Homebrew Crocodilians Species Details
Crocodilians are the oldest known subspecies of Lizardfolk, they are bigger and stronger than their fellow lizard subspecies. Due to their size, their bite is stronger than the rest of their races is. Most Crocodilians stand 6-8 feet, with a long snout full of razor sharp teeth and deep set eyes. Crocodilians generally have differing shades of dark green scales decorating their tough hide to further help them blend in to the swamps they live in. Despite being the most intimidating and brutal of their kind, Crocodilians make the best allies as they are very loyal to those they view as their tribe. Only a fool would think to cross a Crocodilian as they will hunt you to the ends of the world.
Crocodilians Traits
Crocodilian Trait'sAbility Score Increase
Due to your thick, hardy scales you are better protected from injury as well as your mind being sharper due to your mindset.
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.
Size
Lizardfolk are a little bulkier and taller than humans, and their colorful frills make them appear even larger. Your size is Medium
Speed
Your base walking speed is 30 feet, and you have a swimming speed of 30 feet.
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 blade of the DM's choice, 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.
Snapping Jaws
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 1d8 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. Due to the structure of your jaw, on a successful bite attack you can restrain an enemy and force them down to prone.
Amphibious
You are an amphibious creature, meaning that you can breathe both air and water.
Tail Attack
You can also use your tail as a weapon. As a bonus action, you can make an attack with your tail against a Large or smaller creature. If the attack hits, it deals 1d6 + your Strength the creature must succeed on a Strength saving throw or be knocked prone. The DC for this saving throw is equal to 8 + your Strength modifier + your proficiency bonus. You can't use this trait again until you finish a short or long rest.
Ambush Predator
You have advantage on Stealth Checks when submerged in wate
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 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.
Languages
You can speak, read, and write Common and Draconic.
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