Lizard Domain (Cleric Domain)

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Lizard Domain
(Divine Domain)

Commonly known as Lizard Priests, these clerics are exclusively lizardfolk, but unlike most lizardfolk venerate their ancestors and follow a code of honor. Lizardfolk are generally regarded as a pragmatic people, the exception to this however are the more civilized variants of the sharptooth lizardfolk. These sharptooth lizardfolk adorn themselves with feathers as a sign of respect to the dragons, as they call their ancestors. And in some cases their ancestors answer back to grant a select few their divine power.

Lizard Priests do not worship a god in the traditional sense, like other clerics do, but instead worship the collective of all the ancestors who came before them. Some more primal and powerful than others. They answer their prayers, and function like any other god would. Granting them their strength, and sometimes even the form of one of their mighty "dragon" ancestors. Their ancestors forbid them from summoning undead creatures, except when summoning one of their forebears as a Dragontooth Warrior.

They refer in their traditional tongue to their ancestors as dragons, but after adventuring they often find that the term ancestors is more appropriate, as the other races tend to make strong distinguishes between true dragons and what they call "dinosaurs".

Restriction: Lizardfolk only

Only the wisest lizardfolk will receive the calling of their reptilian ancestors, and tribes guard the secret of this art with their lives.

Your DM can lift this restriction to better suit the campaign.

Domain Spells

You gain domain spells at the cleric levels listed in the Lizard Domain Spells table. See the Divine Domain class feature for how domain spells work.

Lizard Domain Spells
Cleric Level Spells
1st cure wounds, divine favor
3rd enlarge/reduce, pass without trace
5th fear, haste
7th freedom of movement, greater invisibility
9th commune with nature, conjure elemental

Primeval Ancestry

You know the magic fang cantrip (see Dragon Magic), and when cast on yourself its duration changes to 1 minute.

When you engage in two-weapon fighting, you can treat your main and off-hand claws as light melee weapons you are holding.

Dragon Teeth

At 1st level you can ceremonially prepare several teeth from predators, preferably reptilian ones, which you can use to grant yourself a variety of boons. After finishing a long rest you prepare a number of teeth equal to your cleric level + your Wisdom modifier (minimum of 1).

You gain the following options to spend these Dragon Teeth:

Swordclaw

As a bonus action, you can spend one or two Dragon Teeth and create a razor-sharp sickle for each Dragon Tooth you used. This sickle is a magical weapon that last for 10 minutes, and deals 1d8 slashing damage instead of the standard damage for a sickle.

Living creatures that wield it and make an attack roll with it can roll a d4 and add the result to this roll.

When you engage in two-weapon fighting while wielding two swordclaw sickles, you can add your Strength modifier to the damage of the second attack.

You can only have up to two swordclaw sickles created at the same time. When you create an additional one, you must choose which existing swordclaw sickle disappears.

Ancestral Fortitude

As an action, you can spend a number of Dragon Teeth up to half your level (rounded up) to roll a d4 for each Dragon Tooth expended. You gain a number of temporary hit points equal to the total rolled + the number of expended Dragon Teeth. If you take damage while you have these hit points, and you are concentrating on a spell, you automatically succeed on the Constitution saving throw to maintain your concentration.

Channel Divinity: Dragontooth Warrior

Starting at 2nd level, as an action you can use your channel divinity to call upon the aid of your forebears, allowing you to summon a Dragontooth Warrior. A sacred skeleton lizardfolk.

The Dragontooth Warrior is friendly to you and your companions and obeys your commands. See this creature's game statistics in the Dragontooth Warrior stat block.

The Dragontooth Warrior shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions in its stat block or to take the Dash, Disengage, Help or Hide action.

The Dragontooth Warrior remains for 1 hour, until it is reduced to 0 hit points, or until you summon a new Dragontooth Warrior.

You can equip your Warrior with a swordclaw sickle, but only one. You can use a Dragon Tooth when summoning your Warrior to immediately equip it with one. It can use it to defend your allies.

