Frogfolk

Frogfolk are amphibious creatures with red, yellow, or white eyes and thin pupils, some have Pure black Eyes. Their skin is typically green, though poisonous ones have brighter colors. They are slimy and slippery creatures and are prone to hopping fast and jumping high. The description given by people who have seen frogfolk have called them slim, long, green amphibians walking on two legs.

## Racial abilities

***Ability Score Modifier.*** Frogfolk take a +2 to Charisma, and +1 to Dexterity.

***Size.*** Frogfolk range from 3 feet to 4 feet tall, and weigh up to 30-60 pounds. Your size is Small

***Speed.*** Your base walking speed is 25 feet.

***Movement.*** Your *Standing Jump* Height is now 10ft and your *Running Jump* distance is now 15ft. You gain a Climb Speed of 25ft you can use this speed to move upside-down. Your have webbing on your hands and feet and can Swim at a speed of 25ft.

***Amphibious.*** You can breathe in both air and water.

***Swamp Stride.*** You can travel through Deep Swamp difficult terrain and similar regions as if it were normal.

***Vision.*** The bulging eyes of frogfolk allow them to see in front, to the sides, and partially behind them. They have excellent night vision and are very sensitive to movement. Gain 1 of the following abilities

* Excellent Darkvision: You have superior vision in dark and dim conditions. You can see in dim light within 90 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. This ability Replaces low light vision.
* Heightened Sight: You add your proficiency bonus to Perception checks that rely on sight, even if you have no proficiency in the Perception skill. If you have proficiency in the Perception skill, add double your proficiency bonus to Perception checks that rely on sight.
* Almost all around vision: Nearly almost all directions are being perceived by you. You cannot be flanked unless the attacker is directly behind you.

***Sticky Tongue.*** You can interact, grab, catch or use Tiny or smaller objects with incredible precision using your tongue. In addition, the distance you can do this for can extend up to 10 feet, and is fast enough that it is invisible to most eyes.

***Water Dependency.*** If you fail to immerse yourself in water for at least 1 hour during a day, you suffer 1 level of exhaustion at the end of that day. You can recover from this exhaustion only through magic or by immersing yourself in water for at least 1 hour per exhaustion level. You need not drink water, as absorbing water through your skin is the way you drink.

***Language.*** Frogfolk know Frog, which is their natural language. They communicate through various croaking, ribbit, chirp or hoot sounds. Additionally you may learn 1 language of your choice.

***Featlike ability.*** Choose one of the following abilities that your frogfolk may have pickup during their training.

* ***Leap Attack.*** You can leap on top of an enemy in addition to an attack to make them fall prone. If you are 10ft away from a target, you can make a melee leap attack against that opponent as a bonus action and the usual attack action. After a successful melee leap attack, the target must make a Strength Saving throw. the DC is 8+ your Strength Modifier + your Proficiency bonus. On a failed save the target becomes prone with you on top of them. Moving away without disengaging after successfully knocking the target prone does not provoke an attack of opportunity from that target. You can use this ability equal to your Strength modifier, min of 1 per long rest.

* ***Powerful Jump.*** You can Jump much farther than normal every once in a while. You can nonmagically cast Jump only on yourself as a bonus action. This increases your *Standing Jump* Height to 30ft, and your *Running Jump* distance to 45ft. You need not Run to gain the effects of the Running Jump distance when casting Jump on yourself in this way. This ability does NOT stack, with the Jump spell. You must finish a long rest before you can use this trait again.

**Subtype.** Choose one of the following. Poison Dart, Marsh or Tree, you gain an ability relating to your subtype. Poison Dart Frogfolk are brightly colored and have venomous bodies, Marsh Frogfolk are your typical frog green and have a faster Stronger Tongue, while Treefrog folk colors resemble that of a Red-eyed treefrog and they use the water within their body for a variety of magical effects.

* ***Poison Dart.*** Poison Touch. Your skin harbors deadly venom. When you hit a creature with your unarmed strike, the target must make a Constitution saving throw. The DC is 8 + your Constitution modifier + your proficiency bonus. On a failed save, the target is poisoned for 1 minute or until they make a successful save against your poison. The creature can repeat its saving throw at the end of each of its turns. (Poisoned: You have disadvantage on attack rolls and ability checks.) You must finish a long rest before you can use this trait again.

* ***Marsh.*** Tongue Slap. Your Sticky tongue ability is now is a powerful natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike.

* ***Tree.*** You know the Shape Water spell and can use it once per long rest only if you have immersed yourself in water for an hour that day. You must immerse yourself in water in-between castings of this spell. This Spell uses the water inside of your body to create the spells effect. You cannot use this if you have Exhaustion levels due to being dehydrated.