race features:
Size. Ruun are roughly human-sized and have a wide variety
of builds.
Darkvision. Well-acclimated to seeing even in deep lakebottoms,
you have superior vision in dark and dim conditions.
You can see in dim light within 30 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.
Amphibious. You can breathe air and water.
Sea Speak. You can communicate simple ideas with beasts
that can breathe water. They can understand the meaning
of your words, though you have no special ability to understand
them in return.
Standing Leap. Your long jump is up to 20 feet and your
high jump is up to 10 feet, with or without a running start.
Subrace
Bearing the hallmark traits of their amphibian heritage, ruun
are universally capable swimmers with the strength to leap
great distances. The distinctions between the three kinds
of ruun—rangols, roobles, and ruglunks—carry further
diversifications and natural abilities. Choose one of the three
subraces presented below.
Rooble
Roobles were brought into being by Entinxiir almost 750
years ago alongside their hardier ruglunk relatives. Their
vocal frog ancestry leads many roobles to be excitable and
boisterous. As a result, roobles often find work in social
settings and politics, where their ostentatious leanings can
be an invaluable asset. Many ruun entertainers are roobles,
as well as great mages and businessfolk. Some of the most
glorious tales—both truthful and tall—have been written
and retold by roobles over generations, and while many grow
up with dreams of heroism, few eventually manage to take
the next step.
Ability Score Increase. Your Charisma score increases
by 1.
Natural Swimmer. You have a swimming speed of 30 feet.
Slippery. Your skin is naturally slippery. You can add a d4
to any check made to escape a grapple or restraint.
Thunderous Croak. When you take the Attack action on
your turn, you can replace one of your attacks with a supersonic
bellow, which is audible out to a range of 100 feet. Each
other creature within 5 feet of you must make a Constitution
saving throw. The DC for this saving throw equals 8 + your
Constitution modifier + your proficiency bonus.
On a failed save, a creature takes 1d10 thunder damage and
is deafened for 1 minute. On a success, a creature takes half
as much thunder damage and isn’t deafened. This damage
increases by 1d10 when you reach 5th level (2d10), 11th level
(3d10), and 17th level (4d10). At the end of each of its turns,
a deafened creature can make another Constitution saving
throw, ending the effect on a success. After you use your
croak, you can’t use it again until you finish a short or long
rest.
Ruglunk
Ruglunks are more patient, careful, and typically larger
than other ruun. Made alongside the roobles by the dragon
Entinxiir, ruglunks bear the characteristics of a toad lineage.
Their skin retains moisture easily, allowing them to thrive
in drier environments better than roobles. Naturally, this
combination of patience and fortitude lends itself to finding
meaningful work as farmers, masons, blacksmiths, and other
similar crafts. Ruglunks that can navigate the egos of others
often find slow, but enduring, success in political and social
endeavors, as their natural reservedness prepares them to
be excellent listeners and problem solvers. They take insults
quietly and rarely forget them, but do, with time, forgive. In
general, actions speak louder than words with ruglunks.
Ability Score Increase. Your Strength score increases by 1.
Natural Swimmer. You have a swimming speed of 30 feet.
Dry Skin. Your skin is naturally resilient to hot weather.
You can tolerate temperatures as high as 150 degrees Fahrenheit
without any additional protection.
Hypnotic Blood. Your blood contains a natural toxin.
When you take piercing or slashing damage as the result of
an unarmed attack, such as from a bite or claw attack, you
can use your reaction to force that creature to make a Constitution
saving throw. The DC for this saving throw equals 8
+ your Constitution modifier + your proficiency bonus. On a failed save, a creature is poisoned until the end of your next
turn. A creature that’s been poisoned in this way or succeeds
on the saving throw against it is immune to this effect for 24
hours. You can use this feature twice and regain all expended
uses of it when you finish a long rest.
Powerfully Built. You count as one size larger when determining
your carrying capacity and the weight you can push,
drag, or lift.
Rangol
Rangols have served the dragon Acridaethruix for much
longer than roobles or ruglunks did Entinxiir, and have only
in recent decades been able to escape the cult-like mentality
that plagues many of their kind. Born from an almost
alchemical fusion of kobolds, horned toads, and poisonous
tree frogs, these ruun have some of the most distinct
markings and color among their kind. Yellows, greens, blues,
and reds peek through their horned exterior, and their sharp
claws offer a unique bounty of helpful uses. Because of their
toad and kobold ancestry, rangols have little need for moisture,
but are still less adapted to the dry and sunny weather
than their ruglunk relatives. Rangols are quick-witted and
cunning, having needed to survive the constant threats that
their home—and fellow kin—pose to them, as life in the servitude
of a dragon is rife with danger. When given the opportunity,
rangols enjoy sharing trivia and light-hearted jokes,
but may have trouble finding the chance to do so among
rooble and ruglunk society. Depending on the world you’re
playing in, their position in Laterreprosp culture may still in
flux, as many roobles and ruglunks may struggle to separate
them from their ancestral conviction to Acridaethruix. However,
the Amphibious Court of Oudaarde supports the rangol
refugees and defectors that escape the dragon’s influence.
Ability Score Increase. Your Wisdom score increases by 1.
Natural Climber. You have a climbing speed of 30 feet.
Claws. Your claws are natural weapons, which you can
use to make unarmed strikes. If you hit with them, you deal
slashing damage equal to 1d4 + your Strength modifier,
instead of the bludgeoning damage normal for an unarmed
strike.
Poison Resilience. You have advantage on saving throws
against poison, and you have resistance against poison
damage.
Sharp Skin. Your spined exterior makes you dangerous
to grapple. When you physically grapple or are grappled by
a creature, that creature takes 1d4 piercing damage when it
starts grappling or becomes grappled by you, and again at
the end of each of its following turns until the grapple ends.