Firenewt

by RBSkald

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Dungeon Delver's Depot

Firenewt

Native to volcanic regions, firenewts largely depend on access to heated water sources like hot springs and boiling mud in order to live comfortably and incubate their eggs. Many firenewts have a habit of chewing on an alchemical paste — made of sulfur, mineral salts, and oil — allowing them to vomit flames whenever necessary.

Groups of firenewts band together into militaristic societies, fiercely competing with one another over scarce resources. Consequently, these amphibian humanoids are rarely encountered away from their home territories unless waging war. Firenewts learn to grow up fast, and typically don't live much longer than 50 years.

A small but growing number of hardy firenewts are growing more adapted to life away from their natural comfort zone, with some even becoming heroic adventurers. More often than not, firenewt travelers respect creatures who epitomize elemental power such as dragons.

Firenewt Traits

As a firenewt, you have the following traits.

Creature Type. You are a Humanoid.

Size. You are Medium.

Speed. Your walking speed is 30 feet.

Amphibious. You can breathe air and water.

Fire Resistance. Adapted to even the most extreme volcanic wastelands, you have resistance to fire damage.

Spit Fire. When you take the Attack action, you can replace one of your attacks with an exhalation of fire at a creature within 10 feet of you. That creature must make a Dexterity saving throw against a DC equal to 8 + your Dexterity modifier + your proficiency bonus, taking 9 (2d8) fire damage on a failed save, or half as much damage on a successful one. This damage increases by 1d8 when you reach 5th level (3d8), 11th level (4d8), and 17th level (5d8).

You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Volcanic Acclimation. Starting at 3rd level, as an action, you can channel your elemental energies to protect yourself. For 10 minutes, you become immune to fire damage. Once you use this trait, you can't do so again until you finish a long rest.

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Image Credits
Dungeon Delver's Depot — by R.B. Skald
 

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