I'm going about making a variant of the Lizardfolk race currently playable in game, and wanted some feedback before I tried to publish it. This is what I have currently;
Bladescale Lizardfolk hail not from the swamplands of their homeland, but from the mountains far to the east of it. Long ago when the first lizardfolk roamed the wilds, elves began to emerge from the feywild to push them from their home, using magic to reshape the land to their own benefit. Seeing this affront to nature, the Bladescales left the swamps fields they knew and entered the mountainous regions that bordered their home. Why new monsters to compete against, the Bladescales had to adapt or die, so adapt they did. Over time, the lizardfolk began to breed to pass on specific traits, and a matriarchal society evolved where once an egg hatched, the women decided which of the brood they would keep. Only the strongest survive this newborn culling.
This eventually earned the Bladescales the reason for their namesake. They have razor sharp triangular scales that overlap down the back of their bodies and tails that can be raised when needed, defending them from attack. These scales can even regenerate over time if some are lost during a battle, or can be pulled off and given away as signs of peace or fellowship... And Scale armor made from these treasures fetches a high price in Elven armories.
Bladescale Lizardfolk come in more varied colorations than their kin, and are missing their distinct frills. Instead, they have boney spines running down their back and tail. Bladescale warriors often paint each other in individual patterns to distinguish one another in battle.
Ability Score Increase: Your Dexterity, Constitution, and Wisdom scores increase by 1. Replaces Ability score increase.
Size: Bladescale Lizardfolk are less bulky than their swampland brethren and appear smaller due to no longer having colorful frills. Your size is Medium.
Speed: Your base walking speed is 30 feet, and you have a climbing speed of 30 feet. Replaces speed / swim speed 30. This may be too strong, so input is appreciated.
Bladescales: Your scales are as sharp as any blade, and can be raised to defend against attack. Once per round whenever a creature hits you with a melee attack, you can use your reaction to raise your scales, dealing 1d6 slashing damage to it. You can use this feature up to three times before needing a long rest. Replaces Hungry Jaws. I like this mechanic so I'm trying to balance it. I want it to be the reason you look at this variant without making it too powerful. I'm unsure if I'd prefer it to be something that happens more often but weaker (such as non-scaling, fixed damage) or something with limited uses but hits harder.
Darkvision: You are just at home in mountain caves and caverns as you are at their peaks. 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. Replaces Hold Breath. This may be too strong also. I would drop this to low light vision to make another trait stronger if it makes sense for the race.
Climbing Claws: You have strong, curved claws on your hands and feet that you can use to climb with. You have advantage on Athletics checks to climb and can cling to surfaces you can climb without expending movement. Replaces Bite. I thought this made sense for the Mountain range the lizardfolk live in, but I'm open to suggestions.
Any feedback is appreciated. I'm not trying for something overpowered so let me know if anything seems too strong, but the flavor seems to fit. Thanks in advance!
Bladescales: Your scales are as sharp as any blade, and can be raised to defend against attack. Once per round whenever a creature hits you with a melee attack, you can use your reaction to raise your scales, dealing 1d6 slashing damage to it. You can use this feature up to three times before needing a long rest. Replaces Hungry Jaws. I like this mechanic so I'm trying to balance it. I want it to be the reason you look at this variant without making it too powerful. I'm unsure if I'd prefer it to be something that happens more often but weaker (such as non-scaling, fixed damage) or something with limited uses but hits harder.
Remove the 1/round limitation (because it doesn't do anything, because you only get one reaction per round) and make it only usable on an enemy within 5 feet of you. Spiritual weapon is a melee attack.
I would drop it to 1d4 and give the enemy a Dex save (DC = 8 + your Constitution modifier + your proficiency bonus). That version's still a little too good to be at-will, I think, but--maybe recharge 6?
Climbing Claws: You have strong, curved claws on your hands and feet that you can use to climb with. You have advantage on Athletics checks to climb and can cling to surfaces you can climb without expending movement. Replaces Bite. I thought this made sense for the Mountain range the lizardfolk live in, but I'm open to suggestions.
Remove the clinging (because, having looked at the section on climbing, I'm 99% sure it doesn't do anything) and give them a d4 slashing natural weapon. Maybe make it finesse. Look at the tabaxi's Cat's Claws.
Is there anything you might want to replace Cunning Artisan with, or does it make sense for them to have it?
