Lizardfolk

Core Traits


  Creature Type: Humanoid   Size: Medium or Small   Speed: 30ft walking and swim speed    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.   Amphibius: Lizard folk can pretty much hold their breath in definetly, effectivly being able to breath in and out of water with no worries. 

Legacy Traits


Darkvission:You have darkvision out to 60 feet, allowing youto see in dim light as if it was bright light, and in darkness asif it was dim light. You discern colors in darkness as shades of gray.   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.   Regeneration: As a bonus action you may spend up to half your hit die gain the benefits of a short rest. Alternativly you may spend up to one hit die without rolling it to instead gain the benefits of having cast the lesser restoration spell on yourself. You can use this ability a number of times equal to your proficency and regain all uses after a long rest.    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.   Slipery: You have advantage on ability checks and saving throws made to resist or stop being grappled or restrained.   Temperate Blood: Choose fire or cold damage. You are resistant to your choice, but vulnerable to the other.

Mixed Bloodline Traits


Amphibius    Bite   Regeneration   Bloodline: 
  • Hungry Jaws: Crocodile/Aligator 
  • Chameleon Phase: Lizard 
  • Salamander: Fire Resistance 

Bloodlines


 

Crocodile/Aligator


Hungry Jaws: You can throw yourself into a 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 equal to your proficiency bonus. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.   Powerful Build: You have Advantage on any ability check you make to end the Grappled condition. You also count as one size larger when determining your carrying capacity.
 

Lizard


  Chameleon Phase: As a bonus action you can blend into the environment, becoming invisible until the start of your next turn. If you take no other actions on that next turn however, you can use your bonus action to continue the effect (but taking any action or movement after this will end it). You can use this trait a number of times per Long Rest equal to your proficiency bonus.   Scent Tracker: You have blindsight out to 15 feet and advantage on wisdom (perception) checks to find hiden creatures when relying on sent. 

Salamander 


  Fire Resistance: You resistance to fire damage.    Fire Pop: You learn the produce flame cantrip using constitution as the spell casting ability. Starting at 3rd level you learn the Burning Hands spell and the Heat Metal spell starting at 5th. You use Constitution as your spellcasting ability for these spells. The spells learned at 3rd and 5th level can be cast at their base levels once per day each. If you are playing a character with access to spell slots you may use them to cast these spells additional times still using your Constitution as the spellcasting ability.

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