To me, lizardfolk are sort of dark, in a swampy, decay-like fashion. I'd say a lizard necromancer is an obvious choice - but then I feel like DnD just doesn't have the spells to make in interesting. But no, most of my ideas for such a character come from my thought of their culture.
In Earthdawn, there was a t'skrang race (essentially lizardfolk) who were riverboat engineers and famed swashbuckling swordmasters.
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Blanket disclaimer: I only ever state opinion. But I can sound terribly dogmatic - so if you feel I'm trying to tell you what to think, I'm really not, I swear. I'm telling you what I think, that's all.
An idea I originally created for an aborted Curse of Strahd game:
Kos (derived from the draconic word for "small"), is an albino lizardfolk, and uncharacteristically weak for his kind. Thus; he was shunned and largely ill-treated by his tribe. He also bucked the trend of Lizardfolk in that he was quite intelligent: and took to studying the mouldering books in a ruined wizard's tower in the swamp his tribe dwelt in. Having no real sense for what he was studying beyond "books contain knowledge, knowledge is useful", he eventually began to study the Far Realm. Eventually; he discovered a ritual to contact the beings there; and when he called, one answered. Feeling pity for the small creature; it proceeded to instantly consume the essence of the other members of Kos' tribe. Functionally; he sacrificed his own tribe to become a Great Old One warlock. Despite having the "Haunted One" background; Kos feels no guilt for his actions: his tribe derided him for being weak, now he is strong.
Planning on a re-flavored Lizardfolk Runeknight, stealing a bit from Games Workshop. So, more of a Glyphknight, using the primordial power of the elements trapped in those glyphs, learning Primordial as a language rather than Giant.
Actually, the lizard is from a blessed spawning, meant to fulfill a role in the great equation of the ancient ones. Was, however, captured in his spawnling years and sold as slave to a gladiator's pit. Developed a knack for crafting and repairing gear there as well as fighting skills. Will then unlock the use of glyphs/runes on his way to level 3.
Still working on the exit from gladiator/slave business. Depends on the campaign I am going into.
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Oooooo O.o
To me, lizardfolk are sort of dark, in a swampy, decay-like fashion. I'd say a lizard necromancer is an obvious choice - but then I feel like DnD just doesn't have the spells to make in interesting. But no, most of my ideas for such a character come from my thought of their culture.
In Earthdawn, there was a t'skrang race (essentially lizardfolk) who were riverboat engineers and famed swashbuckling swordmasters.
Blanket disclaimer: I only ever state opinion. But I can sound terribly dogmatic - so if you feel I'm trying to tell you what to think, I'm really not, I swear. I'm telling you what I think, that's all.
An idea I originally created for an aborted Curse of Strahd game:
Kos (derived from the draconic word for "small"), is an albino lizardfolk, and uncharacteristically weak for his kind. Thus; he was shunned and largely ill-treated by his tribe. He also bucked the trend of Lizardfolk in that he was quite intelligent: and took to studying the mouldering books in a ruined wizard's tower in the swamp his tribe dwelt in. Having no real sense for what he was studying beyond "books contain knowledge, knowledge is useful", he eventually began to study the Far Realm. Eventually; he discovered a ritual to contact the beings there; and when he called, one answered. Feeling pity for the small creature; it proceeded to instantly consume the essence of the other members of Kos' tribe. Functionally; he sacrificed his own tribe to become a Great Old One warlock. Despite having the "Haunted One" background; Kos feels no guilt for his actions: his tribe derided him for being weak, now he is strong.
I've thought of maybe making a Lizardfolk Gloomstalker/Trickery Cleric.
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...and started me on my way into my next chapter in life...
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Planning on a re-flavored Lizardfolk Runeknight, stealing a bit from Games Workshop. So, more of a Glyphknight, using the primordial power of the elements trapped in those glyphs, learning Primordial as a language rather than Giant.
Actually, the lizard is from a blessed spawning, meant to fulfill a role in the great equation of the ancient ones. Was, however, captured in his spawnling years and sold as slave to a gladiator's pit. Developed a knack for crafting and repairing gear there as well as fighting skills. Will then unlock the use of glyphs/runes on his way to level 3.
Still working on the exit from gladiator/slave business. Depends on the campaign I am going into.