Homebrew Argonian Species Details

The racial skills of the Argonians reflect their people's perilous swamp environment; giving them bonuses to healing done, restoration staves, disease resistance, resources gained from consuming potions, swimming speed, as well as base health and magicka.

Marsh-born Argonians enjoy wallowing in cool mud and water and basking in the sun. Some Argonians appear as though they're sleeping when they bask. Contrary to what some foreign scholars believe, Argonians do not worship the sun. Rather, they enjoy its warmth and bask in its light. Wallowing helps to cool their scales and keep them from drying out on hot, sunny days. When they wallow, one might find an Argonian with their nose barely poking out of the mud. Black Marsh has just the right climate to suit their scales: the dampness of the marsh keeps it from being too dry, there are plenty of trees to provide shade, and it's not too open.

Argonians hatched in places outside Black Marsh cannot hear the Hist. These individuals are referred to as "lukiul", or assimilated people. The term is used to describe Argonians that have assimilated into a non-Argonian culture. Argonians who leave the swamp to live among non-Argonians are also considered lukiul. An Argonian born as a slave on Vvardenfell would be considered lukiul, and would have no connection to the Hist. Lukiul have difficulty understanding the body language of marsh-born Argonians, and they are often treated as outsiders by the natives of Black Marsh.

Argonian Traits

Your argonian character has the following racial traits.

Ability Score Increase

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

Age

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

Speed

Your base walking speed is 30 feet, and you have a swimming 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.

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.

Underwater Breath

You can breathe underwater with your gills.

Hunter’s Lore

You gain proficiency with two of the following skills of your choice: Animal Handling, Nature, Perception, Stealth, and Survival.

Languages

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

Previous Versions

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