Lizard Domain V3

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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 holy symbol references their ancestors, and it's appearance is varied and depends on the lizardfolk's tribe. 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 dominate beast, freedom of movement
9th commune with nature, hold monster

Primeval Ancestry

At 1st level, you know the magic fang cantrip (see Dragon Magic), and when you cast it on yourself, it doesn't require concentration.

When you engage in two-weapon fighting, you can treat your main and off-hand claws as light melee weapons you are holding. These natural weapons deal 1d4 slashing damage.

Starting at 5th level, when you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Dragon Teeth

From 1st level, you harvest the teeth of predatory creatures during your adventures, especially of your distant scaled kin, for use in ritual magic. Over the course of a short or long rest, you can imbue a number of teeth equal to your Wisdom modifier (minimum of 1) with your ancestor's power.

You gain the following options to spend these Dragon Teeth:

Swordclaw

As a bonus action, you can expend one or two Dragon Teeth and create a razor-sharp sickle for each Dragon Tooth you expended. 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.

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.

Primeval Savagery

You can expend a Dragon Tooth to make a special attack with your bite as a bonus action. If the attack hits, it deals its normal damage, and you gain temporary hit points equal to your Constitution modifier (minimum of 1). At 6th level you add your proficiency bonus to both the damage dealt and the temporary hit points gained.

Channel Divinity: Ancestral Spirit

Starting at 2nd level, as an action you can use your Channel Divinity to instantly imbue several Dragon Teeth, which you immediately use to create a physical body for your forebears. This does not cost you any of your prepared Dragon Teeth. Doing so allows 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. You don't require any actions to move your Warrior on its own turn. 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 one of your prepared Dragon Teeth 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. If you do, then as a bonus action you can create one or two swordclaw sickles without expending Dragon Teeth, and increase the duration of existing ones up to 10 minutes. For the next 10 minutes, attack rolls you make with your swordclaw sickles will score a critical hit on a roll of 19 or 20, and you have a bonus on attack and damage rolls with your swordclaw sickles equal to half your proficiency bonus.


Dragontooth Warrior

Medium undead, neutral


  • Armor Class 13 (natural armor)
  • Hit Points equal to 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

Defender. While the Warrior is wielding a swordclaw sickle, when another creature within 5 feet of it (except the cleric that summoned it) is targeted by an attack, it can use its reaction 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.

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, you have achieved mastery in creating Dragon Teeth as well as communing with your ancestor spirits to grant them the vigor they had in life. When you create a Dragontooth Warrior, it gains the following benefits:

  • When you use your bonus action to make a melee weapon attack, you can command your Dragontooth Warrior to make a single attack with one of its weapons instead of taking the Dodge action.
  • When defending a friendly creature with a swordclaw sickle, the Warrior can use its own reaction as well as yours to use its Defender trait. It can now also use its Defender trait against attacks directed at itself.
  • The Warrior's listed bonuses to its saving throws, attack rolls, and damage rolls each increase by 1. At 9th, 13th, and 17th levels in this class, these bonuses increase by an additional 1.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.

Lizard King

Starting at 17th level, 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.

As an action, you can transform into a dinosaur with the statistics of a tyrannosaurus rex (Monster Manual page 80) as if you had cast the shapechange spell. Unlike the normal shapechange spell, you can change forms as a bonus action, but you can only assume your original form, or return to your dinosaur form. While you are in your dinosaur form, you can only use your Primeval Savagery and Divine Strike class features. You can't give any commands to an existing Dragon-tooth Warrior while in this form. You can't cast spells in this form, but you can maintain concentration on existing spells.

Unlike the normal shapechange spell, if you concentrate on this transformation for the full duration, the transformation becomes permanent (until this form loses all of its hit points) and you no longer need to maintain concentration to remain in your dinosaur form. After losing this form, you regain the ability to transform this way when you finish a long rest.

Your primeval magic also causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.

 

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