Gero
Don't let their small stature deceive you. Gero are adaptable, clever, and absolutely vicious when necessary.
Roughly the same size as halflings, Gero are bipedal frog-kin who are indigenous to the islands of the Lalvican Sea. Most Gero are not particularly strong, and instead survive through agility -- they can leap into the treetops in a single bound and use ranged weaponry from safe perches.
Amphibian in nature, all Gero must submerge themselves in water for at least one hour per day or suffer one level of exhaustion.
Most Gero are insular in nature and never leave their home territories -- making them a rare sight in the rest of Verden. Individuals can be overcome with a thirst for exploration, however, while others may be fugitives who are no longer welcome in their clan. These Gero can lend their unique talents to adventuring parties, taking the world by surprise.
Two major variants of Gero exist: the poisonous Tree Clan or the versatile Gekko Clan.
Player Information
All Gero receive the following statistics, and then further bonuses depending on which clan you select.- Ability Score Increase. Your Dexterity score increases by 2 and your Constitution score increases by 1.
- Age. Geros reach maturity at only 1 year of age, growing from tadpoles into full-fledged frogs. They can live to be around 70 years old.
- Size. Around 3 feet tall, you are Small.
- Speed. You have a walking speed of 25 feet. Your sticky finger and toe pads give you a climb speed of 25 feet.
- Standing Leap. Your long jump is up to 25 feet and your high jump is up to 15 feet, with or without a running start.
- 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.
Tree Clan
- Secrete Poison. As an action, you can apply your body’s poison to a melee weapon or up to 3 pieces of ammunition. The poison loses its potency after 1 minute. A creature struck by a weapon or piece of ammunition poisoned in this way must make a Constitution saving throw with the same DC equal to 8 + your proficiency bonus + your Constitution modifier or be poisoned for 1 minute. A poisoned creature can repeat the saving throw at the end of its turn.
- Poison Immunity. You are immune to poison damage and the poisoned condition.
- Poisonous Skin. Any creature that is touching you with its bare skin at the beginning of its turn must succeed on a Constitution saving throw. The save DC is equal to 8 + your proficiency bonus + your Constitution modifier. On a failed save, the creature is poisoned until the start of its next turn.
Gekko Clan
- Amphibious. You can breathe air and water. Your swimming speed is 30 feet.
- Tongue. Your tongue has many uses with a range of ten feet. You can use it to grab objects equal to your size or smaller. You are also proficient in using it as an unarmed strike and can do slashing damage equal to 1d4 + your Dexterity modifier.
- Soft Footed. You have proficiency in stealth and can hide as a bonus action if there is a body of water large enough for you to completely submerge in.
Comments