Lizardfolk (revised)
lizardfolk are among the most alien of races that one can encounter. Not just by appearance, but by their pragmatic mindset as well. They are covered from head to tail in thick scales of various shades of color, and their fanged maw and sharp claws make them dangerous foes, even when unarmed. They are hardy survivors, whose lack of technological advancement is compensated by their ferocity in battle and ingenuity.
Most lizardfolk are pragmatic, and can come over as cold. This is due to their alien minds, which are heavily focused on survival, and leave little room for emotions. Concepts such as honor are lost on most of them, as they strive to survive against all odds.
An exception to this are a subrace of sharptooth lizardfolk, which scolars dub high lizardfolk. This name is meaningless to lizardfolk however, as they view other subraces as the same race, merely adapted to a different situation. The tribes of these high lizardfolk are different, in that they not only understand common emotions but also feel them, and they have a strong sense of honor. This concept is alien to most lizardfolk, but it also allows them to cooperate with other intelligent races far more easily, so many consider it a trait that they gained to adept and survive.
An adaptive race
Lizardfolk generally focus on survival above all, without sentiment. Their mindset might seem unnecessarily cruel, but it helps them survive in a hostile environment. The swamps and jungles they inhabit are filled with a staggering variety of threats.
Blackscale lizardfolk are extraordinarily aggressive. They are the only lizardfolk with the ability to see in the dark, which scholars have speculated is due to black dragon blood running in their veins. They are feared for their "death grips" in which they latch on to an opponent and tear them apart in a show of carnage.
Poison Dusk lizardfolk are the smallest of the lizardfolk, but are masters of camouflage and poison. Using them both to deadly effect. They know how to create an oil like substance which reacts to the natural chemicals within their chameleon skin. When applied to clothes or armor, this allows them to hide in even while being armored. However, like most lizardfolk, they usually fight without such trappings due to the cost to manufacture them and because their own natural hides provide sufficient protection.
Sharptooth lizardfolk are the most numerous of the Lizardfolk, and are usually the most ingenuitive and focused on survival. Some call them cowardly or opportunistic, but they simply assess a situation based on what gives them the best chance to survive.
The more civilized sharptooth lizardfolk either live near bodies of water and swamps, or roam the plains, riding large prehistoric beasts into battle. However, they generally don't keep livestock, as they prefer to hunt or fish. They usually wear headgear with feathers of birds, and they are a little more advanced as they live in tipi instead of homes made out of mud. They are also among the most successful of lizardfolk, as many of their tribes have formed strong alliances with the other races over the years. Unlike most lizardfolk, these more civilized sharptooth lizardfolk venerate their ancestors, and follow a code of honor. They refer to their ancestors as dragons, however they are not descendant from dragons, which is evident by the fact that kobolds don't worship them in any shape or form. The word dragon is a misunderstanding, as in their language (which is a slightly different version of draconic) dragon refers to large and powerful reptilian creatures. What they are referring to are commonly known as dinosaurs. Ancient and terrifying lizards.
A less commonly known group is one that dwells within the deepest parts of the tropical jungles, who have maintained a civilization that has existed since the creator races roamed the world. Little is known about them, but what is known is that they make for deadly and ferocious opponents.
Relationship with other races
Most lizardfolk are pragmatic, and are seen as cold. There is a saying that when a lizardfolk looks at you funny that he is likely seizing you up as a potential meal. And while most lizardfolk have a strong sense of cooperation, they will often not hesitate to prevent your body to go to waste if you die.
A lizardfolk who lives among other humanoids can, over time, learn to respect other creatures’ emotions. The lizardfolk doesn’t share those feelings, but instead assesses them in the same clinical manner. Yes, the fallen dwarf might be most useful as a meal, but hacking the body into steaks provokes aggression in the other humanoids and makes them less helpful in battle.
At their core, lizardfolk view other humanoids with an indifference verging on pity. Born into the world lacking stout scales and sharp teeth, it’s a wonder they have managed to survive for so long. The typical human would barely make it through a day in the swamps.
Still, if other creatures prove useful to lizardfolk, those creatures can trigger a protective response made all the stronger by their apparent weakness. The lizardfolk assess such beings as hatchlings, young ones incapable of protecting themselves but who might prove useful in the future if they receive care.
An exception to this are the more civilized sharptooth lizardfolk who follow codes of honor and can genuinely understand and feel emotions. These are also the lizardfolk who are most likely to trade with the other races, and go on adventures.
Lizards and Dragons
Although the lizardfolk are not a draconic race, their fates are often intertwined with that of dragons. Black and green dragons often share the same habitats, and are known to employ lizardfolk as minions after sufficient intimidation. On the other hand, lizardfolk face far less prejudice from the draconic races, such as dragonborn and half dragons. They respect dragonborn the most as they feel that their natural weapons makes them the most self sufficient, even though they find it odd that the scales of most dragonborn are soft. The steelscale dragonborn are the exception, as their scales are equally hardened across their body, as opposed to the lizardfolk who have areas on their body that are thicker then others. Because of this the dragonborn may benefit from their scales as an extra layer of defense, where the lizardfolk their hide is a mere substitute for real armor. Though this is fine for the lizardfolk, as they are able to do just fine by wearing nothing at all in very hostile environments. Half dragons are greatly respected for their power and draconic lineage, while kobolds are seen as either an annoyance or a meal.
