In the spectrum between civilized and savage, the lizardfolk are on the the most primitive extreme. With their stout claws and thick skin, they have little need for tools, clothing, or shelter.
The few Lizardfolk who venture out of their ancestral homes are unprepared to deal with the outside world. Many end up pressed into service as foot soldiers for some evil master. A lizardfolk hero is a rare thing indeed.
Fifth edition has been occupying my thoughts lately. I've been putting together races and backgrounds. Here's my first effort:
Kobolds are the underdogs of the world. All over the world,
kobolds are under the rule of other creatures, whether slaves of
gnolls or supplicants to a fickle dragon. They fatalistically accept
their lot in life, content to be under the protection or a powerful
master. Or so it seems. You never know if a kobold is sincere, or
simply waiting for the right time to stab his former master in the
In the few cases where kobolds are autonomous, they are nearly
always forced into the most desolate and unforgiving places. They
live in played-out mines, long-abandoned ruins, and other places
deemed unfit for habitation by other races. The cling to these
enclaves with ruthless tenacity, and they do not appreciate
The magic items chapter int the 5th ed Dungeon Master's Guide has just a few gaps. I've been trying my hand at re-creating some old favorites in the Fifth edition idiom. Just for kicks, I'll post them in alphabetical order. (Because all the ones starting with A are already done.)