Many of the anthropomorphic races are derived directly from specific animals. The Lizardfolk are a bit different, in that they are fully bipedal reptilian creatures that do not seem to be descended or evolved from any specific lizard creature, nor are there any agreed details on where they came from. Rumors include a divine or arcane transformation, a curse upon some greater creature, or a even a shared evolution with a lesser form of dragon, a wyvern or similar creature. However, there is no lore that points to any definitive answer, and any speculation
to a Lizardfolk is met with contempt.
Lizardfolk are a proud and formidable race. While they are most often found in hotter climates, they do as well as any humanoid in the cooler climates as well. They have great endurance on their own, and the cunning to adapt their environment to suit themselves. They are certainly an ancient people, and are proud of their history and achievements, which they maintain primarily through oral tradition. Interestingly, while news and culture is freely shared by the bards of the Lizardfolk, the specific stories associated with specific tribes are only shared by members of that tribe. To hear those stories requires going to their lands, or finding a traveler from that land.
Lizardfolk prize their tribes, but as individuals or small groups, they wander freely around the world, learning what it has to offer. Sometimes they settle down in their new homes, and sometimes they take what they have learned back with them. They refer to this as
kagathixin or "Far Sun" journey, as in "travelling to other places that the same sun touches." It's considered a vital purpose for those that undertake it, as it spreads influence, or gathers knowledge back to the Lizardfolk.
Detail |
Description |
Size |
Medium, but bulkier and taller than humans. |
Speed |
30' walking; 30' swimming |
Attributes |
+2 Constitution, +1 Wisdom (Alt +2/+1 in any stats) |
Ability: Bite |
1d6 + Strength mod of piercing damage |
Ability: Natural Armor |
Base Armor Class is 13. Dex bonus applies, but this does not stack with armor. But it does stack with a shield. |
Ability: Hold Breath |
A Lizardfolk can hold its breath for 15 minutes |
Ability: Hunter's Lore |
Proficiency in any two of Animal Handling, Nature, Perception, Stealth and Survival |
Ability: Cunning Artisan |
As part of a short rest, you can harvest bones and hide from beasts, constructs, dragons, monstrosities or plants of size small or larger to create one of the following: a shield, club, javelin or 1d4 darts or blowgun needles. This requires a blade or appropriate artisan's tools. |
Ability: Hungry Jaws |
During a battle, a Lizardfolk can throw themselves into a vicious feeding frenzy. As a bonus action, they can make a special attack with their bite, and if it hits, it deals normal damage and they gain temporary hit points equal to their Constitution modifier. They can not use this trait again until after a short or long rest. |
Class Considerations
Lizardfolk have many class options due to their combination of combat and non-combat abilities.
The obvious choices are any class that allows them to utilize both the "Hungry Jaws" ability and their Natural Armor. Many classes without better armor will benefit from that natural armor, and some Lizardfolk will maintain a small collection of rats that can be consumed for a quick temporary hit point buff.
Sorcerers and Wizards are an interesting choice, as they generally have low armor class which is improved by the natural armor. The constitution buff and occasional use of Hungry Jaws supports that armor with a greater durability than casters are used to having.
Monks are another class that are well supported by these abilities. In addition to the normal monk attacks, Lizardfolk can bring their Hungry Jaws to bear occasionally as a bonus, for not only extra damage but extra hit points.
Druids similarly get good buffs from these abilities, but also get direct benefits from the Hunter's Lore skills that come with the race. Whether the druid in question is an animal friend, one who integrates with the lore of nature, or simply wants to be effective as they move through the forest, the skills all come in handy. And if a wild shape allows a bite attack, this can be brought to bear as a Hungry Jaws attack in the animal form.
As secondary choices, most other classes fit the Lizardfolk, especially if they take non-standard bonus attributes, keeping in mind that the two key abilities above utilize Dexterity and Strength, those are the most logical choices--but any choice of attributes or classes will still get some benefit.
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