Homebrew Argonian Species Details

This reptilian race, well-suited for the treacherous swamps of their Black Marsh homeland, has developed a natural immunity to diseases and the ability to breathe underwater. They can call upon the Histskin to regenerate health. 

Argonians are one of the few races completely unrelated to men and mer, who think of themselves as coming from, and ultimately returning to, the Hist.

Enigmatic and intelligent, the Argonians are experts of guerrilla tactics, and their natural abilities suit their swampy homeland. They have developed immunities to diseases that have plagued many would-be explorers in the region, and they are capable of easily exploring underwater locations due to their ability to breathe water. Argonians also have some resistance to poison.

Argonian Traits

Ability Score Increase

Natural Armor

You have tough, scaly skin. When you aren’t wearing armor, your AC is 13 + your Dexterity modifier. When you are light or medium armor, you have a +1 bonus to your AC. A shield’s benefits apply as normal while you use your natural armor.

Ability Score Increase

Your Constitution score increases by 2, and your Wisdom score increases by 1.

Age

Argonians reach maturity around age 14 and rarely live longer than 60 years.

Alignment

Argonians are aligned to the hist before anything else, otherwise tending toward neutrality. 

Size

Argonians are slightly bulkier than humans but otherwise the same except for their large crocodile-like tails.

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.

Water Breathing

You have gills on your neck, obscured by your scales. This allows you to breath underwater indefinitely.

Swamp Lore

You gain proficiency with two of the following skills of your choice: Animal Handling, Nature, Perception, Stealth, and Survival.

Histskin

As an action, you can call upon the Hist to heal your wounds in your time of need, healing you for a number of hit points equal to your wisdom modifier plus your proficiency bonus at the start of each of your turns. This healing lasts for 1 minute. You can use the ability again until you finish a long rest. This ability only works if you are in the good graces of the Hist.

Comments

Posts Quoted:
Reply
Clear All Quotes