D&D 5 Homebrew: PC Lizardfolk

Lizardfolk

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.



Ability Score Increase. +2 Strength, +1 Constitution

Alignment. Tends toward Neutral.

Size. Medium.

Speed. 30 feet.

Aquatic: You have a swim speed equal to your running speed. You can hold your breath for 15 minutes before starting to suffocate. Shallow water or mud does not slow you down.

Natural weapons. Your unarmed attack can be a claw that does 1d6 slashing damage or a bite that does 1d6 piercing.

Feral Frenzy. When you take the attack action, you may also make a bite attack as a bonus action. You may not use this ability again until you take a short rest.

Scales. Your unarmored AC is 13 + dexterity modifier.

Survival Instincts: You are proficient in Survival.

Cold Blood Empathy: You have advantage on all handle animal checks dealing with reptiles.

Languages. Draconic and Common.




Comments