D&D 5E New Official PC Race? Grung Rogue ToA Surrogate

As written, a Grung could also just reach out and tap you to apply the poisoned condition, and/or use unarmed attacks.

Needs a rule about how long the poison stays viable once applied to a piercing weapon. 1 min?

The way it's worded "as part of your attack" means that you can't pre-poison extra arrows or darts and keep them, or give them so someone else. That's really wonky to me, but I guess it is what it is. I would much rather have it as limited duration that takes an action for each item, but it lasts for up to 1 minute.
 

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I like anything that helps grapplers out. In this case, you grapple, and then if they miss their save, they have disadvantage on Attack rolls and Ability Checks for 1 minute. Which helps keep them grappled (which is an ability check). Knock them prone, grapple them with advantage, and now they have disadvantage attacking you, and disadvantage breaking the grapple, and they cannot move including get up.

The big flaw being that DC 12 save. It should include at least your proficiency bonus. But it does not, as the DC remains the same for both the low level and the high level rogue in those files.
 

What if my Grung throws a poisoned dagger and misses? Can't my ally then pick up the poisoned dagger and save it for later?
The rules doesn't address this.

But in order to not have Grung characters intentionally miss with a lot of daggers that their allies can save for later, the easiest solution is to say "the poison is only active during the attack action itself".

Anything else and you're making up houserules. Not that that's a bad thing, but if you want to play using the rules as written, there simply is no notion of the poison having an existence outside the attack action that uses it. Which is why I recommended a comparison to the Drow NPC stat blocks.
 

The big flaw being that DC 12 save. It should include at least your proficiency bonus. But it does not, as the DC remains the same for both the low level and the high level rogue in those files.
*shrug*

Plenty racial abilities stay the same at higher levels. Why does this need to be different?
 

The rules doesn't address this.

But in order to not have Grung characters intentionally miss with a lot of daggers that their allies can save for later, the easiest solution is to say "the poison is only active during the attack action itself".

Anything else and you're making up houserules. Not that that's a bad thing, but if you want to play using the rules as written, there simply is no notion of the poison having an existence outside the attack action that uses it. Which is why I recommended a comparison to the Drow NPC stat blocks.

"The poison is only active during the attack action itself" is a houserule.

*If* Grung does become an official option, I hope they at least add a sidebar on this. Otherwise, it'll probably just be another "it's monstrous, so we didn't bother making it balanced" race.
 


*shrug*

Plenty racial abilities stay the same at higher levels. Why does this need to be different?

It doesn't. Not saying the race is flawed, just my evil plans for grapple domination!

A racial feat that allowed a racial ability with a low fixed DC to add your proficiency bonus might be nice.
 

This is very similar to the Grung available through the DM's Guild.

Note also that size is Small (hence the short bow and the 25' move).
Also, the save there for poisoned skin is 8+proficiency+CON, and the application to weapons (in a sidebar) is slightly different.

Also, why add a new useless language?!
 


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