The more civilized lizardolk however will extend their respect to kobolds as well, provided they pose no threat to their tribe.
Lizardfolk Names
Lizardfolk take their names from the Draconic language. They use simple descriptives granted by the tribe based on an individual’s notable deeds or actions. Lizardfolk make no distinction between male and female in their naming conventions. Each example name includes its translation in parenthesis.
Lizardfolk Names: Achuak (green), Aryte (war), Baeshra (animal), Darastrix (dragon), Garurt (axe), Irhtos (secret), Jhank (hammer), Kepesk (storm), Kethend (gem), Korth (danger), Kosj (small), Kothar (demon), Litrix (armor), Mirik (song), Othokent (smart), Sauriv (eye), Throden (many), Thurkear (night), Usk (iron), Valignat (burn), Vargach (battle), Verthica (mountain), Vutha (black), Vyth (steel)
Lizardfolk Traits
Lizardfolk have many innate abilities derrived from centuries spent warring among each other and defending themselves from the threats present in the jungles and swamps where they make their home.
Ability Score Increase. Your Constitution score increases by 2.
Age. Lizardfolk reach maturity around age 12 and rarely live longer than 60 years.
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. The more cilivized sharptooth lizardfolk follow a code of honor, and tend to be neutral good.
Size. Lizardfolk vary in size, with poison dusk standing around 4 feet, blackscale around 8 feet, and sharptooth being around 6 to 7 feet on average. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Natural Weapons. Your fanged maw and sharp claws are natural weapons, which you can use to make unarmed strikes.
You bite deals piercing damage equal to 1d6 + your Strength modifier.
Your claws deal slashing damage equal to 1d4 + your Strength modifier, and (provided you already attacked with your claws on the same turn, and both your hands are free) you may use your bonus action to attack with your claws as well for 1d4 slashing damage (without your Strength modifier).
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.
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.
Languages. You can speak, read, and write Common and Draconic.
Subrace. There are three subraces of lizardfolk: Sharptooth, Poison Dusk, and Blackscale. Choose one of these subraces.
Sharptooth Lizardfolk
The most numerous type of lizardfolk are those that live in and around bodies of water. They either hunt or float about underwater, waiting for an unsuspecting small animal to drink or swim by. The more civilized ones tend to roam more, forming tribes that hunt both around bodies of water and on the plains.
Ability Score Increase. Your Wisdom score increases by 1.
Amphibious Stalker. You have a swim speed equal to your movement speed, and you can hold your breath for up to 15 minutes. In addition, you have advantage on Dexterity (Stealth) checks while under or in water.
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 equal to your Constitution modifier (minimum of 1).
Afterwards, you can’t use this trait again until you finish a short or long rest. At 6th level you may add your proficiency bonus to both the damage dealt and the temporary hit points gained.
Hunter's Lore. You gain proficiency with two of the following skills of your choice: Animal Handling, Nature, Perception, Stealth, and Survival.
Poison Dusk Lizardfolk
The smallest of the lizardfolk, these lizardfolk are renowned for their chameleon like skin. They value stealth and quick strikes over open battle, and are experts in remaining unseen until they strike. They enjoy the thrill of pursuit, and hunt down their quarry relentlessly. Their determination never waivers, once they commit to something they will see it through. They live in secluded places and guard the secret location of their nests with their lives. They do not discriminate, all trespassers to their lands die the same.
Ability Score Increase. Your Dexterity score increases by 1.
Chameleon Skin. You can try to hide even when you are unobscured by pressing yourself up against a solid surface next to you, such as a tree or wall, that is at least as tall and wide as you are. You can also hide by pressing yourself against the ground, provided you are in the prone position. While hiding this way you gain advantage to Dexterity (Stealth) checks, provided you are out of combat and you remain there without moving or taking actions.
Poison Expert. You gain proficiency in the poisoners kit.
In addition, after finishing a long rest you may distill a poison from your own glands. You gain a number of doses of poison equal to half your proficiency bonus (rounded up). You can use a dose of this poison to coat one slashing or piercing weapon or up to three pieces of Ammunition. Applying the poison takes an action. A creature hit by the Poisoned weapon or Ammunition must make a DC (8 + your proficiency bonus + your Constitution modifier) Constitution saving throw or take 1d4 poison damage. Once applied, the poison retains potency for 1 minute before drying. These doses of poison only last about 24 hours before losing their potency.
When you attempt to extract a dose of venom from a slain foe, you gain advantage on the required skill check, provided the body is still fresh.
Predator. You gain proficiency in the Survival skill.
Blackscale Lizardfolk
The Blackscale are the largest and strongest of the lizardfolk subraces, and also the most aggressive one. Usually their tribes seek to expand the territory they hold, and kill any creatures that get in their way, making the blackscale lizardfolk a dangerous foe. They often prefer nightly raids, relying upon their innate darkvision. They are also feared for their ability to clamp down on their foes, and tear them apart. Blackscales have no patience for cunning ploys and setting traps, thinking these are the tools of smaller, weaker lizardfolk. They prefer to just hit hard.
Ability Score Increase. Your Strength score increases by 1.
Aggressive. As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light, but only shades of gray.
Death Grip. When you successfully attack a target with your bite, you can choose to grapple that target as a bonus action.
While grappling a target this way, you may not use your bite against enemies other than the grappled target. However, your bite has advantage on attack rolls against the grappled target.