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Lizardfolk

Age, Lizardfolk live for around 80-90 years, reaching adulthood around the age of 18.   Size, Lizardfolk stand around 5-7ft tall. Your size is medium.   Speed, your base walking speed is 30 feet and a swimming speed of 30ft.   Bite, your unarmed strikes deal 1d6 piercing damage.   Hold Breath, you can hold your breath for 15 minutes at a time   Natural Armour, you have a tough, scaly skin. When you aren't wearing armour you Ac is 13 + you Dexterity modifier. If wearing armour would leave you with a lower Ac you can use your natural armour instead.   Languages, you can speak, read, and write Common and Lizardfolk.  

Subraces

 

Urlod (Common Lizardfolk)

Cunning Artizan, 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.   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 the damage delt + Constitution modifier . You may use this trait a number of times equal to your proficiency bonus, recharging all spent uses after a long rest.  

Dulthir (Crocodile Folk)

Expert Swimmers, your summing speed becomes 60ft and you can hood your breath for an hour.   Iron Jaws, your bite attack damage increases to 1d10. If the attack hits a creature of medium size or smaller you can use a bonus action to force it to make an apposed grapple check or become grappled. On your subsequent turn if the creature is still grappled you can use bonus action to deal 1d8 piercing damage.   Submerged Predator, you have on stealth checks when submerged underwater. Whilst submerged you can use your action to target a creature up to 10ft away leaping to them and making a melee attack. If you were hidden from the target when you strike your attack is made with advantage and if you hit you deal max damage with any dice you would have rolled.

Tikkau (Chameleon Folk)

Acidic Blood, if a creature with 5ft of you deals bludgeoning, slashing or piercing damage to you they take 1d4 acid damage.   Camouflage, as an action you can alter the pattern and colour of your skin allowing you to almost seamlessly blend into your surroundings. Your camouflage lasts for 1 hour or until you dismiss it as a free action. Whilst active you can use the hide action as a bonus action and can attempt to hide from creature even whilst when they have clear line of sight on you. Additionally you have advantage on all stealth checks and Perception, that rely on sight, to try and find you are made with disadvantage.  

Varanir (Komodo Folk)

Iron Jaws, your bite attack damage increases to 1d10. If the attack hits a creature of medium size or smaller you can use a bonus action to force it to make an apposed grapple check or become grappled. On your subsequent turn if the creature is still grappled you can use bonus action to deal 1d8 piercing damage.   Lethal Bite, once per long rest, as a bonus action, after you hit a creature with your bite attack you can inject them with a powerful venom. The creature must make a CON save (Dc = 8 + Proficiency bonus + Constitution modifier) or takes 2d10 poison damage half on a successful save. if the creature fails the save, for the next minute, they take half the initial damage in poison damage at the start of their turn. They may attempt to make the save again at the end of their turn. Regardless of if they failed the save or not for the next 24 hours you know the location of the creature so long as they are on the same plane of existence. The damage ingnores resistances and treats immunities as resistances. However it has no effect on constructs or the undead.

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