Lizardfolk
Only a fool looks at the lizardfolk and sees nothing more than scaly humanoids. Their physical shape notwithstanding, lizardfolk have more in common with iguanas or dragons than they do with humans, dwarves, or elves. Lizardfolk possess an alien and inscrutable mindset, their desires and thoughts driven by a different set of basic principles than those of warm-blooded creatures. Their dismal swamp homes might lie hundreds of miles from the nearest human settlement, but the gap between their way of thinking and that of the smooth-skins is far greater. Though despite their alien outlook, some lizardfolk make an effort to understand and, in their own manner, befriend people of other races. Such lizardfolk make faithful and skilled allies.
d8 | Quirk
1 | You hate waste and see no reason not to scavenge fallen enemies. Fingers are tasty and portable!
2 | You sleep best while mostly submerged in water.
3 | Money is meaningless to you.
4 | You think there are only two species of humanoid: lizardfolk and meat.
5 | You have learned to laugh. You use this talent in response to all emotional situations, to better fit in with your comrades.
6 | You still don't understand how metaphors work. That doesn't stop you from using them at every opportunity.
7 | You appreciate the soft humanoids who realize they need chain mail and swords to match the gifts you were born with.
8 | You enjoy eating your food while it's still wriggling.
Bite. Your fanged maw is a natural weapon, which you can use to make Unarmed Strikes. When you hit with it, the strike deals Piercing Damage equal to 1d6 + your Strength modifier, instead of the normal damage for an Unarmed Strike. Hold Breath. You can hold your breath for up to 15 minutes at a time. Trophy Hunter. You have a +2 bonus to checks you make to harvest a creature you have slain. Starting at 10th level, this bonus increases to +3. Nature's Intuition. Thanks to your mystical connection to nature, you have Proficiency with two of the following Skills: Animal Handling, Medicine, Nature, Perception, Stealth, or Survival. Natural Armor. You have tough, scaly skin. When you aren't wearing armor, your base 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. 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 Proficiency Bonus. 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. Swift or Swole. You gain one of the following benefits of your choice:
Cold and Calculating
Most humanoids describe cold-blooded people as lacking in emotion and empathy. The same label serves as an apt depiction of lizardfolk. Innately 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 experience most feelings as detached descriptions of creatures and situations. For example, humans confronted by an angry troll experience fear on a basic level. Their limbs shake, their thinking becomes panicked and jumbled, and they react by instinct. In contrast, lizardfolk see emotions as traits assigned to other creatures, objects, and situations. A lizardfolk doesn't think, "I'm scared." Instead, aggressive, stronger creatures register to the lizardfolk as fearsome beings to be avoided if possible. If such creatures attack, lizardfolk flee, fighting only if cornered. Lizardfolk aren't scared of a troll; instead, they understand that a troll is a fearsome, dangerous creature and react accordingly. Lizardfolk lack the ability to put meaningful emotional ties to the past, above utility in the present. Nowhere does this come through as strongly as when lizardfolk deal with the dead. To a lizardfolk, a comrade who dies becomes a potential source of food. That companion might have once been a warrior or hunter, but now the body is just freshly killed meat. A lizardfolk who lives among other humanoids though, can over time learn to respect other creatures' emotions. The lizardfolk often 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.Utility and Survival
The lizardfolk mindset might seem unnecessarily cruel, but it helps them survive in a hostile environment. The swamps they inhabit are filled with a staggering variety of threats. For those living in Daboria, this is particularly true. Lizardfolk tend to focus on survival above all, without sentiment. Some have been known to assess everyone and everything in terms of utility; a sharp sword serves its purpose, and a dull sword is dead weight. Lizardfolk see little need to plan more than a season or so into the future. This approach allows them to maintain their current level of influence in the world, but it limits their growth. Lizardfolk often have no interest in developing writing, making long-term plans, or cultivating other methods to progress beyond their simple existence as hunters and gatherers.Hapless Soft Ones
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.Lizardfolk Personality
You can use the Lizardfolk Quirks table to determine a personality quirk for a lizardfolk character or to inspire a unique mannerism. Lizardfolk Quirksd8 | Quirk
1 | You hate waste and see no reason not to scavenge fallen enemies. Fingers are tasty and portable!
2 | You sleep best while mostly submerged in water.
3 | Money is meaningless to you.
4 | You think there are only two species of humanoid: lizardfolk and meat.
5 | You have learned to laugh. You use this talent in response to all emotional situations, to better fit in with your comrades.
6 | You still don't understand how metaphors work. That doesn't stop you from using them at every opportunity.
7 | You appreciate the soft humanoids who realize they need chain mail and swords to match the gifts you were born with.
8 | You enjoy eating your food while it's still wriggling.
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. For example, Garurt translates as "axe," a name given to a lizardfolk warrior who defeated an orc and claimed his foe's weapon. A lizardfolk who likes to hide in a stand of reeds before ambushing an animal might be called Achuak, which means "green" to describe how she blends into the foliage. 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
Your character has the following traits.Lizardfolk
Ability Score Increase Con +2; Wis +1
Size Medium
Speed 30 ft.*, Swim 30 ft.*
Alignment. Choose one of the alignments approved by your GM. Typical Lizardfolk tend towards Neutral alignments. Creature Type. You are a Humanoid. Size. You are Medium (about 5-7 feet tall), and weigh about 180-340 pounds. Speed. Your land Speed is 30 feet, and you have a Swim Speed equal to your land Speed. Languages. You can speak, read, and write Common and Draconic (Primal). Life Span. Lizardfolk mature around the age of 14, and live on average about 75 years.
Bite. Your fanged maw is a natural weapon, which you can use to make Unarmed Strikes. When you hit with it, the strike deals Piercing Damage equal to 1d6 + your Strength modifier, instead of the normal damage for an Unarmed Strike. Hold Breath. You can hold your breath for up to 15 minutes at a time. Trophy Hunter. You have a +2 bonus to checks you make to harvest a creature you have slain. Starting at 10th level, this bonus increases to +3. Nature's Intuition. Thanks to your mystical connection to nature, you have Proficiency with two of the following Skills: Animal Handling, Medicine, Nature, Perception, Stealth, or Survival. Natural Armor. You have tough, scaly skin. When you aren't wearing armor, your base 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. 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 Proficiency Bonus. 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. Swift or Swole. You gain one of the following benefits of your choice:
- Extra Speed. Your land Speed is 35 feet (instead of 30).
- Powerful Build. You count as one Size larger when determining your Carrying Capacity and the weight you can push, drag, or lift.