Lizardmen, Warhammer (5e Race)

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Lizardmen are from the jungle continent of Lustria, an ancient and dangerous place that is filled with their Temples Cities and the spawning pools they are born from. They defend this place with their very lives from outside intruders and will stop at nothing to enact the Great Plan of the Old Ones they worship.

Physical Description[edit]

Savage and foreign with unique appearances all Lizardmen stick out in a crowd. Be they any of the subraces from the smaller, more agile Skinks to the bigger and stronger Saurians, even to the largest Kroxigor or the magically adept and more toad-like Slann. Each subrace has it's own unique look and role within the Lizardman society on top of these distinct looks.


Utterly enigmatic, the Lizardmen have been stranded by their creators, the Old Ones, left to contemplate a world irrevocably changed. Over the millennia, the Lizardmen have sought after the clear guidance once supplied by their almighty creators. Against the growing threat of an age-old enemy, the Lizardmen have slowly come to the realization that there is no gain in lamenting a bygone age, and that the time to enact the Great Plan is upon them. From temple-cities and ancient ruins they issue forth, emerging out of the jungle to coldly implement their vision upon the world.


Lizardmen are found in some of the most extreme environments on the planes they inhabit. Be they ancient swamps, vast deserts, or lost jungles, places like these are what the Lizardmen call home. They are survivalists without peer, and have evolved to be an apex predator. Lizardmen typically adventure for home and tribe or for personal discovery. Friends are family and they will die protecting those they call family. Lizardmen are born from magic pools known as Spawning Pools.

Lizardmen Names[edit]

Lizardmen do not have females. They are all considered male and are born from their spawning pools.

Male: Chetzoc, Otzto'atletl, Yotzauixtach, Ucca'ehgech, Hir-Tloachte'atl, Milhuk

Lizardmen Traits[edit]

Lizard-like people spawned from magic pools.
Ability Score Increase. Your Wisdom score increases by 2.
Age. Lizardmen quickly mature to adulthood not long after being born and can live for centuries. It is possible for them to die of old age, but for most that survive combat and age they only grow stronger. However, Lizardmen such as Skinks, Saurus and Kroxigors can live for upwards of 10,000 years while Slann are essentially immortal, for once old age claims their bodies they magically tether their souls to their mummified bodies.
Alignment. Lizardmen defend their lands voraciously and fight the forces of chaos back, they tend to be more Lawful Good.
Size. Lizardmen vary in height based on what subrace is picked. Skinks are about 4-5 feet, Saurus stand around 5-7 feet, Kroxigors around 8-10 feet & Slann around 5-6 feet. Your size is Medium.
Speed. Your base walking speed is 30 feet. You also have 30 feet of swim speed.
Darkvision. 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.
Survival Instincts. You have honed your natural instincts to a fine point. You gain proficiency in the Survival skill
Reptilian Anatomy. Due to your evolution, you can hold your breath underwater for up to an hour.
Natural Trailblazer. All Lizardmen are experts at traversing the jungles. When you make skill checks involving swimming and climbing, you do so with advantage.
Languages. You can speak, read, and write Common and Draconic.
Subrace. You must choose a subrace between Skink, Saurian, Kroxigor or Slann.


Ability Score Increase. Your Dexterity score increases by 1.
Skittish. Skinks have a more natural grasp on their surroundings and a strong awareness. You gain proficiency in the Perception skill.
Dexterous Movement. By utilizing your long tail you can make skill checks to either climb or swim with Acrobatics instead of Athletics
Quick Feet. Your swim and base walking speed increases to 35 feet.


Ability Score Increase. Your Strength score increases by 1.
Natural Bulk. Due to your immense natural bulk, you gain proficiency in the Athletics skill.
Saurian Resilience. Thanks to your durability, you have advantage on saving throws made against the effects of poison and have resistance to poison. You also have a natural AC of 13 + Dexterity modifier.
Predatory Fighter. Saurians do not require conventional weapons to be deadly - their jaws, claws, and muscular tail are all often used to inflict severe, sometimes fatal wounds. You can make an unarmed attack at an enemy that does 1d6 + your Strength modifier bludgeoning damage. You are considered proficient with this attack.
Single-minded. Saurus are bred purely for war, and care little about the paltry concerns of the warmbloods. Concepts such as greed or lust, while known, are utterly alien to these reptilian soldiers. For this reason, Saurus find it very difficult to build relationships with members of other races beyond those of convenience. Any charm or persuade checks targeting a Saurian are made at disadvantage. In addition, Saurus always roll at disadvantage when trying to charm or persuade.


Ability Score Increase. Your Constitution score increases by 1, your Strength score increases by 1, and your Intelligence score decreases by 2.
Bite Attack. Your fanged maw is a natural weapon, which you can use to make a bite attack. If you hit with it, you deal piercing damage equal to 1d6 + double your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. You are considered proficient in this attack.
Scaly Skin. Your body is covered in a thick set of scales that protect from most physical attacks. You have a natural AC that is equal to 13 + you Constitution modifier.
Strong Physique. Due to the Kroxigors standing as a heavy lifter within Lizardman society, they are able to carry more than most Lizardmen. Your carrying capacity is doubled.
Brute. You can wield oversized weapons (or Large weapons) as though you were a Large creature. You cannot wield light weapons.


Ability Score Increase. Your Intelligence score increases by 2 and your Strength score decreases by 1.
Floating Palanquin. You can cast the spell floating disk at will on yourself, which is capable of moving at your base speed while you sit on it. You ignore difficult terrain while on the disc. You can cast this a number of times equal to your Wisdom modifier before needing a long rest.
Weak Limbs. You have disadvantage on all attack rolls, ability checks and saving throws while standing on the ground.
Arcane Expert. You are proficient in the Arcana skill.

Random Height and Weight[edit]

6′ 6'' +3d12 (drop lowest) 140 lb. × (1d4 (min 2)) lb.

*Height = base height + height modifier
**Weight = base weight + (height modifier × weight modifier)

(one vote)

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