Homebrew Flintmaw Species Details

Flintmaws combine a lizardfolk's reptilian silhouette with the mineral character of an earth genasi. Their broad jaws, heavy tails, and ridged skulls are covered in scales that resemble weathered stone: basalt black, sandstone ochre, slate gray, mottled granite, or clay red. Fine veins of quartz, iron, or green mineral run between some of the scales, and their teeth can have the dark, glassy appearance of freshly struck flint. Their eyes often resemble polished agate or amber beneath a pronounced brow.

Some flintmaw families dwell along rocky rivers, in cliff settlements, or beside the mouths of flooded caverns. Others descend from earth genasi travelers who settled among lizardfolk, carrying a distant connection to dao or the Elemental Plane of Earth into a new bloodline. Their appearance can make them seem ponderous, but their connection to the ground allows unexpectedly sure movement across broken slopes and loose soil.

Flintmaws share no universal temperament or allegiance. A patient individual may be a careful craftworker or a guardian who refuses to abandon a position; the same patience can become stubbornness or an enduring grudge. Others seek the glitter of mineral wealth, the freedom of travel, or the satisfaction of proving that something everyone considered immovable can, in fact, be changed.

Flintmaw Traits

Your reptilian body and elemental earth heritage grant you the following traits.

Creature Type

Your creature type is Humanoid.

Size

Your size is Medium. Adult flintmaws generally stand between 5½ and 7 feet tall.

 

Speed

Your walking speed is 30 feet.

 

Stonehide

Your mineral-hardened scales provide an Armor Class calculation of 13 + your Dexterity modifier. You can use this calculation instead of the AC supplied by armor you wear. A shield's bonus applies normally. Use only one base AC calculation at a time.

 

Bite

When you use an Unarmed Strike to deal damage, you can bite instead. On a hit, the bite deals 1d6 + your Strength modifier Piercing damage in place of the usual Unarmed Strike damage. This bite otherwise follows the normal rules for your Unarmed Strikes.

 

Hold Breath

Your breath-holding limit is 15 minutes.

 

Earth Walk

When you move along the ground or a floor using your walking speed, Difficult Terrain made of earth, sand, mud, or stone costs you no additional movement. Other effects of that terrain still apply.

 

 

Earthen Magic

You know the Mold Earth cantrip. Starting at character level 5, you always have Pass without Trace prepared. You can cast it once at 2nd level without spending a spell slot, and finishing a Long Rest restores that free casting. You can also cast it using any spell slot you have of level 2 or higher.

Choose Intelligence, Wisdom, or Charisma when you select this species. That ability governs the spells you cast through this trait. Both spells use their normal casting times, components, and other requirements. Use the published expanded-rules version of Mold Earth and the updated 2024 version of Pass without Trace.

 

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