Homebrew Chameleonfolk Species Details
Chameleonfolk are close cousins to lizardfolk. Smaller, nimbler, and more intelligent than their common kin, chameleons are excellent hunters and tacticians. As such, they are smaller in size, less aggressive, and much more dexterous. Chameleons are somewhat less xenophobic towards outside races than their larger counterparts, and are capable of being quite personable with one another. Chameleonfolk are sometimes seen dwelling or cooperating with other lizardfolk, but they prefer to live among their own established villages and settlements in the tree canopies of remote swamplands, where they take up permanent residence as fishers, hunters, artisans, and acolytes.
Unseen Defenders. The passive, furtive nature of chameleonfolk is interrupted only by the defence of their lands: many unwary travellers have wandered into chameleonfolk territory only to learn of their mistake when fired upon by arrows seemingly from nowhere.
Dragon Reverence. Chameleonfolk, like lizardfolk, revere dragons and speak Draconic. Chameleonfolk that enter the territory of a dragon will offer it tribute, and in the presence of a dragon, the normally furtive and passive chameleonfolk fight with uncharacteristic aggression.
Chameleonfolk stand between 3 and 4 feet-tall. They have scales covering their entire body and large, independently-moving eyes. males have a green-finned crest that runs from their head down to the middle of their back that can either lie flat or extend, depending on their mood. Chameleonfolk have long tails that range from two to three feet in length, and three-digit grasping appendages in place of hands.
Chameleonfolk typically have farsightedness, and are utterly blind come nightfall. As such, many chameleonfolk wear prescription glasses, and keep lanterns close at hand. The trade of chameleon optometry is, in fact, regarded with very high esteem among their communities. Chameleonfolk villages are absolutely hidden in the daytime, however can be spotted at night from a high place by their warm glow.
Rarely seen in battle, Chameleonfolk will use either improvised tools or hunting equipment as weapons to fight. They prefer ranged weapons, like the bow, which they can fire while hiding in the shadows.
Due to their isolated nature, chameleonfolk typically are regarded as an alien presence among other races: benevolent as they might be, their calculating lizardous nature still sets them apart in terms of following cues, facial expressions, and socially-acceptable norms.
Chameleonfolk Traits
Chameleonfolk trade darkvision, poison, and strength of their lizardfolk brethren for some useful- albeit unorthodox- traits.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.
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.
Chromatophore
You can alter the color of your skin and can blend into your environment. You gain advantage on Stealth checks made to hide as long as you are not moving. If you are wearing no armor and carrying no items, you may attempt to hide even if you have no cover or aren't obscured. You can’t use this ability to hide while you are being directly observed.
Prehensile Tail
You can grasp things with your tail. It has a reach of 5 feet, and it can lift a number of pounds equal to five times your Strength score. You can use it to do the following simple tasks: lift, drop, hold, push, or pull an object or a creature; open or close a door or a container; grapple someone; or make an unarmed strike. Your DM might allow other simple tasks to be added to that list of options.
Ability Score Increase
Your Dexterity increases by +2 and your Wisdom 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. Chameleons, however, are known to have empathy for their own kind, and even to cooperate with others in the interest of trade or the pursuit of a common goal.
Size
Many remote tribes of lizardfolk are much smaller than their common kin. Your size becomes Small.
Speed
Your base walking speed is 30 feet, and you have a swimming speed of 30 feet.
Languages
You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.
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