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. Lizardfolk are a little bulkier and taller than humans, and their colorful frills make them appear even larger. Your size is Medium.
Speed. Your base walking speed is 30 feet, and you have a swimming speed of 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.
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, tribal blade, 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. You may alternatively pick proficiency in the exotic weapon "Tribal Blade".
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.
Languages. You can speak, read, and write Common and Draconic.
SalamanderFolk (Desert Variant)
These strange relative of the normal lizard folk dwell in the arid black, and cryshol deserts as apposed to the sultry swamps. They are more adapted to the heat and the nomadic lifestyle that is found there.
If your choose this variant, certain traits are changed or replaced by the following:
-Ability Score Increase Instead of wisdom being increased by 1, charisma is instead
-Dune Strider. Your movement speed is 35ft, and you ignore difficult terrain that involves sand
-Molten Mouth: Your bite deals 1d4 + your strength modifier piercing and 1d4 fire damage instead of your normal bite damage.
-Desert Scavenger. instead of club, javelins, or darts with your cunning artisan trait, you can craft a net, scimitar, or dagger(any variant)
-You lose the Hold breath trait and swim speed

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