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Firenewt

Tis always a fight to the death for them, so 'tis also one for ye. They give no quarter and literally do not have a sense of mercy, curiosity, or really anything that is not cruel or useful to their clan.

Firenewt illustration

Scales and Sinew

Firenewts have sleek, speckled scales that range in color from deep reds to near-white on their undersides. Their elongated feet and legs make their gait distinctive, enabling powerful leaps and rapid movement. Their eyes, large and deep-set, often glow with an inky black or fiery crimson hue. Firenewt young are lighter in tone, their scales darken with age. Their robust frames coupled with their fire resistance make them resilient warriors. Despite their rugged exterior, their faces are relatively simple compared to other lizardfolk.

Ashes of Time

Firenewts typically live several decades, with many reaching maturity by their teens. Their culture is defined by harsh survival, sadistic cruelty, and rigid hierarchies where strength and cunning dictate status. They breed in heated waters and keep their hatching grounds closely guarded. Fire plays a central role in their religion and daily life—both as a tool of survival and a test of worthiness. Firenewts prize combat prowess, strategic raiding, and the torture of captives, believing these acts please their fire gods. Their societal interactions tend to be hostile, with frequent inter-tribal warfare and little cooperation beyond immediate kinship groups.

Thrones of Ember and Flame

Firenewt tribes are militaristic theocracies led by a single overlord, who holds supreme authority in matters of war and justice. Priests of Kossuth or warlocks of Imix wield significant influence, overseeing spiritual rites, food distribution, and criminal proceedings. Elite warriors and religious figures form the power base, with leadership granted based on charisma, battle success, and divine favor. Justice is harsh and often fatal; murder within tribes is punishable by prolonged torture and execution. Leadership decisions balance between raiding expeditions and maintaining tribal strength, with gold and spoils divided carefully to ensure loyalty.

Traits

ASI: +2 CON, +1 DEX
Size: Medium
Speed: 30 ft
Age: 5 - 50
Alignment: Neutral Evil

Fireborn

You are Immune to Fire damage.

Amphibious

You can breathe air and water.

Spit Fire

Once per long rest you can spit fire at a creature within 10 ft, they must make a DEX saving throw DC 8 + your DEX modifier (Minimum 1) + your Proficiency Bonus and on a failed save take 2D8 fire damage or half as much on a success.

Steed

At level 3 you can cast the spell Find Steed without expending a spell slot, summoning a Giant Strider, you gain the Mounted Combatant Feat for your steed. You can use this feature once per long rest.