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"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
I really like the flavor of this class and think that there are just a few things you could adjust.
I'll second the Cat's Claws advice, it'd work really well for this. You can still keep your Athletic Climb advantage. This way, the climbing speed isn't overpowered (it would have removed some of the benefits of playing a Thief). You also keep some offensive capabilities, just switching from a powerful bite to weaker but more utilitarian claws.
I'm not sure how I would mechanically balance Bladescales. Maybe the damage is equal to the character's Constitution modifier and there's no rest requirement? It would be weird to explain lore-wise why they'd stop using their scales during a battle otherwise. I chose Constitution because I see it as a measure of the character's fortitude that they'd produce weaponized scales, but Strength would work just as well.
I think Darkvision is fine if they live in caves, but if they simply live in the mountains it wouldn't make sense. Goliaths are mountain men and they don't have Darkvision.
I will also say, I really like the idea of this, but it's a variant that changes almost every mechanical aspect of the base race. I think you only keep the Natural Armor and the Cunning Artisan. Maybe have this be an entirely new race of lizard-like beings that have always originated in the mountains or evolved to the point that they are no longer a variant of Lizardfolk, but their own thing. Sort of how Goblins and Hobgoblins are both Goblinoids, but are distinct races.
Bladescales: Your scales are as sharp as any blade, and can be raised to defend against attack. Once per round whenever a creature hits you with a melee attack, you can use your reaction to raise your scales, dealing 1d6 slashing damage to it. You can use this feature up to three times before needing a long rest. Replaces Hungry Jaws. I like this mechanic so I'm trying to balance it. I want it to be the reason you look at this variant without making it too powerful. I'm unsure if I'd prefer it to be something that happens more often but weaker (such as non-scaling, fixed damage) or something with limited uses but hits harder.
Remove the 1/round limitation (because it doesn't do anything, because you only get one reaction per round) and make it only usable on an enemy within 5 feet of you. Spiritual weapon is a melee attack.
I would drop it to 1d4 and give the enemy a Dex save (DC = 8 + your Constitution modifier + your proficiency bonus). That version's still a little too good to be at-will, I think, but--maybe recharge 6?
I missed that, thank you. Also I'm unaware of Player Characters getting recharges, as this is a PC race?
Is there anything you might want to replace Cunning Artisan with, or does it make sense for them to have it?
Considering Sevvir's suggestion of making the Bladescales their own race, Cunning Artisan wouldn't transfer over, no.
I really like the flavor of this class and think that there are just a few things you could adjust.
I'll second the Cat's Claws advice, it'd work really well for this. You can still keep your Athletic Climb advantage. This way, the climbing speed isn't overpowered (it would have removed some of the benefits of playing a Thief). You also keep some offensive capabilities, just switching from a powerful bite to weaker but more utilitarian claws.
I'm not sure how I would mechanically balance Bladescales. Maybe the damage is equal to the character's Constitution modifier and there's no rest requirement? It would be weird to explain lore-wise why they'd stop using their scales during a battle otherwise. I chose Constitution because I see it as a measure of the character's fortitude that they'd produce weaponized scales, but Strength would work just as well.
I think Darkvision is fine if they live in caves, but if they simply live in the mountains it wouldn't make sense. Goliaths are mountain men and they don't have Darkvision.
I will also say, I really like the idea of this, but it's a variant that changes almost every mechanical aspect of the base race. I think you only keep the Natural Armor and the Cunning Artisan. Maybe have this be an entirely new race of lizard-like beings that have always originated in the mountains or evolved to the point that they are no longer a variant of Lizardfolk, but their own thing. Sort of how Goblins and Hobgoblins are both Goblinoids, but are distinct races.
As it stands I think I'll work in the claws for a natural finesse weapon, get rid of the darkvision and cunning artisan, keep natural armor. I'm still wondering on how best to balance Bladescales. On one hand I think it makes sense that since for them to have their scales "on" during the battle, but on the other hand it seems a waste of your reaction to deal such a small amount of damage when you could save it for opportunity attacks and so on. I had the use limit to make it more worth the reaction, but it doesn't make sense for them to just stop doing it after a while.
