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Lizard

Traits

  • Ability Score Increases: +2 Constitution
  • Size: Lizardfolk are a little bulkier and taller than humans, and their colorful frills make them appear even larger. Your size is Medium.
  • Speed: Your base walking speed is 30 feet, and you have a swimming speed of 30 feet.
  • Languages: Lizardfolk can master Common, but their speech is distinct from other humanoids. Their speech is almost always literal. Names confuse them.
  • Origin Town: Zoroshi

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 one of the following items: a shield, a club, a javelin, or 1d4 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.

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 Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

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

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.

Hungry Jaws: In battle, you can throw yourself into a vicious feeding frenzy. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals its normal damage, and you gain temporary hit points (minimum of 1) equal to your Constitution modifier, and you can’t use this trait again until you finish a short or long rest. Languages. You can speak, read, and write Common and Draconic.

Physical Appearance

Lizardfolk are semi-aquatic reptilian humanoids. Their skin is covered in scales and varied in color from dark green through to shades of brown and gray. Taller than humans and powerfully built, lizardfolk are often between 6 and 7 feet tall and weigh between 200 and 250 pounds. Lizardfolk have non-prehensile muscular tails that grow to three or four feet in length, and these are used for balance. They also have sharp claws and teeth. Lizardfolk have to keep their skin relatively moist and need to wet their bodies regularly if they were in dry climates. A lot of lizardfolk have fins that sprout from the back of their head and that sometimes continue to their back.

General Personality

The lizardfolk’s reptilian nature comes through not only in their appearance, but also in how they think and act. Lizardfolk experience a more limited emotional life than other humanoids. Like most reptiles, their feelings largely revolve around fear, aggression, and pleasure. Lizardfolk experience most feelings as detached descriptions of creatures and situations. Most humanoids describe cold-blooded people as lacking in emotion and empathy. The same label serves as an apt depiction of lizardfolk. Lacking any internal emotional reactions, lizardfolk behave in a distant manner. They don’t mourn fallen comrades or rage against their enemies. They simply observe and react as a situation warrants. Lizardfolk lack meaningful emotional ties to the past. They assess situations based on their current and future utility and importance. 

Origin Town:

Zoroshi

Lizardfolk are an aquatic race that fit right into Zoroshi. They need to live close by sea and what better place to live than on an island. The free spirited nature of Zoroshi fits the cold, emotionless nature of lizardfolk. In Zoroshi your personal goals can be pursued without laws restricting you as they would in other towns. The ruling parties of Zoroshi keep a very loose grip on enforcement. Lizardfolk are often labeled as others as pirates, but they only see the world to be a place where only the fittest survive.

Bonuses:

Ability Scores: +1 Strength, Dexterity, or Constitution

Skills: Proficiency in the Athletics, Acrobatics, or Persuation skill. 

Language: Primordial

Maritime Equipment Training: You are proficient with spears, tridents, nets, water vehicles, and one tool, choosing from carpenter, cartographer, navigator, weaver, or woodcutter’s tools (your choice).

Swimmer: Your swimming speed is equal to your walking speed, and you have no difficulty swimming in rough waters.