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Lizardfolk

Shared Racial Traits   Ability Scores: Dex +2, Size: Medium, Speed: 30ft., Swim 30ft.   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.   Description. Lizardfolk are mainly reptilian humanoids resembling lizards with thick scales and equally as thick tails. The scales vary greatly and some of them even have fins and frills around their head and neck area.   Languages. Lizardfolk speak Common and Reptoid.   Perk Affinity. Primordial.   Size. Lizardfolk are a little bulkier and taller than humans, and their colorful frills make them appear even larger. Your size is Medium.   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.   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 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.   Swim Speed. You have a swimming speed of 30 feet.
Subracial Traits   Prismarine
Prismarine Lizardfolk are a special kind of bred, blessed by nature and attuned to the elemental planes, these Lizardfolk come in many different colors, resembling their deep affinity for one of the elements. Since their creation is a hard toll on a tribe, requiring plenty of ritualistic sacrifices and essences, they are quite rare and even more rare outside of their tribe.   Ability Scores: Wis +1   Instilled Knowledge. Your birth is a marvel of shamanistic rituals, giving you insight to many things, even at a young age. You gain proficiency in Nature and Survival, aswell as being able to read, speak and write Primordial.   Planar Attunement. Being attuned to one of the elemental planes, you harbor their strength within you. Choose one of the following elemental planes and receive a corresponding cantrip and resistance to its perilous nature.
Air. You gain resistance to thunder damage and learn the thunderclap Cantrip. Wisdom is your Spellcasting ability for this Cantrip.
Earth. You gain resistance to bludgeoning damage and learn the earth spike Cantrip. Wisdom is your Spellcasting ability for this Cantrip.
Fire. You gain resistance to fire damage and learn the firebolt Cantrip. Wisdom is your Spellcasting ability for this Cantrip.
Ice. You gain resistance to cold damage and learn the ray of frost Cantrip. Wisdom is your Spellcasting ability for this Cantrip.
Lava. You gain resistance to fire damage and learn the smolder Cantrip. Wisdom is your Spellcasting ability for this Cantrip.
Storm. You gain resistance to lightning damage and learn the shocking grasp Cantrip. Wisdom is your Spellcasting ability for this Cantrip.
Swamp. You gain resistance to poison damage and learn the thorn whip Cantrip. Wisdom is your Spellcasting ability for this Cantrip.
Water. You gain resistance to acid damage and learn the acid splash Cantrip. Wisdom is your Spellcasting ability for this Cantrip.
Sharpspine
Sharpspine Lizardfolk are the closest thing to the ancient Crocodilians, that the Lizardfolk bred in their pits to fight off invasions of their own kin, as well as strangers, that dare try to take their territory. Quills and spikes grow from their body during combat or while they are in danger, giving them the edge during fight or flight situations.   Ability Scores: Con +1   Cornered Beast. Some sharpspine members can use their quills and spikes to eject them in times of need. Whenever you take damage or a creature moves within 5ft. of you, using a reaction, you can eject all of your spikes in a 5ft. radius around you, dealing 1d4 + Constitution modifier in damage to each creature in range. Once you have used this ability, you can't do so until you finished a short or long rest. In addition, all other sharpspine traits can't be used until you finish a short or long rest.   Dangerous Foe. If you are wearing no armor, using your Natural Armor trait, creatures that attack and hit you in melee take piercing damage equal to your Constitution modifier(minimum of 1).   Sink and Sting. Whenever you attack a creature with your bite attack and hit, using a bonus action, you can eject your spines into the creature's body. The creature then takes additional 1d4 piercing damage and is considered grappled by you. On subsequent turns, you can use your bonus action to deal additional 1d4 piercing damage, as long as the creature is grappled. While you grapple a creature in this way, you can't use your other sharpspine racial traits and releasing the grapple halves your movement for that turn. Once you have used this feature, you can't do so until you finish a short or long rest.

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