Akwaddle

* Axolite Female Tribal
* Axolite Male Tribal
* Axolite Commoner F
* Axolite Commoner M
* Galgiri Commoner F
* Galgiri Commoner M
* Galgiri Tribe F
* Galgiri Tribe M
* Nwetlite Tribe F
* Nwetlite Tribe M
* Salgiri Commoner F
* Salgiri Commoner M
* Tinalite Tribe F
* Tinalite Tribe M
* Wetlite Commoner F
* Wetlite Commoner M
* Wetlite Nomad F
* Wetlite Nomad M

## Racial Traits

### Trait 1

Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

### Trait 2

Amphibious: You can breathe both air and water.

### Trait 3

Slipster: Your skin is coated in a thin layer of slime, making you difficult to grab. You have advantage on checks made to escape another creature's grapple.

### Trait 4

Tail Slap : The Akwaddle have powerful tails. If you make an unarmed strike using your tail the attack deals 1d6 damage.

### Trait 5

Self Defence: Whenever you are hit by an attack you can use your reaction to take no damage. To do this you must interpose your tail between yourself and the attack, which then falls off. Your tail regrows naturally after 2d4 days, or can be regrown instantly with a casting of the Regenerate spell.

### Lore

#### Physical Description

Akwaddle resemble almost a cross between frogs and lizards in a humanoid form. Their skin is not scaly despite having a form similar to a lizard, with a tail and all. Rather, their skin is moist and consistently slimy, like that of a frog. Like a frog, they are amphibious. They are known to be able to secrete fluids through their skin and swim rather well. Their skin is thus always kept well hydrated, for dryness is an illness. In stature, they are not horribly bulky, but rather plump usually. Despite this, they are very flexible.

#### History

Akwaddle are amphibian creatures believed to be extinct. This news was rumoured by the succeeding yuan-ti, who dumped the news upon the other scale kin. The wildlife reacted oddly towards Akwaddles but they are generally nice or confusing.

#### Society

Akwaddle live rather peaceful, secluded lives based around bodies of water or in deep rain forests. They organize in native tribes, usually by the many colors and patterns their skin varies in. A tribal chieftain rules over small communities stretched out along parts of rivers. They mainly fish and gather vegetation to sustain themselves. As they live deep in the wilderness often, they are often overlooked by civilization nearby generally scared of the Yuan-ti that brought them into isolation. They are usually not antagonistic towards outsiders, being rather helpful when needed, but they also like to have fun by pulling small sly pranks.

#### Personality

Akwaddle are often described as Dim-witted, Sly , and sometimes overly-friendly. Some find their blunt heads with that odd smile a bit creepy. To those who know them, they are indeed simple people. However, this does not detract from their warm personalities that best that of even warm-blooded creatures sometimes. Akwaddle are humble people who are grateful for the little things in life, like family and friends.

Artwork by

* Axolite Line Art: Danny [Twitter]
* Axolite Colours: Cipher (M-Sama) (Insta)
* Akwaddle Art-pack: JeanAkratt [https://ko-fi.com/jeanakratt]

### Subraces:

#### ***Axolite (Axolotl)***

* **Axolite Resurgence (Replaces Self Defence)**:  Your body can naturally regenerate, although you can only regenerate small wounds in short bursts. If you have 1 or more hit point and are below half your hit point maximum, as a bonus action, you may spend hit dice to regain hit points, similar to when you would regain hit points during a short rest. Once you use this trait, you can not use it again until you finish a short or long rest. In addition, any severed limbs you have will grow back within 2d4 days.
* ***Water Dependency:*** If you fail to immerse yourself in water for at 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. Your swim speed is now 40 ft
* ***Superior Darkvision (Replaces Dark Vision):*** Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
* ***Rubber Bones:*** You have bones and reflexes to avoid taking damage from harsh falls that could kill a little thing like you. You take no falling damage from heights of 60 feet or less.

#### ***Salgiri (Normal)***

* ***Cold Resistance:*** You are acclimated to cold environments. You have resistance to cold damage.
* ***Captivate:*** You gain proficiency with one of the following skills of your choice: Animal Handling, Deception, Intimidation, Performance, and Persuasion.
* ***Spit Water (Replaces Tail Slap) :*** As an action, you can spit a ball of cold water at a creature within 15 feet of you. The creature must make a Dexterity saving throw with a DC equal to 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 cold damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 , and Range increases to 30ft at 6th level, 4d6 and 60 ft at 11th level, and 5d6 and 120 ft at 15th level. You cannot spit water again until you finish a short or long rest or take time to ingest at least a flask of Liquid like water.

