Homebrew Desert Lizardfolk Species Details

We all know what lizardfolk are, or at least I hope we all do. Those lovable swamp dwellers, who would readily and willingly eat their dead party members because they literally don’t think like most other humanoid races do. But lizards exist in other places too, like the desert and such, and I wanted an excuse to put a gun in the hands of a lizardfolk, so here we are.

Desert lizardfolk are largely unlike their swamp dwelling cousins, with a mind that is mostly similar to the other humanoid races. They are sociable creatures, but are prone to misanthropy and introversion. They live in towns and villages that spot the desert, and make their trade as carvers, woodworkers, tailors, and the like. Their scales are the color of rocks and sand, so as to blend in with their environment.

Desert Lizardfolk Traits

Your lizardfolk character has the following racial traits.

Ability Score Increase

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

Age

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

Alignment

Most lizardfolk are neutral. Those that make their homes in the swamps see the world as a place of predator and prey, where survival is the most important above all else, and those that live in the desert, while sociable, are prone to being more inwardly driven, trying to get by and not thinking much of anyone else.

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 climbing speed of 30 feet.

Bite

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 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Crafty 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 and wood and stone scraps from your surroundings to create one of the following items: a shortsword, a dagger, a spear, or 1d4 crossbow bolts, bullets, or arrows. To use this trait, you need a blade, such as a dagger, or appropriate artisan's tools, such as leatherworker's tools.

Desert Born

You have resistance to fire damage. In addition, you are acclimated to arid environments, such as deserts.

Trade Secrets

You gain proficiency with two of the following skills of your choice: Deception, Insight, Perception, Persuasion, and Sleight of Hand. You also gain proficiency with one set of artisan’s tools of your choice.

*I can't find a way to make D&D Beyond make you choose from a list of skills, but since Tasha's variant rule about race proficiencies exists I'm not too harshed about just coding it so it gives you access to every skill and hoping that people who use this in a campaign where they're not using that variant rule will choose skills from the above list instead of taking any skills they want.

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.

Steady Hands

The range of ranged and thrown weapons you wield is increased by 10 feet while you wield them. In addition, whenever you would roll a 1 or a 2 on the dice for a dexterity based ability check, attack roll, or saving throw, you may reroll the roll and must use the new roll, even if it is a 1 or a 2.

Languages

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

Previous Versions

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