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Lizardfolk

For the Lizardfolk, coming to Latebra has not become a dark chapter of their history. For them survival had always been the top priority and their logical minds quickly adapted. They quickly taken to their new home and lizardfolk tribes, despite not relevant in the great scheme of things have thrived all around Latebra. The only small regret lizardfolks have is their isolation from their creator god, Semuanya. Never too bothered by religion though, many just stopped worshipping altogether, but others just switched to the new gods that represented parts of what their they where used to beforehand, following their pragmatic thinking.
The gods that Liardfolk worship, nowadays, are: Sitric, Eternal Empress, Badbiele and Drahyrt.


  Ability Scores: Con +2; Wis +1
Size: Medium
Speed: 30 ft.
Age. Lizardfolk reach maturity around age 14 and rarely live longer than 60 years.
Size. Lizardfolk are a little bulkier and taller than humans, and their colorful frills make them appear even larger. Your size is Medium.
Alignment. Most lizardfolk are neutral. They see the world as a place of predators and prey, where life and death are natural processes. They wish only to survive, and prefer to leave other creatures to their own devices.

  Bite. Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Constitution modifier, instead of the bludgeoning damage normal for an unarmed strike.
Cunning Artisan. As part of a short rest, you can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant creature of size small or larger to create simple items, like: a shield, a club, a javelin, or darts or blowgun needles. To use this trait, you need a blade, such as a dagger, or appropriate artisan's tools, such as leatherworker's tools.
Hunter's Lore. You gain proficiency with two of the following skills of your choice: Animal Handling, Nature, Perception, Stealth, and Survival.
Natural Armor. You have tough, scaly skin. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.
Languages. You can speak, read, and write Common and Draconic.

There are two types of Lizard folk that have established themselves:

Swamp-dweller Subtype

  Swim Speed. You have a swimming speed of 30 feet.
Hungry Jaws. As a bonus action, or as one attack during an attack action, you can make a bite attack against an adjacent target.If the attack hits, it deals 1d6 + CON damage. If the target is a living, blooded creature, you also gain temporary hit points equal to the damage dealt. The damage increases to 2d6 + Con at 6th level, 3d6 + CON at 11th level and 4d6 + CON at 16th level. After you use this trait, you can´t use it again until you complete a short or long rest.
Hold Breath. You can hold your breath for up to 15 minutes at a time.

Arid-dweller Subtype

  Sand Burrowers. While, in sand , very loose earth and (in dire situations) snow, you have a burrowing speed of 10 feet, you leave no tunnel behind unless you take significant extra time to do so at the DM´s discretion. While burrowed, you are blinded, have a tremorsense of 5 feet, disadvantage on Perception checks, that rely on hearing, within 10 feet, and are considered deafened beyond 10 feet.
Desert survivor. Arid Lizardfolk, can go without water for twice as long as normal and are unaffected by difficult terrain caused by sand. You are also naturally adapted to hot climates, as described in chapter 5 of the DMG.
Cold Blooded. You have disadvantage on saving throws against cold damage or the effects of cold weather, or similar. Arid Lizardfolk survive the cold desert nights by burrowing or huddling for warmth.
Innate Earthshaper. You know the Mold earth Cantrip and can cast it innately.

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