D&D 5E Grung Rogue

Khelon Testudo

Cleric of Stronmaus
Any suggestions about Grung rogue guides? I've looked at a lot of rogue guides on this site, but none address Grung.

I'm using the simple Grung stats from One Grung Above:

Grung Traits
Your grung character has an assortment of inborn abilities, part and parcel of grung nature.

Ability Score Increase. Your Dexterity score increases by 2 and your Constitution score increases by 1.
Age. Grungs mature to adulthood in a single year, but have been known to live up to 50 years.

Alignment. Most grungs are lawful, having been raised in a strict caste system. They tend toward evil as well, coming from a culture where social advancement occurs rarely, and most often because another member of your army has died and there is no one else of that caste to fill the vacancy.

Arboreal Alertness. You have proficiency in the Perception skill.

Size. Grungs stand between 2 ½ and 3 ½ feet tall and average about 30 pounds. Your size is Small.

Speed. Your base walking speed is 25 feet, and you have a climbing speed of 25 feet.

Amphibious. You can breathe air and water.

Poison Immunity. You’re immune to poison damage and the poisoned condition.

Poisonous Skin. Any creature that grapples you or otherwise comes into direct contact with your skin must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with you can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
You can also apply this poison to any piercing weapon as part of an attack with that weapon, though when you hit the poison reacts differently. The target must succeed on a DC 12 Constitution saving throw or take 2d4 poison damage.

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 one level of exhaustion at the end of that day. You can only recover from this exhaustion through magic or by immersing yourself in water for at least 1 hour.

Languages. You can speak, read, and write Grung.
 

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aco175

Legend
The extra damage from coating your own poison on your weapon is good, but the need to be in water for a hour each day is DM dependent. It may even get glossed over or you need to cart a barrel of water around.

You could play him as a bit naive since he is only like a year old.
 

Khelon Testudo

Cleric of Stronmaus
A handy haversack or bag of holding with just enough water could help. So could an urban campaign, where he can have a bath each day. Someone suggested a level of druid, so he can create water.
 

You could pick up Magic Initiate: Druid at level 4 if you can live that long before the DM turns you crispy (next campaign: Desert of Desolation). You will still need some kind of folding bath to put the water in.

The poison ability is per attack, so you are going to want to duel wield to get the most out of it. It doesn't scale so you will want to get the most out of it at low level. There are some spells that could help with the poison saves (e.g. Bane), but I don't think any are available to arcane tricksters. If you are looking for a subclass suggestion, I would go for swashbuckler, since they are less likely to want to use their bonus action for something other than an off hand attack. Scout or Assassin might also be good options.

Building a grappler character might be a possibility, although I would check with the DM about how they interpreted the rules in that case.
 
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