Lizardfolk

Lizardfolk Traits

Your lizardfolk character has the following racial traits.

Ability Score Increase. Your Constitution score increases by 2.

Age. Lizardfolk reach maturity around age 10 and rarely live longer than 60 years.

Alignment. Most lizardfolk are neutral, as their emotional reactions tend to be different than warm‑blooded creatures.

Size. Lizardfolk are bulkier than humans, and their colorful frills make them seem even larger. Your size is Medium.

Speed. Your base walking speed is 30 feet and you have a swimming speed of 30 feet.

Natural Weapons. Your fanged maw and sharp claws are natural weapons which you can use to make unarmed strikes. If you hit with them, your bite deals 1d4 + your Strength modifier piercing damage, and your claws deal 1d4 + Strength modifier slashing damage.

Hold Breath. You can hold your breath for up to 15 minutes at a time.

Natural Armor. Your skin is covered with strong scales. 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.

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

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

Subraces

Two main subraces of lizardfolk populate the world: velesborn and murkscale. Choose one of these subraces or one from another source.

Murkscale

The murkscale lizardfolk dwell deep within the marshes, swamps, and fens of the world, far from the dwellings of the hapless, soft, warm‑blood races. In Midgard, they have been seen in the Gardens of Carnessa, the swamps and jungles of the Spice Coast, and the Fendeel Jungle.

Ability Score Increase. Your Wisdom score increases by 1.

Swift Swimmers. Your swimming speed is 40 feet.

Swamp Stealth. You have advantage on Dexterity (Stealth) checks in swamp or marsh terrain.

Velesborn

Harkening from the deepest, darkest jungles, the velesborn believe they are the true children of the Great Serpent, who has blessed them with natural grace and innate toughness.

Ability Score Increase. Your Dexterity score increases by 1.

Gift of Grace. You have advantage on Dexterity (Acrobatics) checks.

Gift of Vigor. Your maximum hit points increase by 1, and an additional 1 each time you gain a level.

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