I'm working on a campaign based on my version of the Saurian race made by Benjamin Huffman. However, I'm going to be playing as a character, so I'll need a DM and some other players. I'll post the stats and the subraces of the Saurians below the idea.
The Saurian are an ancient race that are widely believed to be descendants of Behemoths. They are much taller and broader than humans, with scales ranging in many colors. Their appearance can differ quite drastically depending on the subrace. Saurian live in the deserts of Xaman, with their cities most known for their soaring pyramid temples and ornate palaces that sit at the center of every city. The Saurian people follow an emperor who is most often born into royalty.
Saurians tower over other humanoid races. The size of the saurian race is proof, Saurians say, of their mandate of rulership over the younger races and their connection to the primordial origins of the world. When their footfalls shake the earth and echo off the hills, even the skeptical are inclined to give their point consideration.
Their appearance is further evidence of their ancient and titanic origins. All Saurians resemble the behemoths commonly believed by scholars to have ruled the world in prehistoric times. Different saurian subraces resemble different species of behemoths but all are covered with a scaled or feathered hide, possess large black eyes, and have strong tails.
The reign of the Saurians was long but so far in the distant past that none but their own scholars even recall the details of it. In the modern age, Saurians remain in ancient, gilded cities deep in the forgotten places of the world. Hidden away in these lands lost to time, saurians remain committed to the culture and traditions of their ancestors. Even as their numbers grow fewer with each passing decade, saurians still look to the past rather than embrace the future.
In that bygone age, the Saurian people ruled sprawling empires from capitals littered with gold and precious gems, enlightened by the doctrine of their religious philosophy, and pioneered a great number of the mundane and mystical arts practiced today. At least, that’s what the saurians claim. With their numbers shrinking since before recorded time, some Saurians embrace a fatalistic stance that their race was born dying.
Saurians are an isolationist and monocultural people and have been for the length of recorded history. When a Saurian becomes an adventurer, they leave the highly structured society they come from and embrace a world of dizzying freedom. A Saurian might take this dramatic leap because they reject the caste they’ve been born into, they’ve committed a great crime, or they’re the last survivor of a once-great city-state. Whatever the reason, Saurians typically know little of the customs of other people and often struggle to adopt new ways of thinking.
Saurians serve adventuring parties well as historians. Saurians are long-lived as individuals and, collectively, look to the past for answers to present challenges. A Saurian might recall the details of how a great force of evil was contained or defeated long ago, or remember the solution to an ancient riddle.
Every Saurian is given a personal name at birth. In adolescence, the Saurian is taught the personal names of all of its ancestors and these form the saurian’s extended name. Saurians traditionally greet others by announcing their personal name and as much of their extended name as they can remember. Between Saurians. it is considered rude to list a longer extended name than someone older or in a higher social status.
Saichanklyus Names: Bhatha, Bhima, Charma, Gada, Gadadhar, Khethah, Laguda, Sainya
Saurians Traits All Saurians share many traits while differing in others due to their variant race.
Age Saurians mature slower than humans do, reaching maturity at the age of 35, and can live up to 200 years.
Alignment Saurians are creatures of habit and custom and are almost always lawful. Saurians have an even temperament and a dislike for trouble, making them disinclined toward good or evil.
Size Saurians are between 6 to 8 feet tall and weigh between 350 and 450 lbs. A saurian’s size varies by subrace with Ptyreui being the smallest and lightest, Lochronoa being the tallest, and Saichankylus being the heaviest. Your size is Medium.
Speed Your base walking speed is 30.
Intimidating Size When you make an Intimidation ability check against a creature your size or smaller you gain advantage.
Long Memory You have proficiency in the History skill.
Powerful Build You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Languages You can speak, read, and write Common and Draconic. The saurian dialect of Draconic is obvious to other speakers of the language and unless you learn Draconic again from another source, your speech in Draconic will always be notable for its saurian idiosyncrasies.
Cerasian Cerasians are regarded as gifted scribes and ritualists and make up the majority of the scholar caste in Saurian society. As such, Cerasians are called on to remember the customs and traditions of the past as well as interpret and implement the application of historical laws. Cerasians fulfill their function as members of the scholar caste by serving as judges, priests, and lorekeepers. The most striking physical characteristic of the Cerasian is their forehead which forms an elevated ridge that separates the front of their skull from the back. Three horns protrude from the front-facing side of that ridge. A shorter horn sits directly above the Cerasian’s beak and two longer horns grow on either side of the central horn.
