Homebrew Lizardfolk (Salamander) Species Details

Salamander Lizardfolk are regarded as the rarest and most alien species of Lizardfolk, operating in a strange margin between reptilian and amphibian. Unlike other Lizardfolk, Salamander Lizardfolk are somewhat predisposed to cooperation and friendship, their mindsets seemingly more tuned towards empathy and emotion than other Lizardfolk. Salamanders are poorly built for the standard lifestyle of their cousins and are notably smaller and weaker than other Reptilian-Humanoids, preferring to fight from range or with magic than in the brutal melee combat of their kin. Salamanders are often brightly coloured and patterned and, while possessing a certain degree of natural armour are far "fleshier" than other Lizardfolk.

Lizardfolk (Salamander) Traits

Your Salamander character has the following racial traits.

Innate Resistance

Salamanders are innately resistant to both Acid and Poison damage

Amphibian Subtlety

You have advantage on Stealth Checks when submerged in water

Ability Score Increase

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

Age

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

Alignment

Most lizardfolk are neutral. They see the world as a place of predators and prey, where life and death are natural processes. They wish only to survive, and prefer to leave other creatures to their own devices. Salamanders are widely considered to be friendlier than other Lizardfolk.

Size

Salamanders are small particularly by Lizardfolk standards, rarely growing larger than 5 and a half feet tall. They are typically lightweight. Your size is Medium.

Speed

Your base walking speed is 30 feet, you have a swimming speed of 30 feet and a climbing speed of 15 feet up all flat, non-slick surfaces (you cannot remain upside down at the end of your movement and will fall if you try). You suffer no penalties to movement when prone.

Acid Spit

You have a spit attack for 1d6 + WIS acid damage that can be used instead of the normal damage 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.

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 spongy, slick skin which is slightly better at defending your vital organs than most humanoid skin. When you aren’t wearing armor, your AC is 12 + 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.

Languages

You can speak, read, and write Common and Draconic.

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