Salamander
Salamander
Salamanders are a race of scaled humanoids, with human like appearances and dragon like scales. Often mistaken for Half Dragon’s, Salamanders can be differentiated by their hybrid of digitigrade and plantigrade legs. As well as the smooth surfaces along their palms and flats of their feet
ASI: +1 Cha
Age: Salamanders reach maturity in their late teens, and live a little over 3 centuries.
Alingment: Most Salamanders are neutral, leaning in no particular direction towards evil or good. However, most Cinderscale have a more chaotic tint, while Frostscale tend to be more Lawful
Size: Most Salamander are around the 6-7ft mark. Regardless your size is medium
Speed: Your walking speed is 30ft
Languages: You can speak, read, and write Common and Draconic
Tail Whack: A dexterous, yet powerful tail is common to all manders. As an attack action, you can whack someone with your tail. The attack uses your Str Mod+prof to hit, and does 1d6+Str mod bludgeoning on a hit
Hooked Claws: All manders have powerful hooked claws on the ends of their fingers and toes. Your unarmed attacks deal slashing as opposed to bludgeoning damage. In addition, you gain a climbing speed equal to your walking speed.
Subraces
There are 3 main sub races of Mander’s. The often hot headed and fiery (in more ways then one) Cinderscale Salamanders (Firemanders). The Cool and collected Frostscale Salamanders (Frostmanders). As well as a scion of corrupted manders, often shunned as outcasts. (Soon to come :3)
Cinderscale
ASI: +2 Str
Firemander Resistance: You have resistance to Fire damage
Improved Tail Attack: Firemander’s tails are famously tipped with a never dimming flame. If your proficient in Martial Melee weapons, your tail attack does an extra 1d4 fire damage on a hit. In addition, the flame on your tail gives off 5ft of bright light, and 10ft of dim light beyond that.
Reinforced Scales: Your scales are hardened like most armors, your unarmored AC is 13+Dex mod
Frostscale
ASI: +2 Int
Frostmander Resistance: You have resistance to Cold damage
Cool and Collected: Choose one type of artisans tools. Whenever you make a tools check with those tools, you can add a d4 to the roll
Connection to the Frost: You know the Ray of Frost cantrip. When you reach 3rd level, you can cast the Ice Knife spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Frost Fingers spell as a 3rd level spell once with this trait and regain the ability to do so when you finish a long rest. Intelligence is your spellcasting ability for these spells
Corrupted
Whether exposed to demonic taint, or born with corruption in their soul. Some Salamanders have a black hole in their heart. Corrupted Scale: +2 Con Corrupted Resistance: You have resistance to Necrotic damage Blighted Body: Your body regularly bulges and pulsates under your scales. You have advantage on saves against spells that alter your form Tainted Soul: You know the Poison Spray cantrip. When you reach 3rd level, you can cast the Ray of Sickness spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Protection from Poison spell on yourself once with this trait and regain the ability to do so when you finish a long rest. Constitution is your spellcasting modifier for these spells
Whether exposed to demonic taint, or born with corruption in their soul. Some Salamanders have a black hole in their heart. Corrupted Scale: +2 Con Corrupted Resistance: You have resistance to Necrotic damage Blighted Body: Your body regularly bulges and pulsates under your scales. You have advantage on saves against spells that alter your form Tainted Soul: You know the Poison Spray cantrip. When you reach 3rd level, you can cast the Ray of Sickness spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Protection from Poison spell on yourself once with this trait and regain the ability to do so when you finish a long rest. Constitution is your spellcasting modifier for these spells
Made by RomanRepublic753BC#0753
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