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### Lizardfolk Traits ### Your lizardfolk character has the following racial traits. **Ability Score Increase.** All lizardfolk have a natural cunning honed by generations of surviving in hostile elements. Your Wisdom score increases by 1. **Age.** Lizardfolk mature faster than humans, reaching adulthood during their early teens. Lizardfolk are biologically immortal but are not immune to death, starvation or disease. Few lizardfolk live longer than 60 years and many die well before then. **Alignment.** Typical lizardfolk are highly territorial, following the beliefs of their tribes. As such, lizardfolk tend toward some form of neutrality. **Size.** Lizardfolk sizes range between 4 feet and 8 feet based on the subrace. Your size is medium. **Speed.** Your base walking speed is 30 feet. **Natural Armor.** All lizardfolk scales are tough enough to withstand glancing blows. 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 speak, read and write Common and Lizardfolk. **Subrace.** Three subraces of lizardfolk exist: squamata lizardfolk, crocodilian lizardfolk, and agamida lizardfolk. Choose one of them for your character. #### Squamata Lizardfolk #### The most common lizardfolk known to humanoid culture, squamata lizardfolk are found in forests, jungles, coastlines, swamps, and deserts. The variety of climates they reside in is a testament to their tenacity. They stand at similar stature to humans, but have more mass due to their rigorous lifestyles. **Ability Score Increase.** Living in hostile environments have made squamata hardy of body. Your Constitution increases by 2. **Taloned Feet.** Your base walking speed increases to 35 feet. **Keen Senses.** You gain proficiency in perception. **Lizardfolk Toughness.** Your hit point maximum increases by 1, and it increases by 1 every time you gain a level. **Vicious Bite.** As an action, you may make a melee attack against one creature. This attack deals piercing damage equal to 1d6 + your Strength modifier and you are proficient with the attack. The damage increases by to 2d6 at 6th level, 3d6 at 11th level, and 4d6 at 16th level. #### Crocodilian Lizardfolk #### Native to swamps, bayous, and riverbanks, crocodilian lizardfolk are massive even in comparison to their scaled brethren. As their name suggests they take after crocodilians, with long snouts, webbed hands and feet, and colorations ranging from dark green to a muddy brown along their backs. Normally they act in a deliberate, almost sluggish manner, but are capable of surprising bursts of ferocity when necessary. **Ability Score Increase.** Crocodilian lizardfolk are largest of the three subraces. Your Strength increases by 2. **Natural Swimmer.** You gain a swim speed of 30 ft. **Athlete.** You gain proficiency in athletics. **Water Dweller.** You can hold your breath for up to 15 minutes at a time. **Iron Bite.** Crocodilian lizardfolk are infamously known for their death roll. As an action, you may make a melee attack against one creature. This attack deals piercing damage equal to 1d10 + your Strength modifier and you are proficient with the attack. Once per short or long rest, when you hit with the bite you may attempt a grapple against the target. At 11th level, the damage of the bite increases to 2d10 + your strength modifier. #### Agamida Lizardfolk #### Agamida lizardfolk are born tree climbers. Vestigial feathers along their backs and arms provide both balance and limited gliding capabilities, and their smaller frames means that they can better navigate forest canopies. Their feathers range in a variety of colors, from vibrant reds, blues and yellows, to more camouflage friendly greens. Standing shoulder to shoulder with dwarves, their small size and large eyes often make them less threatening to humanoids larger than them. **Ability Score Increase.** While small, Aagmida contrast that with a surprising agility. Your Dexterity increases by 2. **Adhesive Palms.** You gain a climb speed of 30 ft. **Nimble.** You gain proficiency in acrobatics. **Feather Glide.** You can use your reaction when you fall to reduce any falling damage you take by an amount equal to double your proficiency modifier. **Venom spit.** Once per short or long rest, you may use your action to spit caustic saliva at your opponent’s eyes. This is a dexterity based ranged attack with a range of 20 ft. This attack deals 1d6 Acid damage and you have proficiency with the attack. When you hit with this ability the target must make a constitution save or be blinded until the end of your next turn. The save DC is equal to 8 + your proficiency bonus + your constitution modifier. Creatures without eyes succeed on the save automatically. \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \
#### Credits #### Versioon 1.0 3/14/18\ Homebrew by DaFreak\ Art By Xib (
)\ Original Race By Wizards of The Coast
Part 1 | Scaled Homebrew Racial Stats