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Kermit’s Got a Knife!
reasonably early in 5th edition D & D, WoTC tested the waters to see if they could sell identical little booklets containing good a single playable race. Rather than include the little poison frog person as a coherent accession to Tomb of Annihilation, they rather decided to try and sell them as a 4-page booklet called One Grung Above. They couldn ’ thyroxine as it turns out, and barely anybody has played a grung, which is a very dishonor because these colorful frogs are a wonderfully flavorful addition to the DnD roll. Grab your blowgun and make sure to get those darts dainty and slathered up in your own poison as we go through everything you need to know .
Reading: Grung 5e
Grung Traits and Culture
For a lot of adventurers all they ’ ll in truth know is that grungs are the little aggressive froglike humanoids shooting arrows at them found in tropical jungles, but assuming you ’ re not killed or enslaved there ’ s an interest if homicidal culture to be found in between the ribbits and stabbings .
Grungs are tree dwelling poison dart frog people who aggressively defend their territories and their sacred reproduction pools from the “ inferior ” outsiders who might encroach on their land. Grung tribes are besides into enslaving such “ deficient ” creatures, and some tribes even go out on raiding parties to capture more slaves, which they keep docile and working through minor poison doses .
The grungs have a rigid caste organization based on their bright colors. When grungs hatch they start off as a green brown then the colors of their caste come in as they reach adulthood, which takes about a class. Through special ritual charming and herbal treatments, grungs can even change tinge and join higher echelons of their class society, but few grungs receive this promote grung honor .
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green grungs are the lowest class, acting as basic laborers, hunters, and they fill out the rank-and-file bottom rung of the grung warriors. A park grung tribe member is the most likely to defect ( since they ‘re on the bottom of the pecking order ), and they ‘re the most normally encountered character of grung .
Blue grungs are one step above the greens, typically working as artisans or watching the young. The blasphemous grungs are the least contentious of the castes, and you ‘re probably not likely to encounter a aristocratic grung on the outskirts of grung territory .
Supervising the blue and green grungs are the purple grungs, the managerial and administrative caste. Each purple grung commands soldiers, sees to the laws, and broadly keeps the company working .
Above the imperial grungs are the loss grungs who are always either scholars or are magic users. red grungs keep the tribe ’ mho histories and perform auguries for their autonomous .
Above the red grungs are the orange grungs, the elect warriors and head commanders in leadership positions second merely to the royal caste. Most orange grungs work immediately with their tribe ’ sulfur sovereign and it ‘s not rare to see an orange grung in charge of large parts of the kin ’ sulfur territory .
The golden grungs are the absolute govern caste of grung company and are the rare of grung kind. Every tribe ’ mho sovereign is always a amber grung and they are rarely seen outside of their crown “ palaces ” .
The grungs were released quite a while ago before “ lineages ” were a thing, so they ’ ve got classical racial stats. This means they have specific ability score bonuses, and there are certain classes that will work best for them. Let ’ s go through each racial have and then dig into each have one by one to see how they ’ ll function for your quality :
Ability Score Increase. Your Dexterity sexual conquest increases by 2 and your constitution score increases by 1 .
Age. Grungs fledged to adulthood in a unmarried year, but have been known to live up to 50 years .
Alignment. Most grungs are lawful, having been raised in a hard-and-fast caste system. They tend toward evil a well, coming from a acculturation where social advancement occurs rarely, and most much because another member of your army has died and there is no one else of that caste to fill the void .
Arboreal Alertness. You have proficiency in the Perception skill .
Size. Grungs stand between 2 ½ and 3 ½ feet tall and average about 30 pounds. Your size is Small .
Speed. Your establish walking amphetamine is 25 feet, and you have a climbing travel rapidly of 25 feet .
Amphibious. You can breathe vent and water system .
Poison Immunity. You ’ ra immune to poison damage and the poison condition .
Poisonous Skin. Any animal that grapples you or otherwise comes into target contact with your skin must succeed on a DC 12 Constitution saving throw or become poisoned for 1 moment. A poison animal no longer in direct contact with you can repeat the save throw at the end of each of its turns, ending the effect on itself on a success .
You can besides apply this poison to any piercing weapon as region of an fire with that weapon, though when you hit the poison reacts differently. The target must succeed on a DC 12 Constitution saving throw or take 2d4 poison damage .
