Fringling
Fringling are a small race of humanoids who are native to North-East Hurg'til'toh and some parts of South Godur. Fringling have a moist, forest-coloured skin, wide head, and small eyes. They usually live in small villages and communes in moist, tropical environments. Their cultures vary somewhat based on geography, but most societies have a similarly strong respect for their own communities.
Fringling are often mistaken for Groglen, as they have many similar physical characteristics and often live in similar areas. Fringling will often take offense at being mistaken for a Groglen.
Fringling are a playable race in The World of the Power.
Fringling Traits
Creature Type: Humanoid
Size: Small (about 2.5 - 4 feet tall)
Speed: 30 feet
As an Fringling, you have these special traits.
Amphibious. You can breathe air and water.
Strong Legs. Your standing and running jump distance and height are both increased by 10 feet.
Darkvision. You have Darkvision with a range of 60 feet.
Fringling Genetics. Fringling are often born with unique bonus traits to help them survive. Choose two Fringling Evolutions from the list below. You gain the benefits of those two Evolutions. You may not choose the same evolution twice.
- Slimy Sweat. You have advantage on checks and saves to avoid or end the grappled condition, and can make attempts to escape grapples as a bonus action.
- Whip Tongue. You are equipped with a tongue suitable for hunting smaller prey. When you make an Unarmed Strike, you may choose to do so with your tongue. When you do, you can choose to use either your Dexterity or Strength for your attack rolls and damage bonus, the attack instead deals 1d4 bludgeoning damage, and you may attack at a range of 10 feet.
- Sticky Fingers. Your fingers and toes are adapted to allow you to find suitable hiding and vantage points while hunting. You gain a climb speed of 30 feet.
- Adaptive Skin. Your skin slightly changes colours to adapt to environments around you. You may attempt to Hide even when you are only lightly obscured, such as by fog or foliage.
- Venom Glands. You have the ability to secrete a powerful venom from your body. You can attempt to poison a creature you touch. An unwilling creature may make a contested Dexterity check to avoid being touched. If you touch them, the target immediately makes a Constitution Saving Throw (DC 8 plus your Constitution modifier and Proficiency Bonus). On a fail, the target takes 1d6 poison damage and is Poisoned for one minute. A creature who passes this save takes half of the damage and is not Poisoned. A creature who is Poisoned in this way may make a Constitution Saving Throw at the end of each of their turns, ending the effect on a success. Once you use this trait, you may not do so again until you complete a Short Rest.
- Fast Learner. You pick skills up quick! You gain proficiency in a skill of your choice.

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