Ability Score Increase Your Strength and Intelligence scores both increase by 2.
Your Strength and Intelligence scores both increase by 2.
Living Fossil Your proficiency bonus is doubled when you make Intelligence (History) ability checks.
Trihorn Headbutt You have three horns on your head that you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Ritualist Choose any 1st-level spell with the ritual tag. You can cast this spell as a ritual. Intelligence is your spellcasting ability for this spell.
Lochronoa The Lochronoa form the bulk of the agricultural caste of saurian society. Lochoronoas are naturally gifted at attending to the land and the sea and are taught horticulture and herbalism at a young age. Many Lochronoas become farmers but some rare few serve their communities as druids or rangers instead.
Ability Score Increase Your Strength score increases by 2, and your Wisdom score increases by 1.
Darkvision Accustomed to darkened waters, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Aquatic You have a swimming speed equivalent to your base walking speed and you can breathe air and water.
Catch of the Day When you are near a body of water you can spend 10 minutes fishing. You catch 10 fish, which function identically to the berries created by the spell, goodberry. You can use this feature again after you complete a long rest.
Green Thumb Your proficiency bonus is doubled when you make Intelligence (Nature) ability checks.
Nychei With their heightened speed and relatively smaller frame, the Nychei serve the Saurian society as ambassadors, merchants, and rangers. In ancient eras, the Nychei would travel from one Saurian city-state to another delivering their ruler’s lists of demands, requests, or peace offerings. However, it has been centuries since two great Saurian city-states have been close enough for such a relationship so Nychei today serves as the primary face of Saurian society to the outside world if the outside world knows of Saurians at all. To the uneducated eye, a Nychei might look like a particularly feral lizardfolk. To those who are familiar with both races the Nychei's size, protruding nose, feathers, and dagger-sized talons on their feet make the two impossible to confuse.
Ability Score Increase Your Strength, Dexterity, and Charisma scores increase by 1.
Killing Claws You have dagger-like claws at the end of your feet that you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Clever You have a natural talent for providing openings and advantages for others. On your turn, you can use a bonus action to take the Help action. You can use this feature again after you complete a short or long rest.
Raptorial Agility Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can’t use it again until you don't move at all on one turn.
Extra Language You can learn an extra language.
Darkvision You can see in the dark up to 60 feet, but you can only see in thermal imagery.
Cunning Your proficiency bonus is doubled when you make Charisma (Persuasion) ability checks.
Ptyreui In the Saurian society, the Ptyreui make up the artisan caste. In a culture that changes as slowly as Saurian society does, the Ptyreui are given limited freedom to innovate and experiment with new forms of art and thinking. In practical roles, Ptyreui become artists, philosophers, and inventors. Physically the Ptyreui are the smallest and lightest of all saurians. Their relatively spry stature allows them to use their wings, a membrane between the bottom of their palms and the top of their hips, to fly. Their heads are long and angular, due to their pronounced beaks.
Ability Score Increase Your Strength score increases by 1, and your Dexterity score increases by 2.
Flight You have a fly speed of 60 feet. You cannot fly at full speed when you're carrying more than half of your encumbrance rating in weight. While flying at top speed, you can perform a divebomb attack, in which you'll need to roll a 1d10 + your Dexterity modifier for damage.
Tool Profiency You can choose and gain proficiency with any one tool.
Saichankylus By tradition, the Saichankylus are the military caste of saurian society. Saichankylus are introduced to fighting in small groups as a competitive team sport for the entertainment of other saurians. As Saichankylus age, they take on roles in the city guard, in militaries, or as bodyguards and warriors. These combat roles fit the Saichankylus, who are the heaviest among the Saurian kin possessing both natural weapons and defenses. Along their backs, Saichanklyus bone plates, creating a shell. But the most prominent feature is their tail ends in a club formed from a dense nodule of the same bone plates.
Solid Build You have advantage on saving throws against being moved and knocked prone.
Ability Score Increase Your Strength, Dexterity, and Constitution scores increase by 1.
Club Tail You have a club tail which you can use to make unarmed strikes. If you hit with them, you deal 1d6 + your Strength modifier bludgeoning damage.
Natural Armor You have a bone plated back you can use to intercept attacks when you have no better shield on hand. While you are not using a shield you gain +1 to your AC.
Slow Your base movement speed decreases to 25 feet.