Standing Leap. Your long alternate is up to 25 feet and your gamey leap out is up to 15 feet, with or without a run start .
Water Dependency. If you fail to immerse yourself in water for at least 1 hour during a day, you suffer one grade of debilitation at the end of that day. You can only recover from this debilitation through charming or by immersing yourself in water for at least 1 hour .
Languages. You can speak, read, and write Grung
now that you have the naked rules for the grung, let ’ s go into what each feature very does and how it works :
Ability Score Increase: Grungs have a +2 bonus to Dexterity and a +1 bonus to Constitution. These are both physical ability score powerfully pushing you towards a warlike class build up. Fighters, Rogues, Rangers, and Monks would all be excellent classes to play as a grung.
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Age: Adulthood in 1 year is reasonably unusual, which means you could have some fun playing around with your amply adult character who ’ mho actually only a few years honest-to-god. early than that curiosity there ’ s not much to say .
Alignment: This is one of the first stumble blocks for making a grung character, as from basis D & D lore most grungs are reasonably evil. Most grung ’ sulfur first reaction to spotting non-grungs is to kill or enslave them so running off to be a grung explorer is reasonably improbable. Most grung characters will be good served as “ exiles ” who have fled grung company .
Arboreal Alertness: Free skill proficiencies are always welcome, and Perception is arguably the best one to get. Check that box and feel exempt to take more options elsewhere .
Size: You ’ re basically gnome-sized, but the dispute between minor and medium in 5e doesn ’ thyroxine sum to a wholly distribute. You ’ re locked out of the truly big melee weapons but since you ’ re getting a big Dexterity bonus, you ’ re better served by rate weapons or delicacy weapons anyhow .
Speed: Moving at 25 is pretty standard for little races and the climb rush is a welcome bonus. Climb up to wherever is safest and then let informal with roll attacks .
Amphibious: No holding your breath, no fourth dimension limit, you ’ re merely straight up chill subaqueous ( which is wyrd since actual poison flit frogs can ’ triiodothyronine ). Note though that you aren ’ deoxythymidine monophosphate getting a swim focal ratio, barely the ability to breathe down there. This normally means you can scout out subaqueous stuff with ease but keep off combat down there since you ’ ll be decelerate .
Poison Immunity: Straight up unsusceptibility to anything is RARE for players, and poison is a fairly common damage type. Enjoy this pure exemption and tank the poisons of your enemies in vogue !
Poisonous Skin: Grung poison is their most interest and unique have, but it has some major problems. At first glance, basically having unlimited excess wrong poison to apply onto weapons and a basically exempt chance to poison a melee combatant looks perplex. The trouble is that neither the DC of your poison ability or the price caused by it scales. This means that at very early levels, poison skin is amazing, but it scantily matters at all at later levels. DC 12 is a very slowly DC to pass and practically every monster past CR 7 or so will about constantly succeed. This throws a weird weight onto grungs, where they ’ re a lot better picks if you know the campaign will only stopping point for the low levels, and a bad race option for higher level campaigns .
Standing Leap: As a frog you ’ ve got those rough legs, and while it ’ randomness odd that you get this in the phase of a flat distance preferably than bonuses it ’ s placid a welcome ability. A 25-foot-long jump and a 15-foot-high jump are the equivalents of a Strength 25 character ’ second jumping ability, which is quite honestly bonkers. leap mighty up into those trees to avoid your enemies and startle right over that chasm whenever you ’ d like !
Water Dependency: And we get to the biggest stumble block that stops most people from playing grungs. Assuming you aren ’ deoxythymidine monophosphate in a wet environment, you ’ re basically going to need ceaseless access to water. This international relations and security network ’ thymine impossible to deal with but depending on the site it can be incredibly inconvenient. An ally carrying a big urine barrel is one choice, or you may need to make your grung a spellcaster specifically for the create or destroy water spell or get it using the charming initiate feat. otherwise, you can literally die if you go thus much as a few hours without a bathtub .
Languages: And as one final examination stumble freeze for grung players, you don ’ thyroxine speak common ! The xenophobic grungs don ’ triiodothyronine bother to learn languages other than their own, so you ’ ll necessitate to select a backdrop that offers languages and choose common if you want to be able to talk to your boyfriend party members .
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last update : January 27, 2019
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