Homebrew Saurial Species Details

Snatched from an alternate Material plane and stranded in Faerûn by the actions of an evil deity, Saurials are intelligent bipedal lizards that appear to be descended from creatures much like dinosaurs. More intelligent than lizardfolk and inclined to be peaceful and civilized, the saurials have maintained a thriving community in near-complete isolation for nearly fifteen years in the hidden Lost Vale. More than one hundred adult saurials live in the Lost Vale, and they consider themselves to be one tribe.

There are many different subraces of saurials, but only four are currently in the Realms. These are the bladebacks, finheads, flyers, and hornheads - names given to them by the natives of the Realm. All saurials are generally humanoid in shape. Each has two arms that end in clawed hands, two legs, and a lizardlike tail. That scales that cover a saurial's body are primarily green, with patterns of yellow on its back.

Creating Your Character

At 1st level, you choose whether your character is a member of the human race or of a fantastical race. If you select a fantastical race, follow these additional rules during character creation.

Ability Score Increases

When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy. The “Quick Build” section for your character’s class offers suggestions on which scores to increase. You can follow those suggestions or ignore them, but you can’t raise any of your scores above 20.

Languages

Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of languages to choose from. The DM is free to modify that list for a campaign.

Creature Type

Every creature in D&D, including each player character, has a special tag in the rules that identifies the type of creature they are. Most player characters are of the Humanoid type. A race tells you what your character’s creature type is.

Here’s a list of the game’s creature types in alphabetical order: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, Plant, Undead. These types don’t have rules themselves, but some rules in the game affect creatures of certain types in different ways. For example, the cure wounds spell doesn’t work on a Construct or an Undead.

Life Span

The typical life span of a player character in the D&D multiverse is about a century, assuming the character doesn’t meet a violent end on an adventure. Members of some races, such as dwarves and elves, can live for centuries. If typical members of a race can live longer than a century, that fact is mentioned in the race’s description.

Height and Weight

Player characters, regardless of race, typically fall into the same ranges of height and weight that humans have in our world. If you’d like to determine your character’s height or weight randomly, consult the Random Height and Weight table in the Player’s Handbook, and choose the row in the table that best represents the build you imagine for your character.

Saurial Traits

As saurial, you have the following racial traits.

Creature Type

You are a Humanoid.

Darkvision

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 discern colors in that darkness only as shades of gray.

Claws

You have claws that you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike.

Natural Armor

You have tough, scaly skin. When you aren’t wearing armor, your base 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.

Sonic Resistance

You possess well-protected earholes. You have advantage on saving throws against effects that require hearing. You also have resistance to thunder damage.

Sub Race

Several saurial subraces exist, although only four - namely the bladebacks, finheads, flyers, and hornheads - are known to dwell in the world of Toril. Choose one of these subraces.

Bladeback

Bladebacks are the most straightforward and trusting of the saurial subraces. They enjoy company, and always find time to socialize. Slow to anger, bladebacks work hard to understand the motives of others, but they are passionate once they have been pushed to the point of aggression. Bladebacks are typically tall, standing about seven feet, with stocky frames and friendly faces. They are named after their most prominent feature: large, sharp scales that jut along their spines, extending from the tops of their heads to the end of their almost body-length tails.

Size

You are Medium.

Speed

Your base walking speed is 30 feet.

Socialite

You have proficiency with the Persuasion skill.

Razor Tail

You can use your razored tail to make unarmed strikes. When you hit with it, the strike deals 1d6 + your Strength modifier bludgeoning damage, instead of the bludgeoning damage normal for an unarmed strike.

If you take the Attack action on your turn, you can make one unarmed strike with your razor trail as a bonus action. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Finhead

Finheads tend to be alert, bright, active, curious, and highly emotional. They are good with their hands and are willing to perform almost any sort of hard labor. Most believe in ultimate good and evil, seeing things in terms of black and white. To finheads, there is one truth - they tend to defend that truth with every muscle in their bodies. Finheads are enthusiastic about new tasks and adventures, and they often leap into dangerous situations before fully understanding them. Even so, their ability to think quickly on their feet allows them to assess situations within moments. Finheads are closest in shape to humans, though slightly shorter, standing above five feet tall. A pronounced fin sweeps from this saurial's head, and it has a tail that is a little more than half the length of its body.

Size

You are Medium.

Speed

Your base walking speed is 30 feet.

Insightful

Your have proficiency in the Insight skill.

Sure-Footed

You have advantage on Dexterity and Strength saving throws and skill checks made against effects that would knock you prone.

Flyer

Flyers are small, averaging just three feet in height. They have delicate frames, small legs, short tails, and flaps of scale-covered skin hanging from each arm. This skin serves as wings, giving these saurials the ability to fly. On the ground they are clumsy and ill at ease, but in the air they are graceful and fluid. They are full of nervous energy, constantly on the move and bouncing around. Flyers flee when danger presents itself, almost on reflex, though they will return if they are needed in a fight.

Size

You are Small.

Speed

Your base walking speed is 20 feet.

Flight

Because of your wings, you have a flying speed of 40 feet. To use this speed, you can’t be wearing medium or heavy armor. In addition, you don't provoke opportunity attacks when you fly out of an enemy's reach.

Nimble Escape

You can take the Disengage or Hide action as a bonus action on each of your turns.

Hornhead

Hornheads are the largest of the saurials, standing several heads taller than the average human with tails that stretch longer than their bodies. Sharp horns protrude from their heads and the great bony plates at their necks, giving this saurial race its name. Hornheads tend to be careful, rational planners. Thy choose their words carefully and avoid taking action without prior contemplation. Most are interested in alchemy, engineering, and other mental pursuits, and many also enjoy physical tasks requiring discipline, such as blacksmithing and weaponsmithing. Hornheads seldom fight without first considering all their options - including nonviolent ones. If pressed into combat, they don't hesitate to use their size and strength to advantage.

Size

You are Medium.

Speed

Your base walking speed is 30 feet.

Horns

You have horns that you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier piercing damage, instead of the bludgeoning damage normal for an unarmed strike.

Goring Rush

If you move at least 30 feet straight toward a target and then hit it with a melee weapon attack on the same turn, you can immediately follow that attack with a bonus action, making one attack against the target with your horns.

Sharpened Mind

You have proficiency with one type of artisan's tool of your choice. Whenever you make an Intelligence check or saving throw, or a check with the chosen tool, roll a d4, and add the number rolled to the check’s total.

 

 

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