Lizardfolk Parentage
Lizardfolk are scaly Humanoids adapted to swampy environments with their staggering variety of threats. Lizardfolk are a little bulkier and taller than humans, and their colorful frills make them appear even larger.
Their physical shape notwithstanding, lizardfolk have more in common physiologically with iguanas or Dragons than they do with humans, dwarves, or elves. They are cold-blooded, and their body provides an array of natural armor and weapons few other Humanoids possess.
Some assume that because lizardfolk are cold-blooded and reptilian that they must be emotionally stunted and alien in mindset. In truth, they have the same range and depth of feeling as mammalian or avian Humanoids.
Their cold-bloodedness is physiologically significant, but not emotionally or mentally so. Lizardfolk do enjoy basking in the sun and seem to be dead while resting, but they can spring into action at a moment’s notice.
Their physical shape notwithstanding, lizardfolk have more in common physiologically with iguanas or Dragons than they do with humans, dwarves, or elves. They are cold-blooded, and their body provides an array of natural armor and weapons few other Humanoids possess.
Some assume that because lizardfolk are cold-blooded and reptilian that they must be emotionally stunted and alien in mindset. In truth, they have the same range and depth of feeling as mammalian or avian Humanoids.
Their cold-bloodedness is physiologically significant, but not emotionally or mentally so. Lizardfolk do enjoy basking in the sun and seem to be dead while resting, but they can spring into action at a moment’s notice.
Lizardfolk Traits
You have a pool of 16 points to spend between your two birth parents. If either or both of your birth parents are lizardfolk, choose from the following.Bite (3 Points)
- 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.
Hold Breath (1 Point)
- You can hold your breath for up to 15 minutes at a time.
Hungry Jaws (5 Points)
- 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.
Improved Natural Armor (4 Points)
- 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.
Swim (2 Points)
- You have a swimming speed of 30 feet.
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