The Special Spirit Squad has decided to switch from Pathfinder to 5e. We all agreed that we preferred the elegance and simplicity of 5th edition, and that the bloodrager was getting so powerful that balancing encounters was becoming impossible for the DM.
Glurf was a home-brewed Toad Life & Water domain Cleric. To preserve all of the flavor I had accumulated and not cause any discontinuities, I had to somehow translate all that to 5e. I scoured the internet for a suitable replacement race, but nothing really seemed to fit with what I had before. Also, in 5e, Clerics only get one domain, so I would Glurf would lose much of her water-based arsenal.
That’s when I stumbled upon the Triton and their Control Water and Air traits. I retooled it a little to include the water-based spells Glurf had received from her domain, took some other Triton traits, supplemented it with some lizard-folk traits and created something new. Here’s the homebrew Toad race I will be using for Glurf going forward in 5th edition:
Blue = Triton Trait
Green = Lizardfolk Trait
Red = Custom Trait
Ability Score Increase: Your constitution score increases by 2, and your wisdom increases by 1.
Age: Toads reach maturity at a around eyears old and live to be around eighty.
Alignment: Toads tend towards Neutral Good, the same alignment as their mythical ancestor, Heqet the Frog Goddess of Life and Fertility.
Size: Toads are slightly shorter than humans, but far stockier. Your size is Medium.
Speed: Your base walking speed is 20 30 feet, and you have a swimming speed of 30.
Amphibious: You can breathe air and water.
Control Water: A child of the swamps, you can can call on the magic of elemental water. You can cast water gun with this trait. Starting at 3rd level, you can cast fog cloud with it, and starting at 5th level you can also cast wall of water with it. Once you cast a spell with this trait, you can’t do so again until you finish a long rest. Charisma is your spellcasting ability for these spells.
Emmisary of Heqet. Beasts of the swamps and lakes have an extraordinary affinity with your people. You can communicate simple ideas with beasts that live in and breathe fresh water. They can understand the meaning of your words, though you have no special ability to understand them in return.
Swamp Dweller (Replacement for Guardian of the Depths): You are at home in the marshes. You ignore any of the drawbacks caused by athis enviroement, and you reciev advantage (Natural Camouflage) when trying to hide.
Custom Control Water spells:
Water Gun (Ray of Frost) (Level 1)
A powerful jet of water bursts out of your mouth toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage and is pushed 5 ft away from you.
The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).