Salamander

Born of elemental magma, Salamanders awoke in volcanic pits of Gabroria about a century ago and have remained there since. Cinder dwarf sulfur miners discovered the first primitive Salamander "town" in 105 SK. Four more were found since then across a total of three volcanos, with the last town being found in 154 SK.
The cinder dwarves now employ Salamanders in exchange for information and material goods. With the dwarves' guidance, Salamanders have constructed proper citadels in their original pits. Some now travel the world.
Young Race, Young People
Without anything resembling traditions or a history, Salamander culture is virtually nonexistant. Most Salamanders live their lives in a state of perpetual shock at being alive at all. This bewilderment wears off very slowly over time; only the oldest Salamanders have much personality at all.
Physical Appearance
Salamanders resemble a cross between a newt and a turtle, if that cross were made of lava. Dark volcanic rock covers a Salamander's back, including down to the tip of their tail and to the top of their head. Islands of rock jut out from other parts of the body, especially near joints. The limbs, head, and tail are otherwise smooth, glowing lava.
Game Mechanics
Abilities
Gradual Awakening. Salamanders start their lives all but mindless. Their personalities develop slowly; many salamanders have a low Charisma score for decades.
Elemental Endurance. The supernatural physiology of salamanders is associated with a very high average Constitution score, and to a lesser extend, a high average Strength score.
Perpetually Cold. Some salamanders burn hot enough to maintain fine motor skills, but most do not and thus have a low Dexterity score.
Alignment
Young Salamanders are neutral as can be. As their personality develops, their alignment may crystallize to anything, but usually ends up more lawful and good than chaotic or evil.
Age
If Salamanders do age, none have lived long enough to find out. They are generally considered mature at age 50 when their personality is mostly figured out, but there are no physical changes whatsoever. <redacted>
Speed
Your base walking speed depends on the ambient temperature. It is 20 feet below 0°F, 30 feet above 100°F, and 25 feet in between.
Salamander
Size
Medium or Small
Medium or Small
Speeds
Walk 25 ft. (20 ft. below 0°F; 30 ft. above 100°F)
Walk 25 ft. (20 ft. below 0°F; 30 ft. above 100°F)
Old Age Threshold
?
?
Traits
Water Susceptability. When you are doused in at least 1 gallon of water (or acid), you take 1d4 cold damage and some of the water boils away. This damage ignores resistance and immunity. Once you take this damage, you can't take it again until the start of your next turn.
Magmatic Glow. You shed bright light in a 5-foot radius and dim light for an additional 5 feet.
Superheated Body. When a creature comes into direct contact with your body, it takes 1d4 fire damage. It can't take this damage again until the start of your next turn. Additionally, you ignite any flammable object you touch for more than 6 seconds.
Elemental Nature. You don't need to eat, drink, breathe, or sleep.
Walk
Walk
Natural Movement Modes: Jumping, walking
Other Movement Modes (+1 Cost): Climbing, crawling, sneaking, swimming
Other Movement Modes (+1 Cost): Climbing, crawling, sneaking, swimming
If you don't have a walk speed, you are prone while on the ground. If you have a walk speed of at least 5 feet, you can spend half of it as part of a move to stand up from prone.
Jumping
Jumping
Jumping is a movement modifier that lets you clear gaps or obstacles. Instead of the usual movement cost, you must spend 1 foot of movement for every foot you jump vertically or horizontally (whichever is higher).
When you jump, perform the following series of calculations; don't round until the end. The resulting value is the maximum number of feet you can jump.
- Start with your passive Athletics. Alternatively, you can make an Athletics check and use the result instead.
- If you did not get a running start immediately before jumping, divide the value by 2. To get a running start, you must move in a straight line in the direction you want to jump for a number of feet determined by your size, as shown in the Running Start Distances table. The speed you use to get a running start must be the same speed you use to jump.
- To determine the vertical distance you can clear, divide the value by 2 again.
Running Start Distances
Size | Running Start |
---|---|
Minuscule | 0 ft. |
Tiny | 5 ft. |
Small | 10 ft. |
Medium | 10 ft. |
Large | 15 ft. |
Huge | 20 ft. |
Gargantuan | 25 ft. |
Prone
Prone
Effects of This Condition
- The only movement mode available to you is crawling.
- You have disadvantage on attack rolls.
- An attack roll against you has advantage if the attacker is within 5 feet of you. Otherwise, the attack roll has disadvantage.
Ending This Condition
You can end this condition by standing up, which requires spending half of your walk speed when you move.
Causes of This Condition
Walking
Walking
Walking lets you move in any direction across a non-vertical surface. There is no mechanical distinction between walking and running. If you are on land and lack a walk speed, you fall prone.
Climbing
Climbing
Climbing lets you move in any direction across vertical surfaces. If the surface is particularly difficult to climb, you may have to make an Athletics check to avoid falling off.
Falling
Falling
When you begin falling, you immediately fall 60 feet. While falling, you drop another 180 feet at the start of each of your turns.
On impact, you take one size die of bludgeoning damage for every 10 feet you fell, to a maximum of 20 dice. You land prone unless you avoid taking damage from the fall, such as via the Break Fall reaction.
If you land in a creature's space, that creature must make a DC 10 Dexterity saving throw. It can choose to fail. On a failed save, the fall damage is split evenly between you and it.
Break Fall
Break Fall
Trigger: you land at the end of a fall
You attempt to land safely. Make an Acrobatics check. The fall damage is reduced by half the result of the check.
Sneaking
Sneaking
Sneaking is a special movement mode that you use at the same time as another movement mode. If you are hidden, sneaking allows you to maintain your Hide DC.