Homebrew Amphiomu Species Details

The Amphiomu (Amphibious People) live mostly separated from society, in swamps, bogs, and wetlands. They stand upright at around 5 1/2 feet (~1.7 meters) and have round, frog-like faces. On rare occasions an Amphiomu may take the appearance of a salamander, toad, or other amphibian, but this is very rare and they would likely either be exiled or revered as a gift from a god (namely Niomu, the goddess of life and clean water or Hiro, the god of poison and death, but there are others). Amphiomu have webbed, sticky feet, like a frog's, and excel at jumping, climbing, and swimming because of it. A frog Amphiomu will normally be dull green or grey-blue with red or orange toes and fingers, but will occasionally have brighter colors. A toad will usually have lumps and warts, and be more of a dirt or sandy brown color with light and dark speckling. A salamander or newt will be black, grey, or dark brown, occasionally a maroon or dull blue. Frog and toad Amphiomu will have lighter colored bellies, whereas a newt or salamander would have an orange-brown color belly. A salamander or newt Amphiomu will have stripes or spots of vibrant colors such as yellow, blue, or orange. 

Amphiomu will typically live in tribes of 12-30, with many different ways of life. Some tribes have a structured and rigid social hierarchy, whereas others will have very little social class at all. Most Amphiomu tribes will consist of the service class (cleaning and preparing food, etc.), farmers, hunters, and the chief and their family. In most tribes each class is equally as important as the other, including the chief, each with their own roles. Some tribes don't have classes at all, with members doing what needs to be done next with no-one preforming any specific job. Others see the classes as different sections of the tribe, usually with the service class treated similar to slaves. Some even go as far to ban people interacting with other classes, except for Enforcers, who enforce rules and are normally only present in these kinds of tribes. Most Amphiomu are highly religious, worshipping a small pantheon of gods. The gods include Niomu, goddess of life and clean water, Jirron, god of hunting and food, Kirona, goddess of farms and nature, Shiro, god of learning and growth, Girt, god of sickness and rebirth, and Hiro, god of poison and death. Niomu and Hiro are widely represented as the leaders of the pantheon, with what, to outsiders, would be perceived as "good and evil" gods, but in reality, to the Amphiomu, each god serves their own purpose and all gods live in harmony. A single tribe of Amphiomu will revere a god or two as the overseer(s) of the tribe, but an individual Amphiomu will pray to any god as they see fit.

Amphiomu Traits

Amphibious, Natural Camouflage, Sensitive Skin, Ability Score Improvement, Proficiencies, Regeneration.

Amphibious

You can breathe both air and water.

Natural Camoflauge

When in your natural habitat (commonly a wetland, swamp, or similar area), you have advantage on Dexterity (stealth) and Wisdom (survival) checks you make to hide. In addition, you can take the Hide action as a bonus action.

Sensitive Skin

If you come into contact with an airborne or waterborne toxin or chemical, or otherwise expose your skin to harmful substances, you take 1d4-1 poison damage every minute until you leave contact with the toxin. The toxin may include a chemical like gasoline or pesticide, or may be a poison like a dragon's acid or poison breath or an object coated in poison. In addition, you are vulnerable to poison and acid damage.

Ability Score Increase

Your Dexterity and Charisma scores each increase by 2.

Proficiencies

You gain proficiency in Dexterity (acrobatics), Intelligence (Nature), Intelligence (Religion), and 1 other skill of your choice. You also have proficiency in an artisan's tools or an instrument.

Regeneration

Any large limb (arm, leg, etc.)that has been cut off can be regrown in 2d20+20 days. A smaller limb (finger, foot, etc.) can be regrown in 1d10+10 days. The process will be interrupted if the same limb takes damage, for every point of damage the limb takes another day to grow back.

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