Homebrew Salamander Species Details
THIS IS NONCORE D&D MATERIAL
These game mechanics are usable in your campaign if your DM allows them but not refined by final game design and editing.
Salamanders are passive salamander-like humanoids found in rain forests and marshes. They are meek and nurturing, looking to coexist with most other creatures.
Mud-Dwelling Amphibians. Salamanders live in swamps and prefer shade. A salamander's hatchery is maintained in well-guarded ground-level pools. About three months after hatching, a salamander tadpole takes on the shape of an adult. It takes another six to nine months for a salamander juvenile to reach maturity. Salamanders live up to 50 years.
Naturally Toxic. All salamanders secrete a substance that is harmless to them but poisonous to other creatures. A salamander also uses venom to poison its weapons.
Salamander Traits
Your salamander character has an assortment of inborn abilities, part and parcel of salamander nature.Ability Score Increase
Your Wisdom score increases by 2 and your Constitution score increases by 1.
Age
Salamanders mature to adulthood in a single year, but have been known to live up to 50 years.
Alignment
Most salamanders are chaotic, having been raised in a crowded commune. They tend toward good as well, coming from a culture where everyone is cared for by the community.
Size
Salamanders stand between 2 ½ and 3 ½ feet tall and average about 40 pounds. Your size is Small.
Swamp Sneaks
You have proficiency in the Stealth skill.
Speed
Your base walking speed is 25 feet, and you have a swimming speed of 25 feet.
Amphibious
You can breathe air and water.
Poison Immunity
You’re immune to poison damage and the poisoned condition.
Poisonous Skin
Any creature that grapples you or otherwise comes into direct contact with your skin must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with you can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
You can also apply this poison to any piercing weapon as part of an attack with that weapon, though when you hit the poison reacts differently. The target must succeed on a DC 12 Constitution saving throw or take 2d4 poison damage.
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.
Languages
You can speak, read, and write Salamander (a dialect of Grung).
Previous Versions
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