Homebrew Axolotlfolk Species Details

The Axolotlfolk are a small, almost lost civilization of aquatic, salamander-like humanoids. Very few facts are known of this elusive race. From what is learned from those caught in venturing parties over the years is that the race has remained hidden for the simple fact of self-preservation. With the up and coming world of larger races using resources like large bodies of freshwater and dark forests where the Axolotlfolk reside, they have gone into hiding to make sure they don't become extinct. Apparently they have a very rich culture despite keeping mostly separate from all other forms of humanoids. Notes of their innate magical prowess and regenerative capabilities that rival what most clerics take years to master in the School of Divination is rare but known by those seeking knowledge of these beings.

Some are considered a precious ally and a puzzle piece to many cultures. Many nobles tend to hire them to tutor their children in magic manipulation or to help train children in the ways of warriorhood.

Axolotlfolk Traits

As an Axolotlfolk you have many characteristics a normal axolotl may have

Languages

You can speak, read, and write Common and Undercommon

Speed

Your base walking speed is 30 feet, you have a swimming speed equal to your walking speed, and you have a climbing equal to half your walking speed.

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.

Temperature Sensitivity

You have vulnerability to fire and cold damage

Amphibious

You can breathe both in air and water

Antena

You gain a 20 foot tremorsense while submerged in water.

Natural weapon

Your tail is so powerful and strong you can use it to attack. You may use your action to deal 1d4+strength bludgeoning damage. The target must do a strength saving throw, the DC is 8+proficiency modifier+strength, on a failure they are knocked prone until the start of their next turn

Limb drop

You have an odd ability to drop any part of your body to avoid being held. As a reaction you can drop one of your limbs. Dropping a limb gives you the benefit of a disengage and you are no longer grappled or restrained. If you drop an arm all melee or ranged attacks are made with disadvantage, if you drop them both of them you can not attack. If you drop a leg your movement speed is halved, if you drop both of them you can not move

Regeneration

You heal double when you roll a Hit Die to regain hit points during a short rest. Whenever you take a long rest you regrow 1 limb

Slimy Skin

While you aren’t wearing any armor your AC increases by 2, you have advantage on getting out of grapples, and if a bludgeoning damage attack misses your AC by 3 or more you can use your reaction to bounce it back on them, roll to hit with no modifiers and if you hit you deal 1d4 bludgeoning damage with no modifiers

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