#### ***Nwetlite (Poison Newt)***

* ***Poisonous Skin (Replaces Slipster).*** Any creature that grapples you or otherwise comes into direct contact with your skin must succeed on a (Prof + Con mod + 8) 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.
* ***Produce Poison.*** One per turn when you make an attack with a weapon that deals slashing or piercing damage, you can run the edge or tip across your skin, poisoning the weapon. You take damage equal to your proficiency bonus. This damage cannot be reduced in any way. If the attack hits it deals additional poison damage equal to twice your proficiency bonus.
* ***Poison Immunity.*** You're immune to poison damage and the poisoned condition.
* **Land Dweller (Replaces Amphibious):** You are adapted to living on the land instead of the water. You gain a climbing speed of 30 ft and your walking speed increases to 30 ft

#### ***Galgiri (Giant)***

* **Galgiri Might (Replaces Self Defence) :** When you reach 3rd level, you can cast the *Enlarge/Reduce* spell on yourself once with this trait, using only the spell's enlarge option without the extra damage. When you Reach 5th Level you no longer require concentration and you can deal the extra damage with Enlarge/Reduce.
* ***Stocky:*** You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
* ***Brute (Replaces Slipster)*** You can wield oversized weapons (or Large weapons) as though you were a Large creature. You cannot wield weapons with the Light or Finesse Properties , Light crossbow, Handcrossbow, Shortbows, and Longbows.
* ***Simple-minded.*** Galgiri are bred purely for war, and care little about the paltry concerns of the Common Folk. Concepts such as greed or lust, while known, are utterly alien to these sturdy soldiers. For this reason, Galgiri find it very difficult to build relationships with members of other races beyond those of convenience. Any charm or persuade checks targeting a Galriri are made at disadvantage. In addition, Galgiri always roll at disadvantage when trying to charm or persuade.

#### ***TInalite (Small)***

* ***Speedster Swimmer:*** Your walking speed is reduced to 20 your swim speed is increased 40.
* ***Small Stature:*** You are Small Size Category.
* ***Ambush Hunter:*** You are proficient in the Stealth skill. When you make a Dexterity (Stealth) check under water, you may add double your proficiency bonus.
* ***Healing Waters (Replaces Self Defense):*** As an action, you can touch a creature and cause it to regain hit points equal to your level. Once you use this trait, you can't use it again until you finish a Short or Long rest.
* ***Swift:*** You gain proficiency in Acrobatics.

####  ***Wetalite (Newt)***

* ***Scaly Skin (Replaces Slipster):*** Your body is covered in a thick set of scales that protect from most physical attacks. You have a natural AC that is equal to 13 + you Constitution modifier.
* ***Hardy:*** Whenever you gain levels, your hit point maximum increases by an additional 1 hit point. Your walking Speed increases to 30 and your swim speed decreases to 20.
* ***Controlled Spit Water (Replaces Tail Slap) :*** As an action, you can spit a ball of Cold water at 2 creature within 15 feet of you. The creature must make a Dexterity saving throw with a DC equal to 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 cold damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 , and Range increases to 30ft at 6th level, 4d6 and 60 ft at 11th level, and 5d6 and 120 ft at 15th level. You cannot spit water again until you finish a short or long rest or take time to ingest at least a flask of Liquid like water.

#### ***Ashalite (Firenewt)***

(Exclusive to the Ashlands they almost never leave)

* ***Ashenborne:*** You are resistant to fire damage.
* ***Heat Seeker:*** If you spend a week without a source of heat, you have disadvantage on all ability checks and attack rolls until you spend a short or long rest on a source of heat (I.e Fire, Geyser, Hot Spring, Near Magma pool, etc). You can submerged under water but only for 30 minutes or it starts clogging up this Akwaddles Gills with wet Ash
* ***Ashen Constitution (Replace Amphibious):*** You can breathe in smoke, air, and gas, and ingest Ash, Coal, Charcoal, Alchemist Fire and other flammable liquids and Items instead of Food or Water. Your walking speed is increased to 40 ft, your swimming speed is decreased to 20 ft, and you gain a 10 ft climbing speed.
* ***Fire Breath (Replaces Tail Slap and Self Defense):*** This Creature can expel fire from it's Lungs in a cone in front of them. Creature must make a Dex Saving throw with a DC equal to 8 + Constitution modifier + your Proficiency bonus. The Starting Range in 10ft line 5ft wide, and A creature takes 2d6 fire damage on a failed save and half as much on a successful one. The Damage increases to 3d6 at 6th level and Range increases to 20ft Line 5ft wide, at 11th Level the damage increases to 4d6 and the Range increases to 30ft line 5 ft wide, then at 15 Level damage is 5d6 and 40 ft line 10ft wide
* ***Volcanic Scales (Replace Slipster):*** While you aren't wearing armor and not carrying a shield, your AC is 13 + your Constitution modifier.
* ***Phoenix's Knowledge:*** You are proficient in the Survival skill and History