Lizardfolk are tall, powerfully-built reptilian humanoids. Their bodies are often covered in scales that vary from dark green to shades of brown and gray. They are hairless, with non-prehensile muscular tails, with sharp claws and teeth. They are hunters who rely on strength and the weight of numbers. They are known for being dangerous when provoked, and have a more savage culture, which often leads them to finding it difficult to fit into civilized societies.

Max Height: 6ft - 7.5ft. Reptilian medieval fantasy appearance. Appearance requires approval (JOMO).
Size Modifier: Medium humanoid.

Known Languages: Common, Draconic, +2 choices

Ability Score Bonus: +2 CON, +1 WIS

Racial Traits: Bite, Natural Armor, Hungry Jaws, Hold Breath, Hunter’s Lore.

Bite: Your bite is a natural weapon, which you can use to make an Unarmed Attack Action. If you hit with it, you instead deal 1d6 damage + your Strength modifier.

Natural Armor: You have tough scales that repel harm. When you aren’t wearing armor, your Armor Class is 13 + your Dexterity modifier. (A shield does not count as armor for this purpose.)

Hungry Jaws: You can throw yourself into a vicious feeding frenzy. As a Bonus Action, you can make a special attack with your bite attack (1d6 + Strength modifier attack). If the attack hits, it deals its normal damage, and you gain temporary hit points (minimum of 1) equal to your Constitution modifier. Once you use this trait, you can't use it again until you finish a short or long rest.

Hold Breath: You can hold your breath for up to 15 minutes at a time.

Hunter’s Lore: You gain proficiency with two of the following skills of your choice: Animal Handling, Nature, Perception, Stealth or Survival.

Lizardfolk subraces:

  • Poison Dusk

  • Blackscale