Tyriul Empowered with the blood of the mythical Tyrant King, the Tyriul inherit the birthright of leadership and form the ruling caste of Saurian society. Historically, the Tyriul proved their worth as rulers by launching extended military campaigns against one another. As the numbers of their subjects dwindled, the efficacy of such campaigns became unsustainable. Traditional Tyriul does little today but rule over the decaying ruins of their once-great society while enterprising Tyroxa may attempt to start trade with the wider world. Tyruil are given a wide berth in terms of the functional roles they play in society but most often act as politicians, rulers, and merchants. The Tyruil are easily identified by their large heads, which they claim are a result of their superior intellect and political prowess, and their short arms, often a hand shorter than a typical Saurian's arm, which everyone else should be careful never to call to attention.
Ability Score Increase Your Strength score increases by 2, and your Charisma score increases by 1.
Carnivorous Bite
You have rows on rows of sharp teeth which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 2d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Tyrant King You have proficiency in the Intimidation skill.
Terrifying Roar You can use your action to roar with rage, shocking your inferiors into submission. When you do, all creatures within 30 feet must pass a Wisdom saving throw or be frightened until the end of your next turn. The DC for this saving throw is equivalent to 8 + your Charisma modifier + your proficiency modifier. After you use your terrifying roar, you can’t use it again until you complete a short or long rest.
If you're interested in helping me out, please contact me on my Discord (TheLethalVO#6497) so we can discuss character creation and plot details. I look forward to speaking to you soon!
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"His mouth is open so we may receive his words, but he bares his teeth to catch our enemies."
Hello!
I'm working on a campaign based on my version of the Saurian race made by Benjamin Huffman. However, I'm going to be playing as a character, so I'll need a DM and some other players. I'll post the stats and the subraces of the Saurians below the idea.
The Saurian are an ancient race that are widely believed to be descendants of Behemoths. They are much taller and broader than humans, with scales ranging in many colors. Their appearance can differ quite drastically depending on the subrace. Saurian live in the deserts of Xaman, with their cities most known for their soaring pyramid temples and ornate palaces that sit at the center of every city. The Saurian people follow an emperor who is most often born into royalty.
Saurians tower over other humanoid races. The size of the saurian race is proof, Saurians say, of their mandate of rulership over the younger races and their connection to the primordial origins of the world. When their footfalls shake the earth and echo off the hills, even the skeptical are inclined to give their point consideration.
Their appearance is further evidence of their ancient and titanic origins. All Saurians resemble the behemoths commonly believed by scholars to have ruled the world in prehistoric times. Different saurian subraces resemble different species of behemoths but all are covered with a scaled or feathered hide, possess large black eyes, and have strong tails.
The reign of the Saurians was long but so far in the distant past that none but their own scholars even recall the details of it. In the modern age, Saurians remain in ancient, gilded cities deep in the forgotten places of the world. Hidden away in these lands lost to time, saurians remain committed to the culture and traditions of their ancestors. Even as their numbers grow fewer with each passing decade, saurians still look to the past rather than embrace the future.
In that bygone age, the Saurian people ruled sprawling empires from capitals littered with gold and precious gems, enlightened by the doctrine of their religious philosophy, and pioneered a great number of the mundane and mystical arts practiced today. At least, that’s what the saurians claim. With their numbers shrinking since before recorded time, some Saurians embrace a fatalistic stance that their race was born dying.
Saurians are an isolationist and monocultural people and have been for the length of recorded history. When a Saurian becomes an adventurer, they leave the highly structured society they come from and embrace a world of dizzying freedom. A Saurian might take this dramatic leap because they reject the caste they’ve been born into, they’ve committed a great crime, or they’re the last survivor of a once-great city-state. Whatever the reason, Saurians typically know little of the customs of other people and often struggle to adopt new ways of thinking.
Saurians serve adventuring parties well as historians. Saurians are long-lived as individuals and, collectively, look to the past for answers to present challenges. A Saurian might recall the details of how a great force of evil was contained or defeated long ago, or remember the solution to an ancient riddle.
Every Saurian is given a personal name at birth. In adolescence, the Saurian is taught the personal names of all of its ancestors and these form the saurian’s extended name. Saurians traditionally greet others by announcing their personal name and as much of their extended name as they can remember. Between Saurians. it is considered rude to list a longer extended name than someone older or in a higher social status.
