Homebrew Crocadillian Species Details
Crocodillians are a rare species related to lizardfolk they live in swamps that men have learned to avoid, usually for good reason. Little is known about their history because they don't care enough to pass it on. However, through an intensive study by scholars, it is now known that crocodilians used to be the rulers of the lizardfolk until their kingdom was overthrown. It seems as though a rebellion formed against them because of their ruthless nature.
Crocodilians live in swampy villages and prefer to be left alone. While they may seem large and fierce, they have a soft side to them that takes years of trust to appear. When they're around those that they have known for a long time, they are rather gentle creatures and care dearly for their allies. Because of their physical appearance, they are often times mistaken as overly-muscular lizardfolk. Crocodillians take pride in their race and will take great offense to those mistaking them as lizardfolk.
The crocodilians are humanoid crocodiles that lurk in swamplands. Their tendency to fight can be reflected by their physical appearance. They have a reptilian layer of scales that cover their bodies and a large snout which conceals rows of dangerously sharp teeth. Their hands and feet are also outfitted with sharp claws. They are frequently mistaken as overly-muscular lizardfolk with their thick tails and reptilian appearance.
Crocadillian Traits
Lizardfolk AncestryProficiencies
You gain proficiency with longbows and scimitar weapons, as well as Survival and Nature skills.
Crushing Bite
Your bite is a natural weapon, which 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.
Languages
You can speak Draconic as well as common and one other language of your choice.
Tail Sweep
As a bonus action, you can make an attack with your tail against any Large or smaller creatures within a 5ft sphere. If the attack hits, the creature must succeed on a Strength saving throw or be knocked prone. The DC for this saving throw is equal to 8 + your Strength modifier + your proficiency bonus. You can't use this trait again until you finish a short or long rest. Deals 1d6+ strength modifier bludgeoning damage.
Amphibious
You can breathe both air and water.
Aquatic Hunter
You gain proficiency with Stealth skill, and your proficiency with any stealth checks made underwater is doubled.
Natural Armor
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.
Ability Scores
You gain a +2 Dexterity to and a +1 to an ability score of you're choice.
Predatory Senses
You gain Darkvision and gain Tremorsense and advantage on perception rolls when submerged in water.
Waterworkers
You gain access to certain spells dealing with water and cast cast them at-will:
- Level 1: Control Water
- Level 3: Create or Destroy Water
- Level 5: Wall of Water
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