The Greninja Race for D&D 5e

Physical Description

Greninjas are large, bipedal, frog-like people, with dark blue bodies and legs, with a large yellow patch on their torso. Large, bubble-like protrusions adorn their elbows and knees, and their thighs have a light blue mark, not unlike a shuriken on them. Their hands and feet have a similar appearance, having three and two digits respectively with a yellowish webbing connecting the digits. A large, projecting stripe runs along the middle of their head with light blue webbing connecting the stripe to it's two large yellowish ears. They has red eyes and their long tongue wraps around its neck similar to a scarf, leaving its mouth hidden behind it.

In extremely rare occassions, Greninja are said to have jet black skin and a bright red tongue. However, given how some Greninja already have very dark blue skin, it is rumored that such rumors are merely the result of a trick of the eye.

History

Greninjas, along with their Froakie and Frogadier young, were first discovered in the forests and swamplands of the Kalos region. A place far to the east on the material plane. Some say that the Greninja evolved from the common frog, leading people to believe that there may be other evolutionary kinds of animal. While Greninjas and their young are all capable of bipedal movement, Froakies tend to stick to walking on all fours. These small blue frogs have a happy-go-lucky air about them, and secret a delicate yet flexible foam known as 'Frubbles' along their neck and back to reduce damage taken from enemy attacks. It's lightweight and strong legs allow it to jump great heights. As it grows larger into a Frogadier, so do the frubbles, as they grow outward, similar to a ponytail. Its legs become stronger, allowing it to scale tall buildings practically in the blink of an eye and can hurl bubble-coated pebbles at long-distance targets. Its head and feet are covered by dark blue skin.

As the Frogadier grows into a Greninja, the dark blue skin on its head and feet cover its entire body, and the frubbles that it once wore now only adorn its elbows and knees.Its toung grows longer and it wears it like a scarf of sorts. It now gains the ability to compress water and shape it into shurikens, though it is unknown how it accomplishes this feat or how it learns to do it. It hurls these shurikens at enemies before using it's swift, graceful movements to confuse them.

Society

Greninjas usually live in colonies, aiding the younger Froakies and Frogadiers in training their ninja-like skills. Froakies usually begin training after they have matured into Frogadiers, but some exceptions have been noted. However, some Greninjas choose to live in a human society where they usually find work as assassins or spies. Despite the bad reputation they have for their proclivity to jobs involving wetwork, they are actually very loyal creatures and are just as good at being bodyguards as they are assassins. They also work well with other creatures, often being paired with Zoroarks when two or more individuals are needed to get a job done.

Names

Greninja usually have common names picked themselves, or ones bestowed upon them by a trusted indivdual.

Greninja Traits

Bipedal frog people that execute their enemies with ninja-like movements and large shurikens made of compressed water.

Ability Score Increase. Your Dexterity score increases by 2 and your Wisdom score increases by 1.

Age. Greninjas mature after 6 years and live for approximately 20 years.

Alignment. Greninjas tend to lean towards lawful alignments and are usually neutral.

Size. Greninjas stand just shy of 5 feet tall. Your size is Medium.

Speed. Your base walking speed is 30 feet. You also have a swim speed of 30 feet.

Darkvision. You can see in dim light within 60 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.

Stealthy. You gain proficiency in the Stealth Skill

Amphibious. You can breathe air and water.

Protean. When you take acid, cold, fire, lightning, or thunder damage, you can use your reaction to gain resistance against that instance of the damage. You regain use of this trait once you complete a long rest.

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.

Water Shuriken. As an action, you can hurl a large shuriken made out of sharp water at a creature or object 30 feet away from you. Make a ranged attack roll which you are proficient in. This attack roll uses: Your Dexterity Modifier + your proficiency Bonus. The target takes 2d8 cold damage on a hit. The damage increase to 3d8 at 6th level, 4d8 at 11th level, and 5d8 at 16th level. After you use Water Shuriken, you can’t use it again until you complete a short or long rest.

Languages. You can speak, read and write Common and Aquan.

Random Height and Weight

Random Height and Weight