Saichanklyus Names: Bhatha, Bhima, Charma, Gada, Gadadhar, Khethah, Laguda, Sainya
Nychei Names: Babila, Javana, Pathika, Rajaduta, Rewa, Turanya, Vanik, Yathu
Lochronoa Names: Aayaata, Annapurna, Karshakka, Maalaakaara, Ogha, Puura, Riddhi, Samudra
Ptyreui Names: Aakaash, Aksha, Daksha, Pataga, Silpa, Vihaga, Yantram, Yukti
Cerasian Names: Acharya, Agamya, Aparavid, Chanaakya, Gyana, Itihaasa, Katha, Vidvat
Tyriul Names: Abhiraj, Adhip, Bhayan, Mahesh, Mahiipat, Rajaan, Upadravin, Virochan
Saurians Traits
All Saurians share many traits while differing in others due to their variant race.
Age
Saurians mature slower than humans do, reaching maturity at the age of 35, and can live up to 200 years.
Alignment
Saurians are creatures of habit and custom and are almost always lawful. Saurians have an even temperament and a dislike for trouble, making them disinclined toward good or evil.
Size
Saurians are between 6 to 8 feet tall and weigh between 350 and 450 lbs. A saurian’s size varies by subrace with Ptyreui being the smallest and lightest, Lochronoa being the tallest, and Saichankylus being the heaviest. Your size is Medium.
Speed
Your base walking speed is 30.
Intimidating Size
When you make an Intimidation ability check against a creature your size or smaller you gain advantage.
Long Memory
You have proficiency in the History skill.
Powerful Build
You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Languages
You can speak, read, and write Common and Draconic. The saurian dialect of Draconic is obvious to other speakers of the language and unless you learn Draconic again from another source, your speech in Draconic will always be notable for its saurian idiosyncrasies.
Cerasian
Cerasians are regarded as gifted scribes and ritualists and make up the majority of the scholar caste in Saurian society. As such, Cerasians are called on to remember the customs and traditions of the past as well as interpret and implement the application of historical laws. Cerasians fulfill their function as members of the scholar caste by serving as judges, priests, and lorekeepers. The most striking physical characteristic of the Cerasian is their forehead which forms an elevated ridge that separates the front of their skull from the back. Three horns protrude from the front-facing side of that ridge. A shorter horn sits directly above the Cerasian’s beak and two longer horns grow on either side of the central horn.
Ability Score Increase
Your Strength and Intelligence scores both increase by 2.
Your Strength and Intelligence scores both increase by 2.
Living Fossil
Your proficiency bonus is doubled when you make Intelligence (History) ability checks.
Trihorn Headbutt
You have three horns on your head that you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Ritualist
Choose any 1st-level spell with the ritual tag. You can cast this spell as a ritual. Intelligence is your spellcasting ability for this spell.
Lochronoa
The Lochronoa form the bulk of the agricultural caste of saurian society. Lochoronoas are naturally gifted at attending to the land and the sea and are taught horticulture and herbalism at a young age. Many Lochronoas become farmers but some rare few serve their communities as druids or rangers instead.
Ability Score Increase
Your Strength score increases by 2, and your Wisdom score increases by 1.
Darkvision
Accustomed to darkened waters, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Aquatic
You have a swimming speed equivalent to your base walking speed and you can breathe air and water.
Catch of the Day
When you are near a body of water you can spend 10 minutes fishing. You catch 10 fish, which function identically to the berries created by the spell, goodberry. You can use this feature again after you complete a long rest.
Green Thumb
Your proficiency bonus is doubled when you make Intelligence (Nature) ability checks.
Nychei
With their heightened speed and relatively smaller frame, the Nychei serve the Saurian society as ambassadors, merchants, and rangers. In ancient eras, the Nychei would travel from one Saurian city-state to another delivering their ruler’s lists of demands, requests, or peace offerings. However, it has been centuries since two great Saurian city-states have been close enough for such a relationship so Nychei today serves as the primary face of Saurian society to the outside world if the outside world knows of Saurians at all. To the uneducated eye, a Nychei might look like a particularly feral lizardfolk. To those who are familiar with both races the Nychei's size, protruding nose, feathers, and dagger-sized talons on their feet make the two impossible to confuse.
Ability Score Increase
Your Strength, Dexterity, and Charisma scores increase by 1.
