Lizardfolk
Common Cultures: Despotic, Forsaken, Frontier, Itinerant, Natural, Nomadic, Warrior, Wild
Ancestry Traits
Size. Your size is Medium.
Speed. 30 ft., 30 ft. swim
You have a fanged maw that you can use to make unarmed strikes. When you hit with it, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike.
You have a swim speed equal to your walking speed. Additionally, you can hold your breath for up to 15 minutes at a time.
As in Mordenkainen Presents: Monsters of the Multiverse except it has the Finesse property and can use Dexterity.
As in Mordenkainen Presents: Monsters of the Multiverse
Paragon Options
Aquatic Predator
Your swim speed increases by 10 feet, and you gain Darkvision out to 120 feet while underwater. If you already have Darkvision, it instead extends by 90 feet while underwater. Additionally, while underwater, you have Advantage on attack rolls against creatures that don't have a swim speed, and creatures that don't have a swim speed have Disadvantage on saving throws against spells and abilities you use.
Blood Courage
Your people draw strength from devouring the hearts of your foes. You gain the following benefits:
- Your bite attack counts as magical for the purpose of bypassing damage resistance and immunity, and when you reduce a creature to 0 hit points with your bite attack, you gain temporary hit points equal to your proficiency bonus.
- While you have temporary hit points, you can't be charmed or frightened.
Lizard Regeneration
You gain the ability to recover from great injuries–even the loss of limbs. You gain the following abilities:
- Whenever you recover hit points using your hit die, recover an additional amount equal to your proficiency bonus, and you regain all expended hit dice when finishing a long rest.
- Your maximum hit point total cannot be reduced.
- If you lose a limb, you regrow it after a number of weeks equal to 7 - your proficiency bonus (minimum 1). Magic that restores missing body parts can be attempted without recovering the lost limbs, and any checks made to reattach limbs when the limb has been recovered are made with advantage.
Primal Instincts
Your senses are as keen as a wild predator. You gain the following benefits:
- You gain proficiency in Perception or Survival. If you are already proficient in the chosen skill, you gain expertise.
- You have advantage on ability checks that rely on smell.
- While tracking creatures, you can always be alert to danger.
Troglodyte
You gain the abilities of your deep cavern-dwelling kin, the troglodytes.
- When you take the Hide action, you can adjust your carapace to match your surroundings. For the next minute, you have advantage on Dexterity (Stealth) checks, and you can hide even while you are being observed. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
- Any creature that doesn't have this ability that starts its turn within 5 feet of you must succeed on a Constitution saving throw (DC = 8 + your Constitution modifier + your proficiency bonus) or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench for 1 hour.
After you have traveled with a creature for a number of days equal to 7- your proficiency bonus, you can allow the creature to grow accustomed to your musk. These creatures become immune to this trait until you choose otherwise.