Lizardfolk
The warlike lizardfolk are seen as little more unusual than an elf in Godweave. They may serve in cities or armies, and are nearly as varied in outlook and disposition as humans, perhaps due to their centuries of coexistence. Lizardfolk exist in a range of heights, scale colors, and cultures, but due to the nature of the Western Continent, they tend to be more pragmatic than good-hearted. Lizardfolk and humans commonly live with each other in mutual communities or cities. Unlike lizardfolk elsewhere in the multiverse, they lack their affinity for water, as the swamps they are associated with do not exist on the Western Continent. They lack the geographical range of humans, and are only found natively on the Western Continent. See the end of this article for an updated lizardfolk race.
Alignment: Lizardfolk can be of any alignment, but the pragmatic nature of their homelands tends to push them towards neutrality or evil.
Deities: Lizardfolk might serve any Western god.
Homeland: Lizardfolk live in the warmth of the Western Continent, and their nations often vie with each other and the nearby human states for supremacy.
Alignment: Lizardfolk can be of any alignment, but the pragmatic nature of their homelands tends to push them towards neutrality or evil.
Deities: Lizardfolk might serve any Western god.
Homeland: Lizardfolk live in the warmth of the Western Continent, and their nations often vie with each other and the nearby human states for supremacy.
Lizardfolk Racial Traits
- Ability Score Increase. Your Dexterity score increases by 2, and your Wisdom score increases by 1.
- Age. Lizardfolk reach maturity around 14 and rarely live longer than 70 years.
- Alignment. Lizardfolk tend towards neutrality or evil, but lizardfolk of any alignment are common.
- Size. Lizardfolk come in a range of sizes and colors. Your size is Medium.
- Speed. Your base walking speed is 30 feet.
- Lesser Regeneration. You have the unnerving ability to recover from grievous physical injury. By focusing intensely for 1 minute, during which you are incapacitated, you can immediately spend one of your Hit Dice as though you'd just finished a Short Rest. You regain spent Hit Dice up to half your total number of them upon finishing a short rest (after you spend any.) In addition, after finishing a Long Rest, you may opt to not loose any levels of exhaustion you have and instead gain a level of exhaustion. If you do, you immediately regrow a missing limb of your choice.
- Tail Snag. You can attempt to use your tail to trip your opponents, knocking them prone. You can attempt to trip a creature using one of your attacks. Make a Shove attack against that target, except you can use your choice of Strength (Athletics) or Dexterity (Acrobatics) to do so, and can only knock the creature prone instead of pushing them away on a success. You deal an additional 1d4 bludgeoning damage on a success.
- Languages. You speak Common and one other language of your choice.
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