Windcaller Lizardfolk (5e Race)
The windcallers are a subrace of lizardfolk native to mountainous regions. They worship the mountains themselves and the prevailing winds that surround their home.
Windcallers are cautious, xenophobic, and paranoid; it's rare that they allow outsiders into their homes. They are far smaller than their swamp and desert-dwelling brethren.
Some windcallers choose to leave their close-knit communities to learn more about the world around them. Of course, their fellow windcallers see these explorers and adventurers as mad.
Ability Score Increase. Your Constitution score increases by 2, and your Wisdom score increases by 1.
Age. It's rare that a lizardfolk lives past the age of 60, although, windcallers might live into their mid-70s. All lizardfolk reach maturity around the age of 14.
Alignment. Regardless of terrain, lizardfolk tend towards neutrality. Some sunscales are known to be chaotic, leading fierce raids on other humanoids who enter their territories. On the other hand, windcallers live in organized mountaintop communities, and can tend towards law.
Size. Swampborne lizardfolk are slightly larger than humans, both in height and weight. However, sunscales are thin and lithe, appearing more serpentine than lizardlike, and windcallers are often believed to be dwarf-lizards. Burly, certainly, but not very tall.
Speed. Your base walking speed is 30 feet.
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.
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.
Languages. You can speak, read, and write Common and Draconic.
Windseeking. Your connection to the mountains gives you insight into the nature of elementals. Whenever you make an Intelligence (History or Nature) check to know the lore of an elemental creature, you are considered to be proficient in the respective skill and can add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Mountain Born. You're acclimated to high altitude, including elevations above 20,000 feet. You're also naturally adapted to cold climates.
Mountaineer's Lore. You gain proficiency with two of the following skills of your choice: Animal Handling, Athletics, Medicine, and Religion.
Sure-footed. You have advantage on Strength and Dexterity saving throws made against effects that would knock you prone.
Windcallers are cautious, xenophobic, and paranoid; it's rare that they allow outsiders into their homes. They are far smaller than their swamp and desert-dwelling brethren.
Some windcallers choose to leave their close-knit communities to learn more about the world around them. Of course, their fellow windcallers see these explorers and adventurers as mad.
Ability Score Increase. Your Constitution score increases by 2, and your Wisdom score increases by 1.
Age. It's rare that a lizardfolk lives past the age of 60, although, windcallers might live into their mid-70s. All lizardfolk reach maturity around the age of 14.
Alignment. Regardless of terrain, lizardfolk tend towards neutrality. Some sunscales are known to be chaotic, leading fierce raids on other humanoids who enter their territories. On the other hand, windcallers live in organized mountaintop communities, and can tend towards law.
Size. Swampborne lizardfolk are slightly larger than humans, both in height and weight. However, sunscales are thin and lithe, appearing more serpentine than lizardlike, and windcallers are often believed to be dwarf-lizards. Burly, certainly, but not very tall.
Speed. Your base walking speed is 30 feet.
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.
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.
Languages. You can speak, read, and write Common and Draconic.
Windseeking. Your connection to the mountains gives you insight into the nature of elementals. Whenever you make an Intelligence (History or Nature) check to know the lore of an elemental creature, you are considered to be proficient in the respective skill and can add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Mountain Born. You're acclimated to high altitude, including elevations above 20,000 feet. You're also naturally adapted to cold climates.
Mountaineer's Lore. You gain proficiency with two of the following skills of your choice: Animal Handling, Athletics, Medicine, and Religion.
Sure-footed. You have advantage on Strength and Dexterity saving throws made against effects that would knock you prone.
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