Homebrew Axolotl-Folk Species Details

Axolotl-Folk are tall and lean. Their skin ranges from white to blue or purple. The hands have three fingers and one thumb. They breathe air and water the same, as well as being able to walk just as well as they can swim. They live secluded lives, helping any injured they find but not going out of their way to assist others. 

Axolotl-Folk Traits

Axolotl-Folk are well trained in medicine and their regenerative properties can make them very resilient.

Alignment

Axolotl-Folk are usually very secluded, however if an injured being is seen, the Axolotl-Folk will attempt to help it. Most Axolotl-Folk are neutral good, however many could develop a greater, or lesser interest in helping people, allowing them to become Lawful Good or True Neutral. 

Age

Axolotl-Folk rarely have premature deaths, allowing them to live up to 150 years.

Size

Most  Axolotl-Folk are either 5 feet or 6 feet tall. Your size is Medium.

Ability Score Increase

You have a +2 to wisdom and a +2 to constitution.

Amphibious

You can breathe both in air and water.

Regenerative

As an action on your turn, you can use a charge to regain, 1d6 + your constitution modifier, health. The amount of charges you have, equals your constitution modifier, halved (rounded down and minimum of 1 charge).

Also, Axolotl-Folk receive one additional hit dice regained every short rest. If an axolotl-folk has no more hit dice left then they can instead use this hit dice.

After ten long rests (three short rests will count as one long rest) an Axolotl-Folk can regrow a severed limb.

Axolotl-Folk can only receive these benefits if they have been in water for at least 30 minutes within 2 days of using this trait.

 

Medicinal

You have proficiency in medicine. You can also add your wisdom modifier twice to any medicine checks you make (you do not have to if your wisdom modifier is negative).

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