Ancestry: Saurian (5.5)

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Ancestry: Saurian


Travelling the cosmos are the nomadic Saurians, also called Space Pirates, a collection of various lizard-like peoples united under organized crime families. They travel across the cosmos in search of cosmic vessels and worlds to raid, including each other's, but are sometimes known to work together. Over years of cooperation and inter-mingling, the Saurians have become biologically similar to each other, but still bear the clearly identifiable traits of their respective families. They have become so accustomed to raiding and living from out of their Cosmic Vessels that surviving outside of the conveniences of their ships is of great difficulty to them.


Saurians are described as humanoids with reptilian features and a crest of either horns or feathers on their heads and spine. Their eyes are draconic in colors of orange, green, red, or brown. Their skin has a thick, rough texture, and is either green or brown.

Saurian Traits

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


Age. Saurian mature slightly slower than humans do and can live up to 900 years.


Alignment. Saurian act on their own whims and on habit, and as such are almost always neutral. After ages of raiding and brutality, they also tend towards evil.


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. Saurian are between 6 to 8 feet tall with wide builds. Your size is Medium.


Speed. Your base walking speed is 30 feet.


Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.


Languages. You can speak Common and Draconic.

Heritage: Ankylos

Saurians of the Ankylos family are hardy and have the most competent fighters among Saurians, with a long history of fighting in close quarters aboard enemy ships. They learn to fight at a young age, using their natural abilities to their fullest potential.

Ankylos are the heaviest of Saurians. They bear a strong, club-like tail and a shell made of contiguous bone plates. Their skin is usually tan, brown, or red in color. Their eyes are typically yellow or red.


Club Tail. Your tail is a natural melee weapon, which count as a simple melee weapon with which you are proficient. If you hit with it, you deal Bludgeoning damage equal to 1d6 + your Strength modifier, instead of the Bludgeoning damage normal for an unarmed strike.


Bone Shell. Due to your shell and the shape of your body, you are ill-suited to wearing armor. Your shell provides ample protection, however; it gives you a base AC of 16 (your Dexterity modifier doesn't affect this number). You gain no benefit from wearing armor, but if you are using a shield, you can apply the shield's bonus as normal.


Hulking Form. Your base movement speed is 25 feet instead of 30 feet, but you have advantage on saving throws against being moved against your will.

Heritage: Mosa

The Mosa family of Saurians dominate aquatic settlements, using water in both helpful and dangerous ways, namely to create high pressure blasts.

Mosas have skin with a more rubbery texture than other saurians. Their webbed hands and feet have less digits than most other humanoids, but are equipped to help them swim. Mosas have a long maw of sharp teeth, but being naturally cowardly, they would rather spit powerful blasts of water from a distance than actually bite someone.


Amphibious. You can breathe air and water.


Flipper hands You have a swimming speed equal to your walking speed.


Hydro Blast. You can release powerful bouts of water from your mouth as a natural weapon, which count as a simple ranged weapon with which you are proficient. It has the loading property, and a 30 foot /60 foot range. If you hit with it, you deal Bludgeoning damage equal to 1d4 + your Strength modifier, instead of the Bludgeoning damage normal for an unarmed strike. To reload this natural weapon, you must swallow at least 1 gallon of water.

Heritage: Pteradas

The Pteradas family of Saurians use their flight to scout from high above battlefields and make sudden strikes when the time is right. Pteradas are often the innovators and strategists among Saurian ships, drafting plans and crafting inventions for the raiders.

Pteradas are the lightest and smallest of Saurians. They have membranous wings connected from their hands to the sides of their torsos, and long heads to account for their similarly long beak. Their skin is typically red, blue, or grey in color.


Pteradas Flight. You have a flying speed of 30 feet. You can't use this flying speed if you're wearing medium or heavy armor.


Tool Proficiency. You gain proficiency with two tools of your choice.

Heritage: Triceras

Saurians of the Triceras family are knowledgeable scribes and ritualists, but when they need to be they can be a formidable foe. They serve within the Saurian crime families as judges, priests, and lorekeepers, and are known to aid in directly commanding a cosmic vessel's operations.

Triceras' most notable physical feature is their massive forehead, which forms a ridge separating the front of their skull from the back in a wide crest. They have two horns sprouting forward from this ridge, and a third centered just above their small beaks.


Ship Scholar. You are proficient with the Arcana skill.


Horned Headbutt. Your horned head is a natural melee weapon, which count as a simple melee weapon with which you are proficient. If you hit with it, you deal Piercing damage equal to 1d4 + your Strength modifier, instead of the Bludgeoning damage normal for an unarmed strike.


Saurian Magic. You know the Light cantrip. When you reach 3rd level, you can cast the Identify spell once as a 1st level spell. When you reach 5th level, you can cast the Arcane Lock spell once as a 2nd level spell. You must finish a long rest to cast these spells again with this trait. Wisdom is your spellcasting ability for these spells.

Heritage: Tyrannos

The Tyrannos family is the family of leaders, the strongest family that rulers the other Saurians with their commanding presence. Tyrannos summon the respect of other Saurians as they helm their cosmic vessels and lead their raid. Tyrannos who fail on their missions are exiled to live on alien worlds as punishment.

Tyrannos are easily identified by their large heads and powerful jaws, as well as by their short arms.


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.


Tyrannos Intimidation. You are proficient in the Intimidation skill.


Terrifying Roar. As a bonus action, you can let out a loud roar that can be heard up to 150 feet away. When you do so, creatures within 30 feet of you must succeed a Wisdom saving throw or be Frightened until the end of your next turn, where the DC equals 8 + your Proficiency Bonus + your Charisma modifier.


Once you use this feature, you must complete a short or long rest to do so again.

 

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