Dragon-Blooded Lizardfolk

by Gannoh2

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Dragon-Blooded Lizardfolk

Dragon-blooded lizardfolk are lizardfolk infused with the might of dragons. They could originate from dragons performing experiments on standard lizardfolk or interbreeding.

Ability Score Increase

Choose two of the following ability scores: Strength, Constitution, and Charisma. One score increases by 2, and another score increases by 1.

Alternatively, you may increase all three scores by 1.

Age

Dragon-blooded lizardfolk reach maturity around age 17 and rarely live longer than 80 years.

Alignment

Dragon-blooded lizardfolk lean toward the same alignment of the dragon whose powers they stem from. This is particularly the case if that dragon rules over their tribe.

Compared with other lizardfolk, they are much less isolationist. Chromatic lizardfolk typically are expansionist and seek to dominate other creatures, while metallic lizardfolk are usually champions of the weak and defenseless.

Art Credit: daarken, S. Prescott

Size

Dragon-blooded lizardfolk are notably larger than typical lizardfolk. A dragon-blooded lizardfolk is usually 7-1/2 to 8-1/2 feet tall, and weighs about 500 pounds. Its tail is 4 to 5 feet long. Your size is Medium.

Speed

Your base walking speed is 30 feet. Black and bronze lizardfolk have a swimming speed of 30 feet, while all others have a climbing speed of 20 feet.

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.

Cunning Artisan

As part of a short rest, you can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant creature of size Small or larger to create one of the following items: a shield, a club, a javelin, or 1d4 darts or blowgun needles. To use this trait, you need a blade, such as a dagger, or appropriate artisan's tools, such as leatherworker's tools.

Draconic Heritage

Choose one type of true dragon. You wield some of its powers. This choice affects several racial traits.

Dragon's Jaws

In battle, you can throw yourself into a frenzy. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals its normal damage plus additional damage (minimum of 1) equal to your Constitution modifier, and you can't use this trait again until you finish a short or long rest. The additional damage is of the same type that your choice of dragon for Draconic Heritage deals with its breath weapon.

Hold Breath/Smell Magic

Black and bronze lizardfolk can hold their breath for up to 15 minutes at a time. All others have a limited ability to smell magic. They can determine whether an item within 5 feet of them is magical by inspecting it as an action. They gain no insight into its properties.

Hunter's Lore

You gain proficiency with two of the following skills of your choice: Animal Handling, Nature, Perception, Stealth, and Survival.

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.

Languages

You can speak, read, and write Common and Draconic.

New Feats

Awaken the Dragon

Prerequisite: Dragon-Blooded Lizardfolk

You unlock a deeper level of draconic power. You gain the following benefits.

  • You have resistance to the type of additional damage that you deal with your Dragon's Jaws trait.

  • If you use the Attack action on your turn while not wielding a shield and attack with only unarmed strikes, you can use Dragon's Jaws that turn without expending it and even if you have already expended it.

  • Your claws and tail are natural weapons which you can use to make unarmed strikes. Your claws deal 1d6 + your Strength modifier slashing damage while your tail does 1d6 + your Strength modifier bludgeoning damage.

  • Your unarmed strikes count as magical weapons for the purpose of overcoming resistance and immunity to attacks and damage from non-magical weapons.

Draconic Senses

Prerequisite: Dragon-Blooded Lizardfolk

Your senses heighten. You gain the following benefits.

  • Increase your Wisdom score by 1, to a maximum of 20.

  • You have a +2 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.

  • You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Imposing Presence

Prerequisite: Dragon-Blooded Lizardfolk

You emit a commanding aura. You gain the following benefits.

  • Increase your Strength or Charisma score by 1, to a maximum of 20.

  • You gain proficiency in the Intimidation and Persuasion skills. If you are already proficient in one or both, you can gain expertise in one (not both) of those skills.

Might of the Wyrm

Prerequisite: Dragon-Blooded Lizardfolk

You manifest a greater part of the power and resilience of dragons. You gain the following benefits.

  • Increase one ability score of your choice by 1, to a maximum of 20.

  • When you fail a saving throw, you can roll 1d4 + 1 and add the number rolled to the result, potentially making you succeed instead. You can't use this ability again until you finish a short or long rest.

 

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