Homebrew Firenewt Species Details

Reliant on Heat: Firenewts need hot water to live, and become sluggish after a week spent outside of it. After a prolonged lack of heat, firenewts enter hibernation and their eggs stop developing. Firenewts tunnel through the earth in search for boiling mud or hot springs to create new communities in. They also mine for minerals, used for smelting, smithing, and alchemy. Alchemy practiced by firenewts is focused on creating heat. Firenewt warriors often chew a gum-like substance during battle, allowing them to spit fire from their mouth every so often.

Religious Militants: Firenewt society and culture are based on the worship of Imix, the Prince of Evil Fire. This leads them to be cruel and aggressive, though firenewts who don't adopt Imix as their faith often find these qualities lessened in themselves. Warlocks of Imix teach that by demonstrating these qualities, a firenewt warrior can go into a nearly unstoppable battle rage. Warlocks of Imix also function as leaders of a firenewt community and lead bands of firenewts on raids to plunder and capture. Warlocks often tak the best loot and divide the rest among the band. Prisoners are either sacrificed to Imix or put to work in mines.

Rogue Firenewts: When a firenewt doesn't show the qualities taught by Imix, they are often exiled from the community. These firenewts are met with fear in other humanoid settlements, though one can gain the trust of other by proving its good qualities that were often the reason they were exiled. Many times these outcasts adopt another faith, differing from the beliefs of Imix.

Firenewts Names: Firenewts make no distinction between male and female names, and put their community name before their own.

Community Names: Chikhal, Damata, Dhada, Hem, Jujari, Karapi, Khuna, Ujo, Wite

Names:  Adbhuta, Bhirankula, Bhrashtachari, Jalada, Kadale, Phudari, Uttam, Vishesha

 

Firenewt Traits

All firenewts have some common traits of their fiery nature.

Ability Score Increase

Your Dexterity score increases by 2, and you're Constitution score increases by 1.

Age

Firenewts mature around the age of 15 and live to be around 80.

Alignment

Firenewts are typically neutral evil, but can be other alignments. They are typically not chaotic, and their evil heritage weighs on them, causing many to have trouble adopting a good alignment.

Size

As a firenewt, you have about the same height and weight as a human. Your size is medium.

Speed

You have a walking speed of 30 feet. You also gain either a swimming speed or burrowing speed of 10 feet.

Fire Immunity

You gain immunity to fire damage.

Transparent Body

Your partially transparent body gives others advantage on medicine checks made on you.

Partially Amphibious

You can breathe water for up to 1 hour. This ability recharges after a long rest.

Water Dependence

You must stay submerged (except for your head) in hot water for 4 hours straight every week. You can instead spend 8 hours straight in normal water, but not cold water. For every day you spend after the week ends without going in hot water, you gain one level of exhaustion and your Partially Amphibious trait doesn't function. Spending 4 hours in hot water plus an additional hour for each level of exhaustion resets all levels of exhaustion and causes your Partially Amphibious trait to function again.

Burning Skin

Your heated skin causes damage to anyone who comes into contact with it. Anyone who makes an unarmed strike against you or who makes a melee weapon attack with a weapon made of metal must make a Constitution saving throw, taking 1d6+2 fire damage on a failure, or half as much on a success. The DC for this saving throw equals 8 + your constitution modifier + your proficiency bonus.

Languages

You know Common and either Primordial or Draconic.

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