A Fiery Past
Firenewts are cousins of the lizardfolk. Originally dwelling in swamps and moores, centuries ago, a tribe of lizardfolk made a deal with the Elemental Prince of Fire, Imix. Imix granted these lizardfolk the ability to spit fire from their mouths and to inhabit environments that most living creatures would be burned alive in. These new traits came at the price of being servants and soldiers of the Prince of Fire so long as he had some influence on the Mundane World. This servitude meant that the firenewts were forced to do whatever Imix commanded, even attacking their swamp-dwelling brethren.

A Bright Future
Once the elemental rift opened up in Ardenia, the influence of other elemental forces caused Imix’s control to wane and thus, the servitude of the firenewts was no more. After having many of their kind lost in Imix’s wars, the remaining firenewts returned to the hot springs and geysers near the volcanoes of the Spinelands where they now have attempted to revert their culture back to that of the lizardfolk. The biggest and most well known settlement of firenewts is the Altamaha tribe that live at the summit of the Altamaha volcano. These firenewts still hold some of the traditions of their former master and do not take kindly to unwelcome visitors.

Why Become an Adventurer?
Firenewts rarely leave the boiling waters of their springs, and when they do, it is often for the occasional trade or to hunt. Consider why your character has left their community. Were they exiled for heresy? Perhaps you still wish to worship Imix and believe that their people have grown weak without him and you have fled to find his presence once more? Or perhaps you have been sent out by your elders to search for more suitable locations for your people to inhabit? Work with your DM to find a reason that best suits your character and the world in which they live.

Firenewt Traits
Ability Score Increase. Your Constitution, Charisma, and Wisdom scores increase by 1.

Age. Firenewts reach maturity around 14 years old and they live up to 60 years.

Alignment. Firenewts can be any alignment and tend to adopt a similar outlook on life as lizardfolk. While they prefer not to get involved with business of outsiders, they will not hesitate to fight to the death to defend their territory. This disposition lends them toward Lawful and Neutral alignments.

Size. Firenewts stand between 5 and 6 feet tall and weigh around 170 pounds. Your size is Medium

Speed. Your base walking speed is 30 feet and a swimming speed of 30 feet.

Child of Imix. You are resistant to fire damage and have a special ability to spit fire. As an action, you can make a ranged weapon attack against a creature or object within range. The range of this attack is 20 feet and the long range is 40 feet. On a hit, that creature takes 2d8 fire damage and all other creatures within 10 feet of it take half as much. If you miss, the target still takes half damage, but nearby creatures take none. The damage of this fire breath increases as you level up; it increases to 3d8 at 5th level, 4d8 at 11th level, and 5d8 at 17th level. Once you make this attack, you cannot use it again until you finish a short or long rest.

Soldier for the Fire Prince. You gain proficiency in light and medium armor and with scimitars, daggers, spears, and pikes.

Hold Breath. You can hold your breath for up to 15 minutes at a time.

Languages. You can speak, read, and write Common, Draconic, and Ignan.