Lizardkin (5e Race)
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Lizardkin are a race of bipedal reptilian humanoids, they come in all different shapes and size and their appearance varies greatly depending on subspecies, some have large builds, others small nimble, they come in a plethora of colors from shades of greens, browns, reds and even whites. Some have frills, others have ridges of bone it is quite common for other races to go their entire lives and not see two Lizardkin that look the same.
In Lizardkin society subspecies determines the role that they play in the cultivation and preservation of their tribes and towns, this does not however reflect on their social status, Lizardkin judge the worth of their peers by the amount of effort they put into their jobs and not the job in of itself, whether it be building, cleaning, hunting, farming and even performing rituals. Everyone is equal unless they prove themselves otherwise, for better or for worse.
Lizardkin names are generally short, harsh and sometimes guttural sounding with emphasis on S & K sounds.
Male: Ssek, Reek, Kex, Grok.
Female: Lisk, Sser, Schek, Fotus.
Ability Score Increase. Your Constitution score increases by 2.
Age. Lizardkin reach maturity around age 16 and rarely live longer than 80 years. although there have been rumors of certain Lizardfolk living far longer.
Alignment. Most Lizardkin are chaotic in nature. They see the world as a place of predators and prey, the weak are meat and the strong must eat.
Size. Lizardkin come in all sorts of shapes and sizes depending on what subspecies they are.
Speed. Your base walking speed is 30 feet.
Semiaquatic. Lizardkin have adapted to living in or around water. You are able to hold your breath for up to 30 minutes.
Hunter Gatherer. Lizardkin are natural born hunters. You have advantage on Wisdom (survival) checks when tracking a creature or looking for food.
Languages. You can speak, read, and write Common and Draconic.
Subrace. The 3 subspecies of lizardkin are Squamata, Crocodylus & Varanus. You may only pick one subspecies.
Choose A Subspecies
Pick from one of the three subspecies below.
Ability Score Increase. Your Dexterity score increases by 1.
Size. This subspecies of Lizardkin is the most common. A Squamata's height typically ranges anywhere from 4 to 6 feet tall. Your size is medium.
Camouflage. You are proficient in the stealth skill, additionally You have advantage on Dexterity (Stealth) and Wisdom (Perception) checks, while in swamp environments.
Natural Born Climber. You have a climbing speed of 20 feet. You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free, provided your feet are not covered in any way.
Tail Strike. You can use your tail as a weapon to catch enemies off guard. As a bonus action, you can make an attack with your tail. If the attack hits, it deals 1d6 + your Strength or Dexterity modifier, you choose.
Tail Trip. When using your Tail Strike you can choose to attempt to trip the target while they are off balance. If the creature is large or smaller the creature must succeed on a Strength saving throw or be knocked prone. The DC for this saving throw is equal to 8 + your proficiency bonus + your Dexterity modifier. You can use this trait a number of times equal to your Constitution modifier (minimum 1). You can use this trait once but gain more uses as you level, two uses at 8th level, three uses at 12th level, 4 uses at 16th level and 5 uses at 20th level. You regain use of this trait after you finish a long rest.
Ability Score Increase. Your Strength score increases by 1.
Size. This subspecies of Lizardkin is used to physical activity such as building, hunting and combat. Crocodylus generally stand around 7 to 8 feet tall. Your size is medium.
Menacing. You are proficient in the intimidation skill.
Aquatic Hunter. While not wearing armor you gain a swim speed of 30 feet.
Crushing Bite. When you take the attack action you can instead use your sharp teeth and powerful jaws as a weapon. Your bite is a natural weapon, which you can use to make unarmed strikes. If you hit you deal piercing damage equal to 1d8 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. If you have more than one attack you can replace one or more of those attacks with a bite.
Lock Jaw. If a bite attack lands and the target is large or smaller, you can choose to trap the target within your jaws. The target must make a Strength saving throw, on a failure the target becomes restrained, the DC is equal to 8 + proficiency bonus + your Strength modifier. At the start of each turn the victim can attempt to escape your jaws vs the same DC. If you have someone restrained in this way you can only make bite attacks against that target until its hit points reach 0 or it escapes your jaws, bite attacks made against a target restrained in this way automatically hit but cannot crit. You can use this trait once but gain more uses as you level, two uses at 8th level, three uses at 12th level, 4 uses at 16th level and 5 uses at 20th level. You regain use of this trait after you finish a long rest.
Tough Skin. Your skin is rough and much more durable than other Lizardkin. When you aren't wearing armour, your AC is 13 + your Constitution modifier. A shield's benefits apply as normal while you use your natural armor.
Ability Score Increase. Your Wisdom score or Charisma score increases by 1. You can only choose one.
Size. This subspecies of Lizardkin spend most of their time learning, crafting or socializing. Varanus generally stand around 5 to 6 feet tall. Your size is medium.
Tool Proficiency. You are proficient with one set of artisan's tools of your choice: Leatherworker’s tools, Potter's tools, Brewer’s supplies, or Painter’s supplies.
Silver Tongue. You are proficient in the persuasion skill.
Sharp Claws. When you make an unarmed attack you can use your sharp claws. The damage is slashing instead of bludgeoning. The claws count as a finesse weapon.
Caustic Venom. When you make an unarmed attack using your claws you can apply a toxin that you secrete from your skin. If the attack lands the target takes an additional 2d6 poison damage. Even if the target is immune to poison they take quarter damage. Target must then make a Constitution saving throw, on a failure the target becomes poisoned, targets who are immune to poison automatically succeed. The DC for this saving throw is 8 + proficiency bonus + your constitution modifier. You can use this trait once but gain more uses as you level, two uses at 8th level, three uses at 12th level, 4 uses at 16th level and 5 uses at 20th level. You regain use of this trait after you finish a long rest.