Homebrew Axol 2.0 Species Details
We had been sailing for days now. The ship got hit by a horrible storm, knocked us far off course and we were running very low on supplies. We were supposed to have docked at Silversea days ago, and this place looked nothing like Silversea. This place was an island, Silversea is not an island. There was a village though, but it wasn't full of the regular crowd, not in the slightest. They had tails like tadpoles, but also had these odd horns on their heads. The crew was unsure of how we would be greeted by these strange folk, but to our surprise they actually swam to our boat and told us to come ashore, but only if we were peaceful. We were, so they guided us to a small dock they had built from palm wood and kelp. Finally, after days of sailing we had finally reached dry land. As we walked on shore between the many palm frond huts, the locals looked at us with wonder. We returned their gazes with wonder of our own. We soon arrived the market of these people. It was a simple market selling foodstuffs such as fish, kelp, and fruits. When we attempted to buy their goods we realized that they did not take our currency. It did make sense; they were an isolated island and would have no use for rare metals, so instead we paid with labor. For over a day we worked building huts until we had paid for our supplies. We left the following sunrise and made a promise to their people to keep them secret, to not reveal their location to the world for fear of others not as kind as us. I will hold their secret with me until the day I die.
Axols are rarely seen on the mainland, usually residing on island villages where life is peaceful and happy. When they do appear on land it is usually to explore the fantastical lands that they are shielded from in their remote homes. Most who encounter an axol look upon them in awe with most not even knowing what they are. They typically have a strong moral compass that guides them to keep the peace, no matter the cost.
Cheerful Salamanders
These slick salamanders resemble axolotls with a humanoid form and retain the tails of their ancestors. They can come in the colors of brown, gold, pink, pale blue, orange, lavender, black, white, as well as various mixes of such. Some axols even glow under certain light conditions. Their skin is smooth and slippery, but only while they are sufficiently hydrated. If an axol does not ingest water frequently they will dry out, which negatively impacts their health. They also possess webbed toes and fingers, which allow them to swim faster than most. Their heads are adorned with three frills on each side that function as their gills while they are underwater. Axols can grow to be from 5-6 feet tall and weigh up to 160 pounds. They typically live for about 90 years. All axols begin their lives as tadpoles and don't gain their legs until they are around 8 years of age.
Regenerative Amphibians
Though much time has passed, axols still possess the regenerative abilities of their ancestors. Over long periods of time axols can perfectly regrow any limb on their body and repair any broken bones, including the spine or skull. axols are even capable of regenerating parts of their brains if it was to become damaged. This trait has lead to many axols living with little to no fear of injury besides the pain it could bring, further contributing to their tranquil island existence. For many axols who take up a life of adventuring this trait may be a primary reason for doing so as it negates the risk of sustaining permanent injuries.
Axol Names
Axols tend to pick names that relate of marine life or nautical terms, though some will take on human names to better fit in with societies on the mainland. Due to the early years of an Axol's life being spent as a tadpoles within large groups of their siblings they are often given a tadpole name by a parent. These names typically describe a physical trait or behavior of a tadpole that parents use to discern between the often near identical siblings. Once they reach maturity this title is often kept as a middle name of sorts.
Male Names: Trout, Tide, Wave, Sharktooth, Narwal, Pelican, Angler, Urchin
Female Names: Coral, Pearl, Angel, Anemone, Bubble, Bay, Spring, Otter
Tadpole Names: Nibble, Spin, Bigtooth, Crookedfrill, Blackspot, Differenteyes, Bigtail
Axol 2.0 Traits
The abilities of Axols remain similar between individuals, as an Axol you can use these.Ability Score Increase
Your Dexterity score increases by 2 and your Wisdom score increases by 1.
Age
Axols spend the first 8 years of their lives in the water as tadpoles, but exit the water upon growing their legs. Axols reach maturity at age 18 and live for close to 90 years.
Alignment
Axols tend to lean more toward good or neutral alignments. They enjoy the simple bliss of their island lives and live in relative peace.
Size
Axols are typically about 6 feet in height, though their build varies greatly between them. Regardless of this, your size is Medium.
Speed
Your base walking speed is 30 feet. Your base swimming speed is 40 feet.
Languages
You can speak, read, and write Common. Axols speak at least common to better interact with those around them.
Axolotic Regeneration
Once per long rest you can use one of your 1 hit dice during a short rest without expending a hit dice slot. This resets when you finish a long rest.
Aquatic Darkvision
While fully submerged in water you gain darkvision for up to 60 feet. You can see for the first 30 feet as you were in bright light and can see the remaining 30 feet as if it were in dim light.
Resperation
You are able to breathe underwater indefinitely as if it were air.
Slick Skin
All enemies who attempt to grapple you are forced to role at disadvantage. This trait is only active while dry weakness is inactive.
Evolved Vocal Cords
You are able to speak any languages you know while underwater with full clarity. Axols have evolved to speak while underwater to converse with each other without needing to return to the surface.
Dry Weakness
You require hydration every few hours to maintain your health. While dehydrated you can not use the slick skin trait and you have disadvantage on all attack rolls. While in dry environments like deserts you require water more frequently, but require less in more humid environments. Within a very dry environment you must ingest one full waterskin every 3 hours. Within a temperate environment you must ingest one full waterskin ever 6 hours. Within a humid environment you must ingest one full water skin every 12 hours. Failure to do so will activate this trait.
Previous Versions
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9/4/2023 4:17:01 AM
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