Heat Seekers
These lizards live on a small island lost in a distant plane, isolated from any contact with the outside, these creatures had to adapt to survive differently from their more common peers commonly called "Lizardfolk". I dared to call them "Heat Seekers" because of their cold blood and their taste for high temperatures.
Heat Seekers usually live in separate and territorial tribes, only allowing a few (like me) to enter to document and live in their villages.
Heat Seeker
As a Heat Seeker, you have the following racial traits.
Ability Score Increase. Increase one ability score by 2 and increase a different one by 1, or increase three different ability scores by 1.
Creature Type. You are a Humanoid.
Size. You are Medium.
Speed. Your walking speed is 30 feet.
Bite. Your fanged maw is a natural weapon, which counts as a simple melee weapon with which you are proficient. It deals 1d6 + your Strength modifier slashing damage on a hit
Storage Stomach. You have a stomach so voracious that it allows you to use it as a storage tool. As a bonus action, you can swallow a willing creature or object no larger than your size. You can carry up a number of things equal to your proficiency bonus in your stomach, and with your bonus action, you can vomit one or more things.
If it is an object you can decide to vomit it into your hand to wield it. If you have swallowed a creature it is blinded and restrained, it cannot be targeted by attacks and it is not affected by areas of effect. If a creature grows larger than your size, it is immediately vomited into an unoccupied space within 5 feet of you of your choice.
Nourish. You can eat the remains of any creature, gaining enough nutrition to sustain you for one day. You cannot suffer any kind of harmful effects from doing this.
Languages. You can speak, read, and write Common and Draconic.
Researcher's Note. Are there Heat Seekers with more human/elven characteristics? Yes, they are very rare. They usually maintain some features such as a tail, feathers on their head or cold blood.
Crocodiles / Alligators
These make up the most aggressive tribes on the island, being skilled hunters and living solely from hunting.
Underwater Predator. You can breathe air and water, and you have a swimming speed equal to your walking speed.
Hungry Jaws. As a bonus action, you can empower attacks made with your Bite, gaining a bonus to your attack and damage rolls equal to your Constitution modifier until the start of your next turn. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Prey Mark. As a bonus action, you mark a creature you can see or hear. While you are missing half or more of your hit points, you have advantage on attack rolls you make with this bite against the marked creature.
Gecko / Axolotl
These are more peaceful, perfecting the technique to escape death, leaving a trail of tails along the way.
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. You discern colors in that darkness as shades of gray.
Spider Climb. You have a climbing speed equal to your walking speed. In addition, at 3rd level, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.
Tail Warning. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead, losing your tail and as a reaction you move up to your speed or take the dodge action. Once you use this trait, you can't do so again until you finish a long rest and your tail grows again.
Chamaleon
These Heat Seekers have a life of partying, changing the color of their scales, eating and hiding from their predators.
No Blind Spots. You can move your eyes independently of each other. You can add your proficiency bonus to your initiative rolls.
Surviving Vanity. As a bonus action, you can change the color of your scales, giving you advantage on Dexterity (Stealth) and Charisma (Performance) checks.
Pressile Tongue. As a bonus action, you can extend your tongue 15 feet to grab a willing creature or an object that is not being held or wielded, both of which must be medium size or smaller. You pull the creature or object within 5 feet of you.
If you grab an object you can wield it as part of the same bonus action, if it is a creature you can swallow it for the purpose of Storage Stomach.
Snakes
These Heat Seekers have a way of hunting their targets from the shadows and leaping out to strangle them... or eat them alive.
Devour. If you hit a grappled creature with your Bite attack, the target is swallowed by you. Until the creature uses its action to escape (DC 8 + your proficiency bonus + your Strength or Constitution modifier) at the start of the creature's turn, it takes d4's of acid damage, equal to half the proficiency bonus (rounded up).
If the creature is reduced to 0 hit points while swallowed, it is stored in your Storage Stomach and you regain hit points equal to one hit die roll.
Poison Immunity. You are immune to poison damage and can't be poisoned.
Ambush Expert. You can cast the Invisibility spell with this trait, without requiring a material component. You can cast the spell this way a number of times equal to your proficiency bonus and whenever you cast it this way the spell ends at the end of your turn when you attack or cast a spell instead
Racial Feats
A feat represents a character achieving mastery in one of their capabilities or discovering the ability to do something new.
True Cold Blood
Prerequisite: Lizardfolk
The blood that flows through your veins allows you to better withstand hot and cold temperatures.
- Increase one ability score of your choice by 1, to a maximum of 20.
- If you are forced to make a saving throw by a spell, trap, or attack that deals fire or cold damage, you have advantage on the roll.
- You have resistance to cold and fire damage.