Character Races Amongst the wilds of the world exist many species neglected to be indoctrinated into the modern hustle and bustle of civilized society, existing on their own or in tribes among many places that many would consider vastly dangerous. While all of these races have their own reasons for not entering civilized society, even as individuals, whether it be the prejudices that exist against them, strict tribal laws, or a general dislike of those who abandon the natural world for a life of leisure and consumption. Bullywug "We should be nearly out of this swamp according to the map...wait, what is that? A frog? A lot of frogs? Are they getting closer? OH GOD, THEY'RE SURROUNDING US, RUN, RU-" -- Razaduke Harth, recently deceased Anthropologist Life as a Bullywug is nasty, brutish, and wet. These frogheaded amphibious humanoids must stay constantly moist, dwelling in rainy forests, marshes, swamps, jungles, and damp caves. Always hungry and throroughly evil, Bullywugs overwhelm their opponents with superior numbers when they can, but fleefrom serious threats to search for easier prey. Bullywugs have green. gray, or mottled yellow skin that shifts through shades of gray, green, and brown, allowing them to blend in with their surroundings. They wear crude armor and weild simple weapons generally, and can deliver powerful bites to those foes who press too close. False Aristocracy Bullywugs consider themselves to be the rightful rulers of whatever land they live in. They follow an odd and crude etiquette when dealing with outsiders and each other, subject to the whims and fancies of their leader - The Lord of the Muck - who is whoever is the largest Bullywug in the tribe. They introduce themselves befor their superiors with long over exaggerated bows, giving an overly complex title that they have often made up and may change the next time they introduce themselves if they think of a better one. They are in an endless competition with their fellow tribesmen to compete for the favor of their leader. A Bullywug has two means to advance within their societies, one is to kill their way to the top without alerting anyone to their evil deeds, the other is to present their leader with magical and powerful weapons or tools as a token of obeisance to its liege. The seeking of means to gain favor and power in a tribe often pushes the most bold of them to adventure out into the world, finding a treasure that would not only push them to the top, but keep them there. They could also be put into the outside world through banishment from being a discovered murderer, or the more common escapee of execution. Forced Diplomacy Bullywugs love nothing more than lording over those who trespass on their lands. Bullywug warriors attempt to capture intruders rather than simply saving them. Captives are dragged before the Lord of the Muck, and forced to beg for mercy. Bribes, treasure, and flattery can trick the ruler into letting the captives go, but not before it tries to impress their "guests" with the hoard of things they consider valuable and the power they wield. Bullywugs of all ranks in their society have immense inferiority complexes, and crave fear or respect from those they interact with. Bullywug Names Bullywugs are named by the current Lord of the Muck when they are born, given one name. When a new Lord ascends, everyone will go before him, being granted new names to replace the previous. The one constant to their names are often the titles they make for themselves, but even then those are subject to change if the Bullywug thinks of one it enjoys more. Names usually are one syllable, males have a hard sounding end to them while females a soft ending. Male Names: Guck, Schtog, Klig, Fup, Vad, Jek

Guck, Schtog, Klig, Fup, Vad, Jek Female Names: Jaf, Kliph, Hyus, Niu, Isz Bullywug Traits Your Bullywugs character has a number of traits in common with all other Bullywugs. Ability Score Increase. Your Dexterity increases by 2, and your Constitution by 1. Age. Bullywugs have a shorter lifespan then humans, reaching adulthood by the age of 4, and generally living to the age of 30. Alignment. Bullywugs tend toward Neutrality, often being selfish in their actions making them lean more towards evil then good. Size. Bullywugs are not the largest of creatures, averaging a height of 4 feet, but on rare occasions can reach nearly 5 feet. They average a weight of about 120 pounds. Your size is medium. Speed. You have a base walking speed of 30 feet, and a swimming speed equivalent to your walking speed. Amphibious. You can breath both air and water. Speak with Frogs and Toads. You can communicate simple concepts to frogs and toads when you speak Bullywug. Swamp Camouflage. You have advantage of Dexterity (Stealth) checks made to hide in swampy terrain. Standing Leap. Your long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. Languages. You can speak, read, and write Common and Bullywug. Bullywug is a croaked language with hard ribbiting sounds, and also incredibly loud. 4

Dryad "The operation was a success...er, it was anyway, till we reached a certain area of the woods. All our axes were destroyed and some of my men had vines go places where the sun don't shine. You'll either have to get someone else to get lumber for your village for pay a hell of a lot more." -- Ggerik Slog, Head of Slog Lumberyard Travelers entering a forest might catch a glimpse of a feminine form flittering through the trees. Warm laughter hangs on the air, drawing those who hear it deeper into the woods. Those who seek to harvest the forest for resources will face the anger of mother nature, while those who seek safe passage will be allowed through. Treebound Powerful fey will sometimes bind lesser fey spirits to trees, transforming them into dryads. This is sometimes done as a punishment when a fey spirit falls in love with a mortal, which is forbidden by both the Seelie Court and Unseelie Court. A dryad can emerge from the tee and travel the lands around it, but the tree remains its home and the roots its world. As long as the tree remains healthy healthy and unharmed, the dryad stays forever youthful and alluring. If the tree is harmed, it suffers. If the tree is ever destroyed, the dryad descends into madness. On a very rare occasion, a dryad may leave the forest they live in to defend its home, knowing if they do not act they will be powerless to stop something that plans to destroy it, and its tree. Reclusive Fey Dryads act as guardians of their woodland demesnes. Shy and reclusive, they watch interlopers from trees. A dryad stuck by the beauty of a stranger might investigate more closely, perhaps even try to lure the individual away to be charmed. Dryads work with other sylvan creatures to defend their forests. Unicorns, treants, and satyrs live alongside them, in addition to druids that share the dryads' devotion to the woods they call home. Woodland Magic Dryads can speak with plants and animals. They can teleport from one tree to another, luring interlopers away from groves. If pressed, a dryad can beguile humanoids with their enchantments, turning enemies into friends. They also know a handful of useful spells. Dryad Names Dryads do not have conventional names, or anything that most would call a name. They usually go by a sound in nature, or the the name of the forest they live in. Sometimes when required for a name, they will give the name of the type of tree they are connected to. Dryad Traits Your Dryad character has a number of traits in common with all other Dryads. Ability Score Increase. Your Wisdom increases by 2, and your Charisma by 1. Age. Dryads do not age in the typical sense. Their life span is tied to the tree they are connected to, and while they can outlive the tree if it is destroyed they are often killed soon after in their self destructive vengence. Alignment. Dryads care only to protect the forest they grow in giving them a neutral stance on most things. Thye do ont lean towards good or evil, only obeying the laws of nature. Size. Dryads stand a little taller then humans, though a little leaner, at about 6 feet to 7 feet. They are suprisingly light compared to their size, being about 90 to 110 pounds. Your size is medium. Speed. You have a base walking speed of 30 feet. Darkvision. Used to the natural world and its cycles, you can see in the night just as well as in the day. You can see up to 60 feet in non magical dark or dim light. Nature's Conduit. You know the Druidcraft cantrip. When you reach 3rd level, you can cast Entangle once,with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Barkskin spell once with this trait and regain the ability to do so when you finish a long rest. Wisdom is your spellcasting ability for these spells. Magic Resistence. You have advantage on saving throws against spells and other magical effects. Tree Stride. Once per short or long rest, you can step magically into one living tree within your reach and emerge from a second tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be large or bigger. Symbiot Relationship. You do not require to sleep, rest, eat, or drink as long as you spend 4 hours meditating, spiritually reconnecting to your tree. Languages. You can read, speak, and write Common, Sylvan, and Elvish. 5