Lizardfolk
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.|
Most lizardfolk live a savage existence. They form small tribes in wetlands, swamps and sometimes deep in otherwise untouched jungles. They’re rarely the sociable type, and that whole “monster” label is pretty appropriate most of the time. They prioritize survival above everything else, and other races are usually just considered “assets” or “resources”. Lizardfolk aren’t evil or stupid, they simply have a distinctly reptilian view of the world. Lizardfolk don’t tend to have lofty aspirations, evil schemes, or any real plans beyond surviving the next season. A lizardfolk tribe might end up serving a priest to an evil god, or become enslaved by a local draconic tyrant, but all they really want is to survive and be left alone. Their allegiance is to themselves first, their tribe second, and to whatever promises the wellbeing of the first two.
Most lizardfolk live a savage existence. They form small tribes in wetlands, swamps and sometimes deep in otherwise untouched jungles. They’re rarely the sociable type, and that whole “monster” label is pretty appropriate most of the time. They prioritize survival above everything else, and other races are usually just considered “assets” or “resources”. Lizardfolk aren’t evil or stupid, they simply have a distinctly reptilian view of the world. Lizardfolk don’t tend to have lofty aspirations, evil schemes, or any real plans beyond surviving the next season. A lizardfolk tribe might end up serving a priest to an evil god, or become enslaved by a local draconic tyrant, but all they really want is to survive and be left alone. Their allegiance is to themselves first, their tribe second, and to whatever promises the wellbeing of the first two.
Lizardfolk aren’t exactly emotionless, it just seems like that to us warm-blooded squishy folk. They experience fear when a monster shows up, anger against a foe, fondness for a family member, Etc. It’s just that they take those emotions as a static input, rather than feeling an emotion. Instead they take those feelings like a list of variables, feelings to them are no different than their other senses and feeling sadness is no different than feeling hungry. They may go to great lengths to save an ally, but they won’t be broken up afterwards if they fail. Lizardfolk can learn to internalize these emotions from non-lizardfolk, but it’s like learning a foreign language.
Lizardfolk
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.
ability score increase:
Your Constitution score increase by 2, and your Wisdom score increases by 1.
age:
Lizardfolk reach maturity around age 14 and rarely live longer than 60 years.
alignment:
Most lizardfolk are neutral. They see the world as a place of predators and prey, where life and death are natural processes. They wish only to survive, and prefer to leave other creatures to their own devices.
Size:
Medium
speed:
Your base walking speed is 30 feet, and you have a swimming speed of 30 feet.
Languages:
You can speak, read, and write Common and Draconic.
race features:
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. 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. Hold Breath. You can hold your breath for up to 15 minutes at a time. Hunter's Lore. You gain proficiency with two of the following skills of your choice: Animal Handling, Nature, Perception, Stealth, and Survival. 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. Lizardfolk Quirk. You can use the Lizardfolk Quirks table to determine a personality quirk for a lizardfolk character or to inspire a unique mannerism.
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. 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. Hold Breath. You can hold your breath for up to 15 minutes at a time. Hunter's Lore. You gain proficiency with two of the following skills of your choice: Animal Handling, Nature, Perception, Stealth, and Survival. 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. Lizardfolk Quirk. You can use the Lizardfolk Quirks table to determine a personality quirk for a lizardfolk character or to inspire a unique mannerism.
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. |