Homebrew Axolotl - Danland Species Details
Age. Axolotls reach adulthood at age 10 and can live up to 80 years. Size. Axolotls, on average, are about 3 feet tall and weigh about 40 pounds.
Your size is Small. Speed. Your base walking speed is 25 feet. You also have a swimming speed of 35 feet.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Amphibious.
You can breathe air and water.
Axolotl Regeneration. Your body can naturally regenerate, although you can only regenerate small wounds in short bursts. If you have 1 or more hit point and are below half your hit point maximum, as a bonus action you may spend up to half of your hit dice to regain hit points, similar to when you would regain hit points during a short rest. Once you use this trait, you can not use it again until you finish a long rest. In addition, any severed limbs you have lost will grow back within 2d4 days.
Water Dependency. If you fail to immerse yourself in water for at least 1 hour during a day, you suffer 1 level of exhaustion at the end of that day. You can recover from this exhaustion only through magic or by immersing yourself in water for at least 1 hour per exhaustion level.
Cute Face. With a cute and squishy face, it is difficult for you to instill fear into others. You have a disadvantage in Charisma (Intimidation) checks, but advantage in Charisma (Persuasion) checks. Languages. You can speak, read, and write Common and Aquan.
Axolotl - Danland Traits
Age. Axolotls reach adulthood at age 10 and can live up to 80 years. Size. Axolotls, on average, are about 3 feet tall and weigh about 40 pounds. Your size is Small. Speed. Your base walking speed is 25 feet. You also have a swimming speed of 35 feet. Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Amphibious. You can breathe air and water. Axolotl Regeneration. Your body can naturally regenerate, although you can only regenerate small wounds in short bursts. If you have 1 or more hit point and are below half your hit point maximum, as a bonus action you may spend up to half of your hit dice to regain hit points, similar to when you would regain hit points during a short rest. Once you use this trait, you can not use it again until you finish a long rest. In addition, any severed limbs you have lost will grow back within 2d4 days. Water Dependency. If you fail to immerAxolotl Regeneration.
Your body can naturally regenerate, although you can only regenerate small wounds in short bursts. If you have 1 or more hit point and are below half your hit point maximum, as a bonus action you may spend up to half of your hit dice to regain hit points, similar to when you would regain hit points during a short rest. Once you use this trait, you can not use it again until you finish a long rest. In addition, any severed limbs you have lost will grow back within 2d4 days.
Water Dependency.
If you fail to immerse yourself in water for at least 1 hour during a day, you suffer 1 level of exhaustion at the end of that day. You can recover from this exhaustion only through magic or by immersing yourself in water for at least 1 hour per exhaustion level.
Amphibious.
You can breathe air and water.
Darkvision.
You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Cute Face.
With a cute and squishy face, it is difficult for you to instill fear into others. You have a disadvantage in Charisma (Intimidation) checks, but advantage in Charisma (Persuasion) checks.
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