Bladescales: Your scales are as sharp as any blade, and can be raised to defend against attack. Once per round whenever a creature hits you with a melee attack, you can use your reaction to raise your scales, dealing 1d6 slashing damage to it. You can use this feature up to three times before needing a long rest. Replaces Hungry Jaws. I like this mechanic so I'm trying to balance it. I want it to be the reason you look at this variant without making it too powerful. I'm unsure if I'd prefer it to be something that happens more often but weaker (such as non-scaling, fixed damage) or something with limited uses but hits harder.
Remove the 1/round limitation (because it doesn't do anything, because you only get one reaction per round) and make it only usable on an enemy within 5 feet of you. Spiritual weapon is a melee attack.
I would drop it to 1d4 and give the enemy a Dex save (DC = 8 + your Constitution modifier + your proficiency bonus). That version's still a little too good to be at-will, I think, but--maybe recharge 6?
I missed that, thank you. Also I'm unaware of Player Characters getting recharges, as this is a PC race?
To the best of my knowledge, no PC ability has recharge, but I'm also unaware of any reason why you can't start now.
On the other hand, if you're dropping Cunning Artisan and darkvision, you could just make it at-will.
I actually think making the claws Finesse are is bad idea. I'd keep Bite as it is, it's amazing as a character to be able to attack with having all your hands full. The enhanced claws will be just part of the Climb Speed. The developers have been very clear that they do not want natural weapons to get Finesse. They stated it was to keep out unintended consequences from future releases.
I like the idea of Ability Score as: +1 Dex, +1 Con, +1 Wisdom. You're replacing the swimming speed of 30 with a climb speed. If you're worried 30 is too fast make it 20, like Tabaxi. (just as Matthias_von_Schwarzwaldsaid)
Bladescales. I like where you are going with this, especially as a replacement for Hungry Jaws. I'd make it be Con Mod in times per Long Rest. A lot of abilities like this recharge off of a stat and non-magical natural abilties are always always Con. Plus it incentives the +1 Con.
Darkvision is pretty awesome. I do see Hold Breath as a thing to drop. Lowlight Vision doesn't exist in 5e, maybe make the Darkvision 30'.
I'd keep Cunning Artisan and Hunter's Lore. I think both these traits are very Lizardfolk and are important to their "idea".
What kind of damage do you think Bladescales should do? Should it scale with character level somehow or be a static damage number so it's good early but doesn't stay relevant?
You could have the scale blades deal as much damage as a dagger. That way it helps initially without it getting too excessive down the line. Just as a thought you could have a small number of spikes at the end of its tail that could be launched a number of times per day equal to the Constitution modifier. Say a 30ft range with a Dex saving throw. 1d4 blades could be loosed this way. Again just a thought.
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I'm going about making a variant of the Lizardfolk race currently playable in game, and wanted some feedback before I tried to publish it. This is what I have currently;
Bladescale Lizardfolk hail not from the swamplands of their homeland, but from the mountains far to the east of it. Long ago when the first lizardfolk roamed the wilds, elves began to emerge from the feywild to push them from their home, using magic to reshape the land to their own benefit. Seeing this affront to nature, the Bladescales left the swamps fields they knew and entered the mountainous regions that bordered their home. Why new monsters to compete against, the Bladescales had to adapt or die, so adapt they did. Over time, the lizardfolk began to breed to pass on specific traits, and a matriarchal society evolved where once an egg hatched, the women decided which of the brood they would keep. Only the strongest survive this newborn culling.
This eventually earned the Bladescales the reason for their namesake. They have razor sharp triangular scales that overlap down the back of their bodies and tails that can be raised when needed, defending them from attack. These scales can even regenerate over time if some are lost during a battle, or can be pulled off and given away as signs of peace or fellowship... And Scale armor made from these treasures fetches a high price in Elven armories.
Bladescale Lizardfolk come in more varied colorations than their kin, and are missing their distinct frills. Instead, they have boney spines running down their back and tail. Bladescale warriors often paint each other in individual patterns to distinguish one another in battle.
Ability Score Increase: Your Dexterity, Constitution, and Wisdom scores increase by 1. Replaces Ability score increase.
Size: Bladescale Lizardfolk are less bulky than their swampland brethren and appear smaller due to no longer having colorful frills. Your size is Medium.
Speed: Your base walking speed is 30 feet, and you have a climbing speed of 30 feet. Replaces speed / swim speed 30. This may be too strong, so input is appreciated.
