Homebrew Newt Species Details
Disguised by a long torso, short legs, and a slouched composure, one wouldn't realize the height and stature of a Newt until you approach one and it cranes its neck slightly downwards to look you in the eye. Male Newts tinge yellow and females range into blue, but both can run brown in skin color, with orange accents of varying obscurity present on all- which their distant ancestors developed to tell predators that this one might not make the best snack. Potentially covered in toxic slime and with an appearance only slightly more welcoming than a lizardfolk, they are easily confused for any other beast of the swamp- before it manages to strike up a conversation with you. Spend the time to get to know it, though, and you'll either end up with a nice conversation and a new friend, or a dagger in your back as soon as your guard falls.
Newts are a new and secret race, created through a few lucky generations of crossbreeding and mutation among savage monsters in the swamp. It's an anomaly that they exist in any capacity; a miracle that they retained sentience; and a near-impossibility that they were able to stabilize as a species without becoming infertile mutts. Several legends of their creation are passed through the race: some believe that their creation was sanctioned by a powerful wizard, as an exercise in ecological manipulation; others believe that it was nature's will that they came about; and a few believe it some divine intervention from a God they have yet to know the face of.
Those legends make up a majority of what lore and culture they have in such an early state of society; beyond that, little more exists than stories brought back by the individuals who spy into developed society, bringing back its' knowledge and amenities to their villages. Newts have a working understanding of the developed world, but are fearful of what it might hold for them; they are much more comfortable in their own society, where they can wake up knowing exactly what they have to get done. The workday of most Newts involves understanding, replicating, and developing whatever has been brought back with one another, attempting to catapult themselves through the ages into modern society. Spare time is spent either with those they hold dearest or in recreation, attempting to emulate activities they know from developed society using whatever is easily available. Spirituality largely remains in its primary stages, as they await a deity worthy of worship to present itself to them. Although not inherently against spiritual practice, any God would be hard-pressed to find worshipers or, let alone, a temple, in a Newt society without first doing something for them that they couldn't have done themselves. Newts are far too practical and strapped for hands to spend their time bowing to an idol that does nothing in return. However, with the proper motivation, a god would find that it will give up on a Newt far before the Newt gives up on it.
That being said, a holy warrior would most likely not be a Newt. Newts lend themselves to a natural swiftness and logical agreeableness that has proven to make a successful spy, or the slimiest of assassins- no pun intended. They understand the usefulness of magic but lack the motivation to become magicians themselves so long as one exists in their relative vicinity. In a vacuum, one may decide to pick up spells out of necessity; but inheriting magic as a Sorcerer is out of the question, and no self-respecting Newt would give up one's freedom to become a patron's slave. Magical objects and spells are valuable to a Newt, but not so much so that they couldn't stand to wait a season or two to encounter a purveyor of magical items. Newts may come off as intellectual after initial observation of their mannerisms and societies, but they are no more innately intelligent than any other sentient race; their knowledge stems completely from their ability to communicate and work with one another.
Although relatively sophisticated in lifestyle, government, and ideals, an overbearing shortage of resources ensures that their small societies remain physically primitive. Groups of Newts found themselves with a high level of cooperation quickly after the species developed, promptly establishing a set of laws and regulations that would keep them safe without infringing on any of the freedoms that come naturally with small, early settlements. Every Newt is expected to act as an enforcer of the law, guardian, and supporter for all others around them, which ensures quick response to criminal deeds and adherence to the image of an outstanding member of society. However, even in places of such strong community, Newts retain a high level of independence from a combination of natural-born confidence and the skills they learn from those who raise them. In the small groups they are bound to, specialization is primarily out of the question; a broad spectrum of abilities is required even if it means most Newts will never have the chance to excel in any one area.
One who stumbles into the primitive residence of a Newt will either laugh at their highly-improvised attempt to emulate a developed dwelling or appreciate the charming thoughtfulness that goes into each appliance of their household... and then, promptly evacuate as a cot of sticks and woven plant fibers on the back wall erupts with an angry, wrinkly Newt, waving a flint knife in the air and shouting in mostly-intelligible common about "rights associated with homeownership" and how he "could stab you and it would be perfectly within the law." And one - surprised by the slimy man that was expected to be much smaller - nearly knocking the plank door off its' wooden hinges running out, hears it muttered, "Knock next time y' cretin,' good hell."
Most Newts have little care for what is "Good" and "Bad," instead only considering what is "Good for us right now" and "The exact opposite of that." Newts tend to be more lawful as a result of their upbringing, but nothing would prevent a Newt who strayed from the village from developing his or her own ideas based on what he or she had seen and experienced. Nothing really ties a Newt to their community, but leaving their home indefinitely is unheard of. Those who they leave behind wouldn't shun them or grow angered with them as is common in some other species, but they would be left confused why one would leave a perfectly good, worry-free and meaningful life for no particular reason. In such a close community, every Newt is missed by someone.
Newt Traits
Your newt has the following racial traits.Ability Score Increase
Your Dexterity score increases by 2 and your Charisma score increases by 1.
Age
Newts mature to adulthood in a 5 years, and have been known to live up to 30 years.
Alignment
Most Newts have little care for what is "Good" and "Bad," instead only considering what is "Good for us right now" and "The exact opposite of that." Newts tend to be more lawful as a result of their upbringing, but nothing would prevent a Newt who strayed from the village from developing his or her own ideas based on what he or she had seen and experienced.
Size
A Newt stands between 5 and 7 feet tall but only average about 90 pounds. Your size is Medium.
Speed
You have short legs, sticky hands, and a finned tail. Your base walking, climbing, and swimming speed is 25 feet.
Amphibious
You can breathe both air and water.
Consume Poison
You know how to balance a meal, with all the essential carbohydrates and deadly poisons. You have resistance against poison damage.
In addition, successfully resisting poison or alcohol through ingestion will activate your poisonous skin on the next day, and successfully resisting a poisonous attack immediately activates your poison skin.
Poisonous Skin
By dragging a blade over your skin, you can apply poison to any piercing weapon as part of an attack with that weapon. The target must succeed on a DC 12 Constitution saving throw or take 2d4 poison damage.
You must have consumed alcohol or used your ability to consume poison on the day prior for this trait to work.
Water Dependency
If you fail to immerse yourself in water for at least 1 hour during a day, you suffer one level of exhaustion at the end of that day. You can only recover from this exhaustion through magic or by immersing yourself in water for at least 1 hour.
Friendly
You have proficiency in the Persuasion skill.
Languages
You can speak, read, and write both Common and Grung.
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