Salamanders are large amphibious humanoids who prefer hot and humid climates, and rarely stray far from the equator.
Your Strength score increases by 2.
Salamanders begin life as fully aquatic and highly poisonous tadpoles but mature quickly and reach adulthood around age 10. The adult salamander is rarely poisonous but retains poison immunity. On average, salamanders live to about age 60.
Male and female salamanders are fairly different in size.
An average male salamander is tall and slender, standing 6'6“ - 6'10” and weighing 225-300lbs.
An average female ranges from 6'10“ - 7'5” and is considerably heavier, ranging from 300-450lbs.
Your base walking speed is 30 feet.
Salamanders are amphibious and can breathe underwater indefinitely.
Salamanders can attack with their powerful tails. This counts as a Melee Weapon Attack and deals 3+ (d6 + STR) bludgeoning damage.
Adult salamanders are immune to poisons and the affects of most drugs.
Salamanders are vulnerable to cold damage.
When adventuring in cold climates, salamanders become irritable and suffer disadvantage on Charisma checks except Intimidation. This can be negated by wearing high-quality winter gear worth at least 1000gp, or by warming ones self by a fire.
Additionally, a salamander cannot cure exhaustion by resting unless they are very warm.
Each adult salamander either retains their juvenile toxicity or develops one of three new abilities:
A creature that touches the salamander or hits it with a melee attack while within 5 ft. of it takes 2 (1d4) poison damage.
As a bonus action, you can spit a small ball of flame. A single target creature within 5ft takes 2 (1d4) fire damage. This fire can be used to ignite flammable materials, and can be used a number of times equal to your Proficiency modifier per day.
You can use a large one-handed weapon as though it was a medium two-handed weapon.
You are resistant to slashing damage. As an action, you may end the Poisoned condition on a creature you can touch.
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