Sauropsida | Race/Species | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

Remove these ads. Join the Worldbuilders Guild

Sauropsida

"When you're traveling through the Liytian Wastes, be wary of the vast tunnel systems. The Sauropsida are not typically fond of outsiders." - Obrechen Merchant
A race born from an ancient ritual, the Sauropsida resemble the reptiles native to the Liytian region. Gifted with remarkable physical defenses and a mystical connection to the natural world, Sauropsida can survive with just their wits in situations that would be deadly for other folk.
ability score increase: When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. You can't raise any of your scores above 20.
age: Due to their elvin blood, most Sauropsida are capable of living to around 200 years.
alignment: N/A
Size: Medium
speed: Standard speed for a Sauropsida is 30
Languages: Common, Elvish, Saurian
parent race:
sub races:



race features:
Bite. You have a fanged maw that you can use to make unarmed strikes. When you hit with it, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike.   Hold Breath. You can hold your breath for up to 15 minutes at a time.   Natural Armor. You have tough, scaly skin. When you aren’t wearing armor, your base 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.   Nature's Intuition. Thanks to your mystical connection to nature, you gain proficiency with two of the following skills of your choice: Animal Handling, Medicine, Nature, Perception, Stealth, or Survival.   Poison Immunity. You are immune to poison damage and the poisoned condition.   Magic Resistance. You have advantage on saving throws against spells and other magical effects.   Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.   Metal Claws- As is traditional when a member of the Sauropsida become adults, those who become warriors have their claws are reinforced with damascened steel. Unarrmed attacks with your claws deal 1d8 + your strength modifier, and upon a critical hit, deal bleeding damage for 2 turns.   In addition to the standard abilities of a Sauropsida, each of the sub races have additional abilities.
  • Varanus- Innate Spellcasting. You know the Poison Spray cantrip. Starting at 3rd level, you can also cast Suggestion with this trait. Once you cast it, you can't do so again until you finish a long rest. Charisma is your spellcasting ability for these spells.
  • Acrodonta- Camouflage: Acrodonta can use their action to blend in with their surroundings, gaining advantage on Dexterity (Stealth) checks to hide. This ability can be used once per short rest. During a willpower event, player must roll a percentage die. If above 40%, nothing will happen. However if it is below 40%, the player will instinctively hide themselves for a short while.
  • Sobek- 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.
Sauropsida are decendants of the ancient elves and the native reptillian fauna. They have the typical features of an elf, long pointed ears, long limbs and sharp faces. However they also posses hardened scaly skin and enlarged mouths to accomodate rows of sharpened teeth. They also have large claws, whom some can enlarge and reduce at will, and prehensile tails that can be used as an additional attack or support. Colors of the scales vary from deep green to a brilliant reds and oranges. Traditionally, parents will insert special shards in between the scales of a juvenile to influence pattern growth. These tend to be more intricate the higher the status.

Created by

AmiratheDark.

Statblock Type

Race/Species

Link/Embed