You come from a tribe of hunter-gatherer lizardfolk. You have proven yourself capable of survival, as you've reached adulthood. Destiny has called you to bigger things than being a hunter in your tribe.
- Skill Proficiencies: Athletics, Survival
- Tool Proficiencies: Two types of artisan’s tools, choice of:
Carpenter's Tools, Cook's Utensils, Leatherworker's Tools, Weaver's Tools, Woodcarver's Tools
- Languages: You can speak, read, and write Common and Draconic.
- Equipment: A set of artisan’s tools (one of your choice), a shovel, an iron pot, a set of common clothes, and a pouch containing 10 gp
You previously pursued a simple profession among the peasantry, perhaps as a farmer, miner, servant, shepherd, woodcutter, or gravedigger. But something happened that set you on a different path and marked you for greater things. Choose or randomly determine a defining event that marked you as a hero of the people.
| d10 | Defining Event |
|---|---|
| 1 | I once saved my companion from a vicious swamp beast. |
| 2 | I saved people during a natural disaster. |
| 3 | I stood alone against a terrible monster. |
| 4 | I stole from a merchant to feed myself and my companions. |
| 5 | I led a hunting party to take down a troll. |
| 6 | I broke into a castle and stole weapons to arm my tribe. |
| 7 | I used to teach fresh spawn how to hold a spear and throw a javelin. |
| 8 | I have a bad reputation among certain tribes of humans because I killed ate one of their own. |
| 9 | I was burned by a group of elves as punishment for eating one of them. |
| 10 | I was the leader of a hunting pack. |
• Ability Score Increase. Your Constitution score increase by 2, and your Wisdom score increases by 1.
• Age. Lizardfolk reach maturity around age 14 and rarely live longer than 60 years.
• Alignment. Most lizardfolk are neutral. They see the world as a place of predators and prey, where life and death are natural processes. They wish only to survive, and prefer to leave other creatures to their own devices.
• Size. Lizardfolk are a little bulkier and taller than humans, and their colorful frills make them appear even larger. Your size is Medium.
• Speed. Your base walking speed is 30 feet, and you have a swimming speed of 30 feet.
• Bite. Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
• Cunning Artisan. As part of a short rest, you can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant creature of size Small or larger to create one of the following items: a shield, a club, a javelin, or 1d4 darts or blowgun needles. To use this trait, you need a blade, such as a dagger, or appropriate artisan's tools, such as leatherworker's tools.
• 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, and Survival.
• Natural Armor. You have tough, scaly skin. When you aren't wearing armor, your AC is 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.
• Hungry Jaws. In battle, you can throw yourself into a vicious feeding frenzy. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals its normal damage, and you gain temporary hit points (minimum of 1) equal to your Constitution modifier, and you can't use this trait again until you finish a short or long rest.
• Languages. You can speak, read, and write Common and Draconic.
Suggested Characteristics
You are a hunter, and you value survival above all else. You have joined a band of adventurers because you recognize strength in numbers. You are cold and emotionless, so much so that you would never mourn the loss of a companion, but rather use their bones, flesh, and meat for your own purpose of staying alive.
| d6 | Personality Trait |
|---|---|
| 1 | I judge people by their actions, specifically how good at survival they are. |
| 2 | When I set my mind to something (like hunting), I follow through no matter what gets in my way. |
| 3 | I do not argue, words are for smoothskins. |
| 4 | I name people according to their features. |
| 5 | Thinking is for other weak fleshies. I prefer action. |
| 6 | I get bored easily. |
| d3 | Ideal |
|---|---|
| 1 | Survival. Gotta stay alive, no matter the cost. (Neutral) |
| 2 | Leadership. The rest of the hunters need a good model. (Lawful / Neutral) |
| 3 | Might. If I become strong, I can take what I need to survive. (Neutral / Evil) |
| d3 | Bond |
|---|---|
| 1 | Immediate survival is the most important thing. |
| 2 | Nature must be protected, because everything I need comes from nature. |
| 3 | I protect those who can later protect me. |
| d5 | Flaw |
|---|---|
| 1 | I just do not understand human emotion (required for Lizardfolk). |
| 2 | I have trouble with insulting people. I just do not understand what insulting means. |
| 3 | I literally can not be dishonest. |
| 4 | I have trouble trusting in my allies. |
| 5 | I have to bring shiny things and cattle to a red dragon. |
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