More Varied Lizardfolk

by dArtagnan

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More Varied Lizardfolk

"LIZARDFOLK? IN THE DESERT?" CRIED A MAN incredulously at his companion, "Are you sure this mission wasn't a wild goose chase, Jason?"

"Look, I know it's a little absur-" began Jason, in his defense, only to be interrupted, "A little? It's a godsdammed swamp dwelling monster in the desert!"

"If this is a prank, your drinks on m-" But he was once again interrupted. This time by a large figure digging its way out of the desert sands. A figure with scales.

Stark Pragmatism

Lizardfolk are a simple people. Not in that they are unintelligent, far from it. But more in how they see the world. Many issues that plague other races are non-issues for lizardfolk, who believe that the correct solution to a problem is the most straightforward one.

If they need to get past your property, but your fence is in the way? They hop over or break through it.

You're hungry and one of your traveling companions just dropped dead from starvation? Free food.

What it means to be a "Lizard"

The word "Lizard", as it turns out, is incredibly vague. So to everyone's surprise, it turns out that "Lizardfolk" is similarly vague. As one of the world's oldest races, lizardfolk have diverged greatly.

Lizardfolk are said to be descended from dinosaurs, and saurian lizardfolk certainly seem to hold true to that sentiment, as being the largest subrace.

The lizardfolk that dwell in marshes, with whom most are familiar, are the crocodilian lizardfolk. More adapted to wet environments.

But then, the stark opposite, spined lizardfolk live in the world's deserts, basking in its sun, but dangerously armored.

And then a relatively new development happened when a tribe of lizardfolk attempted to solve the whole coldblooded issue with blood magic and pacts with fire elementals. These salamander lizardfolk are now warmblooded, so warm, one might call it hot, which has made them even more averse to the cold.

And finally, some smaller sleeker lizardfolk appear to have begun evolving into birds of some sort, adorned with feathers and swift to boot.

Lizardfolk Traits

Your lizardfolk character has the following racial traits.

Ability Score Increase. Your Constitution score increases by 1.

Age. While lizardfolk reach physical maturity in their 20s, they can live to be about 500 years old, growing increasingly lathargic as they age.

Alignment. Lizardfolk are largely disinterested in outside affairs, as such a lizardfolk can be of any alignment, they are as a whole neutral however.

Size. Lizardfolk are between 7 and 8 feet tall and weigh between 280 and 340 pounds. Your size is Medium.

Speed. Your base walking speed is 30 feet. Your speed is not reduced by wearing heavy armor.

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.

Hunter's Lore. You gain proficiency with the Survival skill.

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 five subraces of lizardfolk, the crocodilian lizardfolk, saurian lizardfolk, spined lizardfolk, salamander lizardfolk, and the raptor lizardfolk.

Crocodilian

Most at home in swamps, these lizardfolk, reminiscent of crocodiles are what most think of as "lizardfolk"

Ability Score Increase. Your Constitution score increases by 1, and your Wisdom score increases by 1.

Swimmer. You have a swimming speed of 30 feet.

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

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.

Cold Blooded. You have advantage on saving throws against poison, and you have resistance against poison damage.

Saurian

The Saurians are behemoths who draw on their saurian heritage more deeply than the rest of their ilk.

Ability Score Increase. Your Strength score increases by 2.

Slow And Steady. Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor.

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.

Giant Lizards. Saurians tower over the other races standing between 8 and 12 feet and weighing over half a ton. Your size is Large.

In addition, your Bite deals 1d8 damage instead of 1d6.

Cold Blooded. You have advantage on saving throws against poison, and you have resistance against poison damage.

Raptor

A relatively new breed of lizardfolk, raptors are smaller, leaner and exhibit a noninsignificant amount of feathers.

Ability Score Increase. Your Dexterity score increases by 2.

Fleet. Your base movement speed is 35 feet.

Glide. If you are not incapacitated or wearing heavy armor, you can extend your feathered arms and glide. When you do so, you can perform the following aerial maneuvers:

  • When you fall, you can move up to 5 feet horizontally for every 1 foot you descend.
  • When you would take damage from a fall, you can use your reaction to reduce the fall's damage to 0.

Raptor Charge. Your reflexes and agility allow you to move with a burst of speed. When you move on your tum in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.

Salamander

After a ritual to rid their kind of their kind's bond to water went awry, some lizardfolk to this day are born with the firey blood of salamanders running through them.

Ability Score Increase. Your Charisma score increases by 2.

Burning Breath. hen you take the Attack action on your turn, you can replace one of your attacks with an exhalation of fire in a 30-foot line that is 5 feet wide. Each creature in that area must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes 1d10 fire damage. On a successful save, it takes half as much damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

You can use your Breath Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Hot Blooded. You can immerse yourself in molten substances, such as lava, indefinitely with no ill effect.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Salamander's Skin. Your extraplanar heritage grants you resistance to fire damage.

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. Your ties to the Elemental Plane of Fire make your darkvision unusual: everything you see in darkness is in a shade of red.

Spined

Hailing from the arid desert regions of southern of the world, Spined lizardfolk are dangerous survivalists.

Ability Score Increase. Your Strength score increases by 1 and your Constitution score increases by 1.

Desert Born. You're acclimated to deserts. You can go twice as long without food and drink before you gain a level of exhaustion. You're also naturally adapted to hot climates, as described in chapter 5 of the Dungeon Master's Guide.

Burrower. You can burrow through sand, earth, or mud at a speed of 15 feet.

Cold Blooded. You have advantage on saving throws against poison, and you have resistance against poison damage.

Defense Curl. You can curl up into a ball as an action. Until you emerge, you gain a +4 bonus to AC, and you have advantage on Strength and Constitution saving throws. While in your curled up, you are prone, your speed is 0 and can't increase, you have disadvantage on Dexterity saving throws, you can't take reactions, and the only action you can take is a bonus action to stand back up.

Spike Armor. Due to your unusually spikey scaled hide, you are ill-suited to wearing armor. Your scales provides ample protection, however; it gives you a base AC of 13 + your dexterity modifier. Any armour produced for you is a complicated affair, costing twice as much as it normally would.

Additionally, if you grapple another creature, that creature takes 3 points of piercing damage for every round it starts grappled by you.

Spiked Parry. If a creature successfully hits you with a melee attack, you can use your reaction to attempt to block the attack with your arm, your AC increases by 2, if the attack is successfully blocked you take half the damage and the attacker takes 1d4 points of piercing damage. Once you successfully block an attack this ability, you cannot use it again until you complete a short or long rest. You cannot use this ability if you are wearing any sort of armour.

Race Base Height Height Modifier Base Weight Weight Modifier
Lizardfolk 4'9" +2d10 120 lbs. x2d6
Lizardfolk, Saurian 7'8" +4d8 750 lbs. x2d8
Lizardfolk, Raptor 4'8" +2d6 110 lbs. x2d4
Credits

Designed by d'Artagnan on DMs Guild, /u/dArtagnanDnD on reddit, or dArtagnanDnD on patreon and dArtagnanDnD on Twitter.

  • Made with "GM Binder".
  • Made with reference and for use with Dungeons and Dragons 5th Edition, created by Wizards of the Coast.