Handmade ceramic dice from Richmond, Indiana Free U.S. shipping on orders $99+

Grung Paladin Build Guide: 2014 Rules and Poisonous Skin

2014 Paladin; optional Grung species from One Grung Above

From the Ceramic Dice editorial team. Rules references, corrections, and our use of assisted drafting are explained in our editorial standards.

A Grung Paladin is an unusual character for a table that wants the optional amphibian species and its daily water requirement to matter in play. The Grung’s Dexterity and Constitution increases support a mobile, durable Paladin, while Poisonous Skin can affect creatures that touch the Grung or a piercing weapon coated with its secretion. The trait does not add poison damage to every touch, grapple, or healing spell.

Rules edition: 2014 Paladin rules with the optional Grung species from One Grung Above. The supplement calls out that Grung are not legal for every campaign, so ask your DM before building around them. This guide uses the supplement’s fixed +2 Dexterity and +1 Constitution; do not combine those increases with revised character-creation options unless your table allows it.

What the Grung brings to a Paladin

The Grung is Small and has a 25-foot walking speed and 25-foot climbing speed. Amphibious lets it breathe air and water, but the species does not grant a swimming speed. Standing Leap gives it a 25-foot long jump and 15-foot high jump with or without a running start. These traits help with positioning, but a jump still uses movement and does not let you ignore obstacles, difficult terrain, or opportunity attacks. Arboreal Alertness also grants proficiency in Perception.

Small size matters when choosing weapons: under the 2014 rules, a Small creature has disadvantage on attack rolls with a weapon that has the Heavy property. A rapier is a practical choice for a Dexterity build because it is a finesse, piercing weapon. A shield remains available if your equipment and fighting style support it.

Water Dependency is the main campaign constraint. A Grung needs to immerse itself in water for at least one hour each day; missing that requirement causes one level of exhaustion at the end of the day. The supplement says this exhaustion can be recovered only through magic or by immersing in water for at least one hour. Talk with the DM about how the party will handle dry travel, cold weather, and access to safe water before play begins. This is a real trait to plan around, not a reason to assume every campaign will provide a river on demand.

Poisonous Skin: what it actually does

The Grung is immune to poison damage and the poisoned condition. Poisonous Skin has two separate effects. First, a creature that grapples you or otherwise comes into direct contact with your skin must make a DC 12 Constitution saving throw or become poisoned for 1 minute. This effect imposes the poisoned condition; it does not deal 2d4 damage. A creature can repeat the saving throw at the end of each of its turns, ending the condition on a success.

Second, you can apply the secretion to a piercing weapon as part of an attack with that weapon. When the attack hits, the target makes the trait’s DC 12 Constitution save or takes 2d4 poison damage. This is the source of the trait’s extra damage. A rapier, spear, or trident can deliver it when the attack meets the trait’s wording; a non-piercing weapon does not.

Touching an ally to use Lay on Hands can expose that creature to the first effect if the contact is skin-to-skin and the ally is not immune to poison. The ally makes the saving throw; the interaction does not turn Lay on Hands into a damaging attack. Gloves or other barriers may matter at the table, so agree with the DM how the trait applies to clothing, armor, and equipment.

Ability scores and equipment

For a Dexterity-focused build, put your best score in Dexterity, then keep Charisma and Constitution strong. With point buy, one workable starting spread before species increases is Dexterity 15, Charisma 14, and Constitution 13. After the Grung’s increases, that becomes Dexterity 17, Charisma 14, and Constitution 14. Raise Dexterity or Charisma with later Ability Score Improvements based on whether you need better attacks and defense or stronger Paladin features and spellcasting.

A finesse weapon lets you attack with Dexterity, but many Paladin features still reward Charisma and a 2014 Paladin is proficient in both Wisdom and Charisma saving throws from level 1. At level 6, Aura of Protection adds your Charisma modifier to saving throws for you and nearby allies while you are conscious. Do not spend a feat on Wisdom-save proficiency because this class already has it.

Medium armor can suit a Dexterity build; its AC benefit from Dexterity is capped by the armor’s rules. Heavy armor is another option if you meet its Strength requirements, but it does not make a Small Grung proficient with heavy weapons without the weapon’s disadvantage. Carry equipment that suits the campaign and leave room for the water the character needs.

Oaths and combat choices

Pick an oath for its tenets, campaign role, and features rather than expecting it to amplify Poisonous Skin. Devotion can suit a sworn protector; Ancients can fit a guardian of a threatened forest or wetland; Vengeance works for a Grung pursuing a specific enemy. Conquest is an option if the campaign includes Xanathar’s Guide to Everything and you want to build around fear, but Poisonous Skin itself does not make frightened enemies take poison damage.

Use your action economy deliberately. In the 2014 rules, Divine Smite is chosen when you hit with a melee weapon attack and expends a spell slot; it does not use a bonus action. Paladins prepare spells after a long rest, and many useful choices require concentration. You can concentrate on only one spell at a time, so choose between options such as bless and an oath or class spell with concentration rather than planning to maintain both.

Poison damage is not guaranteed: the target must fail its Constitution save, and some creatures resist or are immune to poison or the poisoned condition. Make your normal attacks and Paladin features the build’s foundation. Treat the skin effect as a situational defense and the piercing-weapon option as a situational tactical benefit, not your main damage plan.

Feats and backgrounds

Ability Score Improvements are valuable because Dexterity affects your finesse attacks and Charisma supports your Paladin features. If you choose a feat, War Caster can help maintain concentration and address spell components when its conditions apply. Defensive Duelist can suit a Dexterity character wielding a finesse weapon. Neither feat improves Poisonous Skin directly.

The 2014 Grappler feat is not required to grapple a Medium creature: the normal rule already lets a Small Grung target a creature no more than one size larger. The feat grants advantage on attacks against a creature you are grappling and lets you use an action to pin it; a successful pin restrains both you and the target until the grapple ends. It does not remove the size limit, and pinning also leaves your character restrained.

Backgrounds such as Folk Hero, Hermit, or Outlander can explain the character’s community, calling, or wilderness skills. Use the background rules selected by your table and connect the character’s oath to its history. The Grung’s caste traditions can inspire a story, but they need not define every individual’s beliefs or choices.

Build the campaign around the character

Before play, agree with the DM on the source’s optional status, how the daily immersion requirement will work, and how Poisonous Skin interacts with gloves, armor, weapons, and healing by touch. In combat, use jumping to reach useful positions within the normal movement rules, protect allies with your Paladin features, and apply the weapon secretion when its save and damage are worthwhile. Out of combat, the Grung’s water needs and cautious approach to touch can shape scenes without preventing ordinary cooperation.

For more class options, see our D&D 5e Paladin guide. A 10d6 assorted ceramic dice set can help track weapon and poison damage rolls.

Official Rules Sources