Bladescales: Your scales are as sharp as any blade, and can be raised to defend against attack. Once per round whenever a creature hits you with a melee attack, you can use your reaction to raise your scales, dealing 1d6 slashing damage to it. You can use this feature up to three times before needing a long rest. Replaces Hungry Jaws. I like this mechanic so I'm trying to balance it. I want it to be the reason you look at this variant without making it too powerful. I'm unsure if I'd prefer it to be something that happens more often but weaker (such as non-scaling, fixed damage) or something with limited uses but hits harder.
Darkvision: You are just at home in mountain caves and caverns as you are at their peaks. 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. Replaces Hold Breath. This may be too strong also. I would drop this to low light vision to make another trait stronger if it makes sense for the race.
Climbing Claws: You have strong, curved claws on your hands and feet that you can use to climb with. You have advantage on Athletics checks to climb and can cling to surfaces you can climb without expending movement. Replaces Bite. I thought this made sense for the Mountain range the lizardfolk live in, but I'm open to suggestions.
Any feedback is appreciated. I'm not trying for something overpowered so let me know if anything seems too strong, but the flavor seems to fit. Thanks in advance!
Remove the 1/round limitation (because it doesn't do anything, because you only get one reaction per round) and make it only usable on an enemy within 5 feet of you. Spiritual weapon is a melee attack.
I would drop it to 1d4 and give the enemy a Dex save (DC = 8 + your Constitution modifier + your proficiency bonus). That version's still a little too good to be at-will, I think, but--maybe recharge 6?
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
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I really like the flavor of this class and think that there are just a few things you could adjust.
I'll second the Cat's Claws advice, it'd work really well for this. You can still keep your Athletic Climb advantage. This way, the climbing speed isn't overpowered (it would have removed some of the benefits of playing a Thief). You also keep some offensive capabilities, just switching from a powerful bite to weaker but more utilitarian claws.
I'm not sure how I would mechanically balance Bladescales. Maybe the damage is equal to the character's Constitution modifier and there's no rest requirement? It would be weird to explain lore-wise why they'd stop using their scales during a battle otherwise. I chose Constitution because I see it as a measure of the character's fortitude that they'd produce weaponized scales, but Strength would work just as well.
I think Darkvision is fine if they live in caves, but if they simply live in the mountains it wouldn't make sense. Goliaths are mountain men and they don't have Darkvision.
I will also say, I really like the idea of this, but it's a variant that changes almost every mechanical aspect of the base race. I think you only keep the Natural Armor and the Cunning Artisan. Maybe have this be an entirely new race of lizard-like beings that have always originated in the mountains or evolved to the point that they are no longer a variant of Lizardfolk, but their own thing. Sort of how Goblins and Hobgoblins are both Goblinoids, but are distinct races.
I missed that, thank you. Also I'm unaware of Player Characters getting recharges, as this is a PC race?
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
I actually think making the claws Finesse are is bad idea. I'd keep Bite as it is, it's amazing as a character to be able to attack with having all your hands full.
The enhanced claws will be just part of the Climb Speed.
The developers have been very clear that they do not want natural weapons to get Finesse. They stated it was to keep out unintended consequences from future releases.
I like the idea of Ability Score as: +1 Dex, +1 Con, +1 Wisdom.
You're replacing the swimming speed of 30 with a climb speed. If you're worried 30 is too fast make it 20, like Tabaxi. (just as Matthias_von_Schwarzwald said)
Bladescales. I like where you are going with this, especially as a replacement for Hungry Jaws. I'd make it be Con Mod in times per Long Rest. A lot of abilities like this recharge off of a stat and non-magical natural abilties are always always Con. Plus it incentives the +1 Con.
Darkvision is pretty awesome. I do see Hold Breath as a thing to drop. Lowlight Vision doesn't exist in 5e, maybe make the Darkvision 30'.
I'd keep Cunning Artisan and Hunter's Lore. I think both these traits are very Lizardfolk and are important to their "idea".
What kind of damage do you think Bladescales should do? Should it scale with character level somehow or be a static damage number so it's good early but doesn't stay relevant?
You could have the scale blades deal as much damage as a dagger. That way it helps initially without it getting too excessive down the line. Just as a thought you could have a small number of spikes at the end of its tail that could be launched a number of times per day equal to the Constitution modifier. Say a 30ft range with a Dex saving throw. 1d4 blades could be loosed this way. Again just a thought.