Alternatively, instead of summoning a Dragontooth Warrior when using this channel divinity feature, you can choose to let its spirit guide the strikes of your swordclaw sickles. As a bonus action, you can create one or two swordclaw sickles without expending Dragon Teeth, and/or increase the duration of existing ones up to 10 minutes. During this time, attack rolls you make with your swordclaw sickles will score a critical hit on a roll of 19 or 20.


Dragontooth Warrior

Medium undead, neutral


  • Armor Class 13 (natural armor)
  • Hit Points Equal to the Dragontooth Warrior's Constitution modifier + your Wisdom modifier + five times your level in this class
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 15 (+2) 12 (+1) 15 (+2) 11 (+0)

  • Saving Throws Str +4, Con +4, Wis +4
  • Vulnerabilities Bludgeoning
  • Damage Immunities Poison
  • Condition Immunities Exhaustion, Poisoned
  • Senses Darkvision 60 Ft., passive Perception 12

Soul Bond. The following numbers increase by 1 when your proficiency bonus increases by 1: the Warrior's saving throw bonuses above, and the bonuses to hit and damage of its attacks.

Defender. When you equip your Warrior with a Swordclaw it can use it to deflect attacks directed at your allies. When a creature you can see attacks a target other than you within 5 feet of your Warrior, you can use your reaction and direct your Warrior to impose disadvantage on the attack roll.


Actions (Requires Your Bonus Action)

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d6 + 2 piercing damage, and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the Warrior can't bite another target.

Swordclaw Sickle (requires equipped Swordclaw sickle). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d8 +2 slashing damage.

Javelin (requires equipped Javelin). Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 1d6 + 2 piercing damage.

Dragon Tooth Mastery

At 6th level, whenever you summon your Dragontooth Warrior, you can spend three Dragon Teeth to enhance it. When you do, you gain a telepathic link to your Dragontooth Warrior, and you no longer require a bonus action to direct it. When defending an ally with a swordclaw sickle, it can now also use its own reaction.

In addition, your Dragon Teeth features are enhanced:

Swordclaw

You gain a +1 bonus to your AC for each swordclaw sickle you wield. Swordclaw sickles that you wield yourself can now gain the magical attributes of one magic melee weapon that you are attuned to.

Ancestral Fortitude

You can now re-roll all dice results of 1 when expending Dragon Teeth to gain temporary hit points.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with the primal might of your ancient ancestors. When you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 force damage. Once you deal this damage, you can't use this feature again until the start of your next turn. When you reach 14th level, the extra damage increases to 2d8.

Lizard King

You finally achieve the long awaited transformation you were promised, taking the form of one of your mighty ancestors. The "dragon" form is a little different from what you imagined, but no less devastating and deadly.

Starting at 17th level, you can use your action to take the form of the mythical Lizard King, whose statistics are found below. This transformation follows the rules of the Wild Shape feature, except you can only use your Spellcasting and Divine Strike features; you can stay in this form for a number of hours equal to half your cleric level (rounded down). You can cast spells in this form, ignoring any component, except a material component that has a cost; however, each time you cast a spell of 1st level or higher, the duration of your form is reduced by 1 hour.

Once you transform this way, you can't do so again until you finish a long rest.

Additionally, you suffer none of the drawbacks of old age, you can't be aged magically, and your lifespan extends by 100 years.


Lizard King

Huge beast


  • Armor Class 15 (natural armor)
  • Hit Points 136 (13d12 + 52)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
25 (+7) 10 (+0) 19 (+4) - - -

  • Saving Throws Str +13, Con +10

Mythical Beast. The lizard king is always under the effects of the magic fang spell.


Actions

Multiattack. You can make two attacks: one with your bite and one with your tail. You can't make both attacks against the same target.

Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 33 (4d12 + 7) piercing damage. If the target is a Large or smaller creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and you can't bite another target.

Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage.

 

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