Homebrew Advanced Lizardfolk - Nerhaken Species Details

Long ago, a race of extradimensional beings breached into our world, and secluded on the floating Island Hybresil, began enslaving and altering indigenous inhabitants.

Shortly after the events of Black Winter,  Ebellique still in mourning, stumbled upon the plight of the enslaved populations and incited an uprising, and drove the beings back to their own dimension.

Following the revolt, the Lizardfolk decided to depart with Ebellique, and inhabit a sister island, while the Yuan Ti decided to stay on Hybresil.

On Tomaru, under the guidance of their adopted mother, they have grown into a peaceful but powerful people.

Advanced Lizardfolk - Nerhaken Traits

Your lizardfolk character has the following racial traits.

Nerhaken

The Nerhaken is a tribe of evolved Lizardfolk who live exclusively on the island Tomaru, in The Skysea.

Relatively peaceful, under the guidance of the Ancient Silver Dragon queen, they have evolved into a race of clever engineers, hunters and farmers.

These folk standout from their savage cousins with superior intelligence, and their manifestation of various racial traits and abilities.

Every Nerhakin will have 1 Greater Ability and up to 2 Lesser Abilities.

Every Nerhakin will receive Attribute Modifiers (+2)

Nerhakin can swim at 15' using their powerful tails.

Nerhakin can climb at 15' using their claws.

Nerhakin can hold their breath for 15 minutes.

Nerhakin can range anywhere in size from Small to Large

Greater Ability - Natural Armor

Some Nerhaken have tough scaly hides, protected by granite hard plates, bony ridges, sharp horns and/or spikes. When not wearing armor, their AC is 13 + your Dexterity modifier. Players can use their natural armor to determine your AC if the armor they wear would leave them with a lower AC.

Natural Armor proficiency allows players to attain +1 AC every 3 levels.

 A shield's benefits apply as normal while you use your natural armor.

 

Greater Ability - Camouflage

As a reaction you can blend into your surroundings and become virtually invisible, cloaking yourself for up to 1 Turn or until an action is taken, twice per day.

While cloaked you have advantage on stealth checks and enemies have disadvantage on perception checks to see you, but to use the ability in this way you can not be wearing heavy armor.

 Camouflage proficiency allows players to either increase duration by 1 Turn, every 3 levels OR allows player to use the ability once more per day.

 

Lesser Ability - Tongue

You can use an action to shoot out your long tongue, out to a max of 10 feet.
The tongue can be used to grab objects and creatures that are Medium or smaller.
You can Grapple an enemy of Medium size or smaller, to escape they must make a DC 14 Strength save, when grappled the enemy is pulled towards you.

Twice per day.

Tongue proficiency (giggity) increases daily use by 1 every 3 levels.

 

Lesser Ability - Venom Spit

Spit a cone of venom that induces blindness in targets within 6ft.

Venom Spit proficiency increases the duration of the blindness by 1 round per 3 levels.

 

Greater Ability - Wall Crawling

You have the ability to adhere to surfaces, and climb the steepest of surfaces at a rate of 15'.

Your pads tire after 1 turn, and can be employed twice per day.

Proficiency in Wall Crawling allows players to increase the duration by 1 turn every 3 levels OR add 1 use per day.

 

Greater Ability - Shocking Grasp

The cells in the bodies of some Nerhakin are able to generate electricity much like electric eels.

They can delivery a shock that can be transmitted through conductive metals, such as chains.

This ability can be employed twice per day.

Shocking Grasp proficiency increases Electric damage by 1d4 per 3 levels.

 

Lesser Ability - Stone Tail

Some Nerakin are able to grow sharp spikes or bony studs that add the ability to perform a bludgeon attack every 3 rounds that deals 1d4 + Strength modifier.

 

Lesser Ability - Echolocation

Some Nerhakin possess the ability to use sub-sonic waves produced by their throat sacks to "see" up 120' in all directions, even around corners, and inside enclosed spaces.

This ability can be employed twice per day.

Nerhakin who employ this ability are immune to blindness.

 

Lesser Ability - Prehensile Tail

Some Nerhakin have incredible tactile control over their tails.
Their tail can be used to grab objects and creatures that are medium or smaller.
They can Grapple an enemy of Medium size or smaller, to escape they must make a DC 14 Strength save, when grappled the enemy is pulled towards you.

Twice per day.

 

Lesser Ability - Knuckle Busters

Some Nerhakin are able to grow bony plates or spikes over their knuckles that allow them to strike for 1d4 + STR Modifier in Bludgeoning Damage.

 

 

Lesser Ability - Razor Claws

Some Nerhakin have sharp claws that grant them 20' climbing speed.

They are natural weapons that grant unarmed slashing strikes that deal damage equal to 1d4 + STR Modifier.

 

Lesser Ability - Horrific Crest

Some Nerhakin have retractable hoods that they can deploy to inspire fear and shock in front facing targets

Targets surprised, cannot move or take an action in the subsequent turn of combat, and cannot take a reaction until that turn ends. 

 

Lesser Ability - Thief Affinity

Nerhakin who choose the Thief Affinity gain proficiency in Stealth and Slight of Hand

 

Lesser Ability - Acolyte Affinity

Nerhakin who choose the Acolyte Affinity gain proficiency in Arcana and History

 

Lesser Ability - Diplomat Affinity

Nerhakin who choose the Diplomat Affinity gain proficiency in Performance and Deception

 

Lesser Ability - Hunter Affinity

Nerhakin who choose the Hunter Affinity gain proficiency In Athletics and Survival

 

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