Ancestry: Lizardfolk (5.5)

by SovereignLeaderLore

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Ancestry: Lizardfolk


Lizardfolk are humanoid reptiles that are often thought by some sages to be distant cousins of dragonborn and kobolds. Despite their resemblance to those other scaled folk, however, lizardfolk are their own people and have lived in their swamps since the world's creation. Animalistic instinct serves as most of their motivations, able to survive with just their wits in situations that would be deadly for other folk. Because of that fact, many lizardfolk myths state that their people were placed by the gods to guard its natural wonders.


Lizardfolk are generally appear similar to a humanoid with alligator or crocodile features, such as tails and rough scaly skin. Their scales are colorful and exhibit a wide array of patterns. Their individual facial features are as varied as those of lizards.

Lizardfolk Traits

Ability Score Increase. One ability score of your choice increases by 2, and another by 1, to a maximum of 20.


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.


Creature Type. You are a Humanoid. You are also considered a Monstrosity for any prerequisite or effect that requires you to be a Monstrosity.


Size. Lizardfolk are between 6-7 feet tall with wide, strong builds. Your size is Medium.


Speed. Your base walking speed is 30 feet, and you have a swimming speed equal to your walking speed.


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 base 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.


Nature's Intuition. Thanks to your connection to nature, you gain proficiency with two of the following skills of your choice: Animal Handling, Medicine, Nature, Perception, Stealth, or Survival.

Hungry Jaws. You can throw yourself into a feeding frenzy. As a bonus action, you can make a special attack with your Bite. If the attack hits, it deals its normal damage, and you gain temporary hit points equal to your proficiency bonus. Once you use this trait, you must complete a long rest to do so again.


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

 

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