw , you can do so with advantage. If effect deals damage, you take half damage on a failed saving throw and none on a success. Upon using this feature, you cannot do so again until you finish a short or long rest.
Webglider
Webglider grung are known to possess a special membrane that enables them to glide short distances. They even have the ability to use these membranes to temporarily take flight.
Ability Score Increase Your Wisdom score increases by 1.
Webbed Glider Your webbed membranes allows you to take soften your hard landing. Whenever, you calculate fall damage, you can subtract 30ft. from the total when calculating damage as long as you are not incapacitated. Upon taking fall damage, you must make a DC 10 Dexterity saving throw. On a successful saving throw, you do not fall prone. The DC for this ability check increases by every 10ft. above 30ft. that you fall.
Wind Rider You are able to harness the slightest breeze to temporarily give you the ability to fly. As a bonus action, you are able to grant yourself a flying speed equal to your walking speed for 1 minute. Once you use this feature, you cannot do so again until you finish a long rest.
Junglefoot
Junglefoot grung spend the majority of their lives in trees. They possess superior agility and jumping reflexes giving the ability to jump from tree limb to tree limb.
Ability Score Increase Your Wisdom score increases by 1.
Natural Acrobat You gain proficiency in Acrobatics
Evasive Leap Whenever you use your movement using your Tremendous Leap, attacks of opportunity against you has disadvantage
Bounding Leap As a bonus action, you use your Tremendous Leap ability again on your turn. 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.
Pond Skater
Of all grung, pond skater grung possess the greatest affinity for water as they have built floating cities on lilypads in ponds and streams.
Ability Score Increase Your Wisdom score increases by 1.
Natural Swimmer You have a swimming speed of 30ft.
Aquatic Recovery Whenever you benefit from your Moist Skin ability, you are able to end one of the following conditions: Diseased, Poisoned, or Paralyzed
Slippery Skin You have advantage on ability checks and saving throws made to escape a grapple.
Salamandri
The salamandri are an extremely friendly and curious race closely related to the grung. Instead of resembling frogs, they seem to resemble bipedal salamanders. Despite their apparent confusion with elemental salamanders, they are welcome in nearly all societies due to their friendly nature.
Salamandri Features
Age Salamandri reach maturity in a single year, but have been known to live up to 100 years
Appearance Salamandri resemble small bipedal salamanders or newts that possess glistening and brightly colored skin.
Speed Your base walking speed is 25ft.
Languages You can speak, read, and write Common and Grung
Ability Score Your Constitution score increases by 2.
Size Your size counts as your choice of Small
Amphibious You can breathe in air an water
Natural Swimmer You have a swimming speed equal to your walking speed.
Rapid Regeneration Your natural regeneration is able to amplify your healing capbilities. Whenever you recover hitpoints using your Hit Die, you can reroll 1s and 2s taking the new result.
Enhanced Recovery Whenever you finish a long rest, you can recover one additional Hit Die. You can recover another Hit Die when you reach 9th level, and again at 17th level for a total of three additional hit die.
Moist Skin When you take a short rest while immersed in water, you can recover one additional hit die, even if you have no more remaining hit die. You must spend your entire short rest immersed in water to benefit from this feature.
Axolotl
Axolotl are the rarest of salamandri. They have the unique ability to rapidly regenerate from their wounds and are able to even defy the very jaws of death.
Ability Score Your Wisdom score increases by 1.
Back from the Grave When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.
Accelerated Healing Whenever you regain healing from a spell, item, or similar ability, you can choose to spend one of your Hit Die to regain additional hitpoints using your bonus action. You regain a number of hit points equal to the number rolled plus your Constitution modifier.
Shed Skin As an action, you can end one of the following features on yourself: blinded, diseased, deafened, or poisoned. Once you use this feature, you cannot do so again until you finish a long rest.
Emberblood
Emberblood salamandri are believed to be distantly related to elemental salamanders. They possess a natural resilience to fire and even the ability to heal themselves using extreme heat.
Ability Score Your Charisma score increases by 1.
Fire Resistance You gain resistance to fire damage.
Flame Heal Whenever you take fire damage, you can choose to spend one of your Hit Die to regain additional hitpoints using your bonus action. You regain a number of hit points equal to the number rolled plus your Constitution modifier.
Elemental Kin You are able to read, write, and speak Ignan.
Aetherblood
Aetherblood salamandri hail from magically volatile environments as they have the natural ability to detect magic and even shrug off dangerous magical effects.
Ability Score Your Intelligence score increases by 1.
Arcane Sense As a bonus action, you are able to attune your senses to the arcane for 10 minutes. For the duration, you are able to detect the effects of magic or determine if an item is magical in nature. This ability does not identify the effect but can reveal the school of magic (if any). Once you use this feature, you cannot do so again until you finish a long rest.
Manablood When you are forced to make a saving throw against a spell effect , you can do so with advantage. If effect deals damage, you take half damage on a failed saving throw and none on a success. Upon using this feature, you cannot do so again until you finish a short or long rest.
Swampmaw
Swampmaw salamndri reside deep in tangled marshes and swamps. Despite these horrid conditions (by most standards), these salamandri are completely at home in such environments.
Ability Score Your Dexterity score increases by 1.
Acid Resistance You gain resistance to acid damage
Acidic Blood Whenever you take acid damage, you can choose to spend one of your Hit Die to regain additional hitpoints using your bonus action. You regain a number of hit points equal to the number rolled plus your Constitution modifier.
Slippery Body You have advantage on ability checks and saving throws made to escape a grapple.
Art Credits
Cover Art: Jehan Choo
Krakenfolk: Jack Wang
Scuttle Tide Crabfolk: Yu Cheng Hong and James Strehle
Precursor Sahuagin: Jesper Ejsing
Grung: Jason Chan
Watercolor Stains: u/blckthorn
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