Homebrew Argonian Species Details
The argonians of the Black Marsh are one of the most peculiar races in all of Tamriel due to their appearance, uncommon speech patterns and outlook. They are known for their resilience and cleverness, product of the harsh environments found in their homeland. They sometimes refer to themselves as Sahxleel (people of the root in their native language of Jel) due to their natural connection and respect for the Hist, a network of sentient trees spread throughout their land. These lizard-like people have endured prejudice, hostility and even slavery from the ancient Chimer, the Dunmer; and more recently the empire, due to their abilities and traits. Over time, the argonians fought back, largely through the use of guerrilla warfare, defending their borders across countless centuries. In recent years, they have broke free from their slavers and have claimed independence from the Empire.
Argonians can; through time and experience, understand the cultures, customs and tendencies of the races of men and mer alike. However, their way of thinking about concepts like society, emotion or relationships; is naturally different and alien to people who haven't spent a long time among them. They are a proud people who tend to value ideals like forgiveness, loyalty and righteousness.
Argonian Traits
Your lizardfolk character has the following racial traits.Natural Immunity
The Hist has accommodated your body to survive in the swamp, giving you advantage on all rolls to resist disease. Additionally, you gain resistance to Poison Damage.
Ability Score Increase
Your Constitution score increases by 1, your Wisdom score increases by 1 and dexterity increases by 1.
Age
Lizardfolk reach maturity around age 14 and live to be about 80 but some have lived well into the 200's.
Size
They are average height and an athletic build more often than not, their horns or colorful frills make them appear even larger. Your size is Medium.
Speed
Your base walking speed is 30 feet, and you have a swimming speed of 30 feet.
Bite
Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Cunning Artisan
As part of a short rest, you can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant creature of size Small or larger to create one of the following items: a shield, a club, a javelin, or 1d4 darts or blowgun needles. To use this trait, you need a blade, such as a dagger, or appropriate artisan’s tools, such as leatherworker’s tools.
Amphibious.
You can remain underwater indefinitely and hold your breath for up to 15 minutes at a time.
Hunter’s Lore
You gain proficiency with two of the following skills of your choice: Animal Handling, Nature, Perception, Stealth, and Survival.
Natural Armor
You have tough, scaly skin. 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.
Histskin.
Histskin. Once per long rest as a bonus action, you can call upon the power of the Hist to recover from your injuries. Spend hit dice up to your Constitution modifier and heal for the result rolled on them.
Languages
You can speak, read, and write Common and Jel
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