Killing Claws
You have dagger-like claws at the end of your feet that you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Clever
You have a natural talent for providing openings and advantages for others. On your turn, you can use a bonus action to take the Help action. You can use this feature again after you complete a short or long rest.
Raptorial Agility
Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can’t use it again until you don't move at all on one turn.
Extra Language
You can learn an extra language.
Darkvision
You can see in the dark up to 60 feet, but you can only see in thermal imagery.
Cunning
Your proficiency bonus is doubled when you make Charisma (Persuasion) ability checks.
Ptyreui
In the Saurian society, the Ptyreui make up the artisan caste. In a culture that changes as slowly as Saurian society does, the Ptyreui are given limited freedom to innovate and experiment with new forms of art and thinking. In practical roles, Ptyreui become artists, philosophers, and inventors. Physically the Ptyreui are the smallest and lightest of all saurians. Their relatively spry stature allows them to use their wings, a membrane between the bottom of their palms and the top of their hips, to fly. Their heads are long and angular, due to their pronounced beaks.
Ability Score Increase
Your Strength score increases by 1, and your Dexterity score increases by 2.
Flight
You have a fly speed of 60 feet. You cannot fly at full speed when you're carrying more than half of your encumbrance rating in weight. While flying at top speed, you can perform a divebomb attack, in which you'll need to roll a 1d10 + your Dexterity modifier for damage.
Tool Profiency
You can choose and gain proficiency with any one tool.
Saichankylus
By tradition, the Saichankylus are the military caste of saurian society. Saichankylus are introduced to fighting in small groups as a competitive team sport for the entertainment of other saurians. As Saichankylus age, they take on roles in the city guard, in militaries, or as bodyguards and warriors. These combat roles fit the Saichankylus, who are the heaviest among the Saurian kin possessing both natural weapons and defenses. Along their backs, Saichanklyus bone plates, creating a shell. But the most prominent feature is their tail ends in a club formed from a dense nodule of the same bone plates.
Solid Build
You have advantage on saving throws against being moved and knocked prone.
Ability Score Increase
Your Strength, Dexterity, and Constitution scores increase by 1.
Club Tail
You have a club tail which you can use to make unarmed strikes. If you hit with them, you deal 1d6 + your Strength modifier bludgeoning damage.
Natural Armor
You have a bone plated back you can use to intercept attacks when you have no better shield on hand. While you are not using a shield you gain +1 to your AC.
Slow
Your base movement speed decreases to 25 feet.
Tyriul
Empowered with the blood of the mythical Tyrant King, the Tyriul inherit the birthright of leadership and form the ruling caste of Saurian society. Historically, the Tyriul proved their worth as rulers by launching extended military campaigns against one another. As the numbers of their subjects dwindled, the efficacy of such campaigns became unsustainable. Traditional Tyriul does little today but rule over the decaying ruins of their once-great society while enterprising Tyroxa may attempt to start trade with the wider world. Tyruil are given a wide berth in terms of the functional roles they play in society but most often act as politicians, rulers, and merchants. The Tyruil are easily identified by their large heads, which they claim are a result of their superior intellect and political prowess, and their short arms, often a hand shorter than a typical Saurian's arm, which everyone else should be careful never to call to attention.
Ability Score Increase
Your Strength score increases by 2, and your Charisma score increases by 1.
Carnivorous Bite
You have rows on rows of sharp teeth which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 2d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Tyrant King
You have proficiency in the Intimidation skill.
Terrifying Roar
You can use your action to roar with rage, shocking your inferiors into submission. When you do, all creatures within 30 feet must pass a Wisdom saving throw or be frightened until the end of your next turn. The DC for this saving throw is equivalent to 8 + your Charisma modifier + your proficiency modifier. After you use your terrifying roar, you can’t use it again until you complete a short or long rest.
If you're interested in helping me out, please contact me on my Discord (TheLethalVO#6497) so we can discuss character creation and plot details. I look forward to speaking to you soon!
"His mouth is open so we may receive his words, but he bares his teeth to catch our enemies."
DISCORD: TheLethalVO#6497
I wonder at what time you intend to play
Still working out a time.
"His mouth is open so we may receive his words, but he bares his teeth to catch our enemies."
DISCORD: TheLethalVO#6497
Depending on the time slot I may be down to join in.
I'm interested, add me on discord hahayeahwhat#3481
Dylan, we're already added. Remember?
"His mouth is open so we may receive his words, but he bares his teeth to catch our enemies."
DISCORD: TheLethalVO#6497