# Firenewts

Firenewts are about the size of a slim human. They appear like lizardfolk with simpler faces and larger, dark-colored eyes. Their speckled, smooth-scaled skin appear eel-like and is colored dark reddish brown at their spines and fades to nearly white on their front sides. They have long feet, giving them the appearance of "reversed knees", which gives them an advantage while running or leaping.

Firenewts require a heated source of water in order to survive and breed. Separation from warm water for more than a tenday causes a firenewt to slow mentally and physically, eventually entering hibernation, as such in Anundiel they tend to hail from the Red Plains in the more volcanic regions.

They are also known to carry around the ingredients to make an alchemical concoction made from mineral salts, sulfur and oil which they turn into a paste and chew as a habit to aid in their spitting of flames and warms them internally when away from a heat source or home.

### Firenewt Traits

***Ability Score Increase.*** Your Constitution score increases by 2 and your Dexterity score increases by 1.

***Age.*** Firenewts can live an upwards of 60 or so years and mature around the age of 12.

***Alignment.*** Firenewts enjoy a chaotic lifestyle and thus they tend to dwell inside Chaotic allignments. Due to their worship of Imix they tend to be aggressive, wrathful and cruel.

***Size.*** Firenewts are about the size of a slim human and range between 5-6ft tall and weigh around 170-180 lbs.

***Speed.*** Your base walking speed is 30 feet and your swim speed is 30 feet.

***Amphibious.*** You can breathe both air and water.

***Favour The Heat.*** You're resistant to fire damage.

***Spit Fire.*** You can spit fire at a creature within 10 feet of you as an action. The creature must make a DC saving throw which equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d8 fire damage on a failed save, and half as much damage on a successful one. The damage increases to 3d8 at 6th level, 4d8 at 11th level, and 5d8 at 16th level.

After you use this ability, you can’t use it again until you complete a short or Long Rest.

***Reversed Knees.*** Due to your reversed knees and the advantage presented with them, your long jump is up to 25 feet and your high jump is up to 15 feet, with or without a running start. You also gain advantage when traversing across difficult terrain.

***Alchemist Mastery.*** You gain proficiency with the Alchemist Supplies tool.

***Languages.*** You speak and write Common and can choose either Draconic or Ignan as an additional language.

***Names.*** Firenewts tend to be named using the name for "fire" in the Draconic language which is **ixen** and adding a suffix to the end of it such as -ix, -ax, -it, -at, -vox, -ox, -vaxil.

Example Name: Ixenox

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