Flavor
5e Racial Stats
- Ability Score Racial Traits: A saurian increases their Wisdom score by 1.
- Type: Saurians are humanoids with the reptilian subtype.
- Size: Saurians are medium.
- Speed: Saurians have a base speed of 30ft.
- Languages: You can speak, read, and write Common, Draconic, and Sauric.
Brave (1)
You have advantage on saving throws made to resist the effects of fear.
Cold Blooded (x)
Saurian are cold-blooded, they cannot be detected by thermal vision; however, they are especially susceptible to the environment around them, they suffer Disadvantage on any Environmental cold or heat effects, and are Vulnerable to damage caused by Environmental cold or heat effects. Resistance to either Cold or Fire, cancels out the Environmental vulnerability of that environment. Natural resistance to one of these environments negates that environment's penalties.
Heavy (1)
You have advantage on checks and saving throws made to resist being moved or knocked prone.
Poison Resistance (2)
Your thickened scales, and strong fortitude cause poisons and minor sickness to impact you far less than they would others of similar stature. You gain resistance to Poison damage, and advantage on Constitution saving throws made to resist Poison and Lesser Diseases.
Scales (1)
You are covered in thick scales. Your base armor class is equal to 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.
Sub Races
Herd
- Ability Score Racial Traits: A herd saurian increases their Intelligence score by 2.
- Charge (2): If you move at least 15 feet in a straight line towards a target and hit it with your Headbutt attack, the target suffers an additional 1d4 points of bludgeoning damage. If the target is a creature of Large size or smaller, it must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check, DC equal to 8 + your Strength modifier + your Proficiency bonus, or be either knocked prone, or shoved backwards away from you as if from a successful shove attempt.
- Herd Mentality (1): On your turn, you can use a bonus action to take the Help action. You can use this feature once, regaining its use after you complete a short or long rest.
- Headbutt (x): You have a thickened skull or a powerful grouping of horns on your head that you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 2d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Plated
- Ability Score Racial Traits: A plated saurian increases their Constitution score by 2.
- Bone Plate (2): You have thick bone plating upon your back that you can use to intercept attacks. While not wielding a shield, or otherwise gaining a shields bonus to armor class, you gain +1 bonus to your Armor Class.
- Club Tail (1): You can use your powerful clubbed tail as a weapon. Your club tail is a natural weapon, which you can use to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d8 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
- Slow and Steady (x): Your base movement speed decreases to 25 feet; however, you do not suffer the ill-effects of the Bulk property of armor, and while wearing armor, you gain a +1 bonus to armor class due to your natural armor's inherent protection.
Pteran
- Ability Score Racial Traits: A pteran saurian increases their Dexterity score by 2.
- Bite (1): You can use your sharp teeth and powerful jaws as a weapon. Your bite is a natural weapon, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
- Blinding Spittle (2): As a reaction to being hit by a melee attack, you can spit at your opponent’s face, they must make a Constitution saving throw, DC equal to 8 + your Constitution modifier + your Proficiency bonus. If your spitting attack is successful, the target suffers from the Blinded condition until they take an action to clear the spittle, or until one minute has passed. You cannot use this feature again until you have completed a short rest or long rest.
- Flight (x): You have large wings built into your arms that, when fully extended outwards, give you a wingspan equal to twice your height. All armor and arm accessories must be tailored to accommodate your wings. You have a flying speed of 40 feet. In order to fly, you cannot be over-encumbered or wearing medium or heavy armor.
Raptor
- Ability Score Racial Traits: A raptor saurian increases their Dexterity score by 2.
- Claws (2): You can use your long and sharp claws as a weapon. Your claws are a natural weapon, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. In addition, you have a climb speed of 30 feet while using your claws.
- Raptor Agility (x): Your reflexes and agility allow you to move with bursts of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can’t use it again until you move 0 feet on one of your turns.
- Smaller Stature (x): Your size is Small, instead of Medium.
- Venomous Tongue (1): As a bonus action, you can use your venomous saliva to coat a weapon or grouping of five pieces of ammunition. Envenomed weapons or ammunition deal an additional 1d4 points of poison damage for a number of attacks equal to your Proficiency bonus, or until ten minutes have passed, after which the venom has lost its potency. You can use this feature a number of times equal to your Proficiency bonus, regaining spent uses after a long rest.
Tyrant
- Ability Score Racial Traits: A tyrant saurian increases their Strength score by 2.
- Carnivorous Bite (x): You can use your sharp teeth and powerful jaws as a weapon. Your bite is a natural weapon, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d8 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
- Powerful Build (x): You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
- Powerful Jaws (1): Your powerful jaws can be used to grapple and control enemies within combat. When you make a grapple attempt you can use your mouth instead of a free hand. If you do, and you successfully grapple a creature, that creature suffers your strength modifier in Piercing damage at the start of each of its turns that it remains grappled by your jaws.
- Terrifying Roar (2): You can use your action to let loose a powerful and horrifying roar. All hostile creatures within 30 feet of you must make a Wisdom saving throw or be frightened of you for one minute. A creature that fails this save receives a new save at the end of each of their turns. The DC for this saving throw is equal to 8 + your Strength modifier + your proficiency bonus. You can use this ability once, regaining its use after you complete a short or long rest.
Basic Information
Base |
Intuitive |
Self-Taught |
Trained |
14 years |
+1d4 years (15 – 18 years) |
+1d6 years (15 – 20 years) |
+2d6 years (16 – 26 years |
Young |
Middle Age |
Old |
Venerable |
Maximum Age |
under 5 years |
40 years |
65 years |
80 years |
80 + 2d20 years |
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