Saurian (5e Race)
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As the elder wizard looked through his books he searched for a fitting description of a reptile. The wizard looked up at the Saurian and studied its anatomy, "What are you?" The wizard asked.
The sauria are not to be confused with lizardfolk. They have a much more humanoid appearance and a long curled up tail. They come in the following colors: red, green, blue, and purple. They do not have fins like lizardfolk and do not like to swim very often. They have advanced knowledge of steam and the use of poison. They have tongues that can elongate to up to 5ft that can deliver a sharp and precise blow, which slowly poisons the victim until they die or find a cure. Not much else is known about this ancient species.
When the sauria lived in the Material Plane they used to be able to adapt to any climate. You could find some in the center of a desert, some in a swamp and others in grasslands or forests. They can live underground and can go longer than most humans without eating or drinking.
The sauria are a proud reptilian race, they made astounding advanced technologies and used to produce the smartest minds. Until they were attacked by the other amphibious creatures, like bullywugs and lizardfolk. Afraid that other civilizations would steal their grasp of magic and technology, they hid away. They let their paranoia get the better of them. They have not been seen for eras. When they are seen in public they get mixed reactions, some treat them like their cousins, the lizardfolk. Others study them.
Saurian family names (or what humans call surnames) were determined by their colors and their role in society. For example, a saurians' family name known for being warriors might be blood-ax. Saurians often change their family name when they move roles or they don't find it fitting any longer.
Saurian names Saurian names differ from regular names. Female names include Alaya, Vastra, She-Roth, Cravra, and many more. Most have two split parts. But some don't. Male names vary from Crin-Jo, Nassh-Eire, Raach, and more along those lines.
Ability Score Increase. Your Intelligence increases by 2.
Age. Saurians mature at the age of 450 and they normally live up to the age of 2,000.
Alignment. Saurians follow traditions which normally places them in the lawful section. Most prefer to be neutral and live in a democratic society. Most tend to lean towards good over evil as what they do appeases them, it may not be the best for everyone else though.
Size. Your size is Medium.
Speed. Your base walking speed is 30 feet, and you have a burrowing speed of 15 feet.
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.
Venomous Tongue. As an action, you use your tongue like a whip and make an attack. If the attack hits, it deals 2d6 piercing damage. At the end of each of its turns, the target takes 1d4 poison damage until dead or treated. The poison can only be cured with a spell of healing word or prayer of healing or a spell of such capabilities. Because of this, you are immune to poison damage.
Adaptable. You can easily adapt to new environments. Whenever you finish a long rest while under the effects of extreme heat, extreme cold, or high altitude, make a DC 20 Constitution (Survival) check. On a success, you become immune to the effects of the appropriate hazard until you finish another long rest.
Proficiencies. You have proficiency with rapiers and you gain proficiency in the Survival and Arcana skill.
Languages. You can speak, read and write Common, Draconic, and Primordial.
Subrace. There are two kinds of Sauria, Desert Sauria, and Forest Sauria.
Ability Score Increase. Your Strength score increases by 1.
Hide Like Rock. Your skin has adapted to the harsh climate of the desert. When you aren't wearing armor, you have an AC of 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.
Scavenger. You have lived in a scarcity of water. If there is water within 400 feet of you, you know its location.
Heat Resistance. You have lived in blazing hot temperatures. You have resistance to fire damage.
Ability Score Increase. Your Dexterity increases by 1.
Claws of Steel. Living in thick forests you make houses on large trees, you can use your steel-like claws to climb up trees easily. You can also use your claws as natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal 1d6 slashing damage, instead of the bludgeoning damage normal for an unarmed strike.
Keen Scent. Your nose is well adapted to hunting for food and berries. You gain advantage on Survival checks made to find food.
Druidic Voice. You have learned the ancient voice of nature. You can speak, read, and write Sylvan.
Random Height and Weight
|6′ 6″||+3d6||250 lb.||× (d10) lb.|
*Height = base height + height modifier