Akwaddle

Physical Description
Akwaddle resemble almost a cross between frogs and lizards in a humanoid form. Their skin is not scaly despite having a form similar to a lizard, with a tail and all. Rather, their skin is moist and consistently slimy, like that of a frog. Like a frog, they are amphibious. They are known to be able to secrete fluids through their skin and swim rather well. Their skin is thus always kept well hydrated, for dryness is an illness. In stature, they are not horribly bulky, but rather plump usually. Despite this, they are very flexible.

History
Akwaddle are amphibian creatures believed to be extinct. This news was rumoured by the succeeding yuan-ti, who dumped the news upon the other scale kin. The wildlife reacted oddly towards Akwaddles but they are generally nice or confusing.

Society
Akwaddle live rather peaceful, secluded lives based around bodies of water or in deep rain forests. They organize in native tribes, usually by the many colors and patterns their skin varies in. A tribal chieftain rules over small communities stretched out along parts of rivers. They mainly fish and gather vegetation to sustain themselves. As they live deep in the wilderness often, they are often overlooked by civilization nearby generally scared of the Yuan-ti that brought them into isolation. They are usually not antagonistic towards outsiders, being rather helpful when needed, but they also like to have fun by pulling small sly pranks.

Personality
Akwaddle are often described as Dim-witted, Sly, and sometimes overly-friendly. Some find their blunt heads with that odd smile a bit creepy. To those who know them, they are indeed simple people. However, this does not detract from their warm personalities that best that of even warm-blooded creatures sometimes. Akwaddle are humble people who are grateful for the little things in life, like family and friends.

Axolite (Axolotl)

 * Axolite Resurgence (Replaces Self Defence):  Your body can naturally regenerate, although you can only regenerate small wounds in short bursts. If you have 1 or more hit point and are below half your hit point maximum, as a bonus action, you may spend hit dice to regain hit points, similar to when you would regain hit points during a short rest. Once you use this trait, you can not use it again until you finish a short or long rest. In addition, any severed limbs you have will grow back within 2d4 days.
 * Water Dependency: If you fail to immerse yourself in water for at  1 hour during a day, you suffer one level of exhaustion at the end of that day. You can only recover from this exhaustion through magic or by immersing yourself in water for at least 1 hour.
 * Superior Darkvision (Replaces Dark Vision): Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
 * Rubber Bones: You have bones and reflexes to avoid taking damage from harsh falls that could kill a little thing like you. You take no falling damage from heights of 60 feet or less.

Salgiri (Normal)

 * Cold Resistance: You have resistance to cold damage, allowing you to survive naturally cold climates with ease.
 * Captivate: You gain proficiency with one of the following skills of your choice: Animal Handling, Deception, Intimidation, Performance, and Persuasion.
 * Spit Water(Replaces Tail Slap) : As an action, you can spit a ball of Cold water at a creature within 15 feet of you. The creature must make a Dexterity saving throw with a DC equal to 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d8 cold 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. You cannot spit fire again until you finish a short or long rest or take time to ingest at least a flask of Liquid like water.

Nwetlite (Poison Newt)

 * Poisonous Skin (Replaces Slipster). Any creature that grapples you or otherwise comes into direct contact with your skin must succeed on a (Prof + Con mod + 8) Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with you can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You can also apply this poison to any piercing weapon as part of an attack with that weapon, though when you hit the poison reacts differently. The target must succeed on a (Prof + Con mod + 8) Constitution saving throw or take 2d4 poison damage. (as a Addition your tail slap can poison damage instead)
 * Poison Immunity. You're immune to poison damage and the poisoned condition.
 * Land Dweller (Replaces Amphibious): you lose your swim speed and ability to breath under water but you gain a Climb speed of 30 and your walk speed is 30

Galgiri (Giant)


 * Galgiri Might (Replaces Self Defence) : When you reach 3rd level, you can cast the Enlarge/Reduce spell on yourself once with this trait, using only the spell's enlarge option, When you Reach 5th Level you can cast Elemental Weapon but it is set to Cold Damage
 * Stocky: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
 * Brute (Replaces Slipster) You can wield oversized weapons (or Large weapons) as though you were a Large creature. You cannot wield light weapons
 * Simple-minded. Galgiri are bred purely for war, and care little about the paltry concerns of the Common Folk. Concepts such as greed or lust, while known, are utterly alien to these sturdy soldiers. For this reason, Galgiri find it very difficult to build relationships with members of other races beyond those of convenience. Any charm or persuade checks targeting a Galriri are made at disadvantage. In addition, Galgiri always roll at disadvantage when trying to charm or persuade.



TInalite (Small)

 * Speedster Swimmer: Your walking speed is reduced to 20 your swim speed is 40. you are Small Size Category
 * Ambush Hunter: You are proficient in the Stealth skill. When you make a Dexterity (Stealth) check under water, you may add double your proficiency bonus instead of your normal proficiency bonus.
 * Healing Waters (Replaces Self Defence): As an action, you can touch a creature and cause it to regain hit points equal to your level. Once you use this trait, you can't use it again until you finish a Short or Long rest.
 * Swift: You gain proficiency in the Acrobatics skill.



Wetalite (Newt)

 * Scaly Skin (Replaces Slipster): Your body is covered in a thick set of scales that protect from most physical attacks. You have a natural AC that is equal to 13 + you Constitution modifier.
 * Hardy: Whenever you gain levels, your hit point maximum increases by an additional 1 hit point. Your walking Speed goes to 30 your swim speed goes to 20
 * Spit Water (Replaces Tail Slap) : As an action, you can spit a ball of Cold water at a creature within 15 feet of you. The creature must make a Dexterity saving throw with a DC equal to 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d8 cold 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. You cannot spit fire again until you finish a short or long rest or take time to ingest at least a flask of Liquid like water.