PDA

View Full Version : D&D 5e/Next Lizardfolk - Gr7mm (peach)



Gr7mm Bobb
2015-07-08, 10:20 PM
Lizardfolk Traits
Ability Score Increase: Your Constitution score increases by 2.
Age and Maturity: The average lifespan for the Lizardfolk races is around 80 years of age, though there are records of some Lizardfolk to live almost 500 years.
Alignment: Lizardfolk usually keep to themselves, preferring any Chaotic or Neutral alignment.
Darkvision: Used to the dense cover of the jungle and the murky depths of bogs and swamps, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Hold Breath: You may hold your breath 4 times longer than a human before you begin suffocating.
Sturdy Tail: You have the advantage on all Athletics skill checks made for swimming and Acrobatics skill checks made for balance.
Subrace: You Can select from Argonian, Blackscale, or Poisondusk lizardfolk subraces.
Languages: You can speak, read, and write Common and Sylvan



Argonian

Ability Score Increase: Your Wisdom score increases by 1.
Size: An Argonian stands between 4½ feet to 6 feet tall. As an argonian your size is medium.
Speed: Your base walking speed is 30 feet.
Natural Weapons - Claws: You are proficient with your unarmed strikes, which deal 1d4 slashing damage on a hit.
Scaley Hide: Argonians are covered in a layer of scales. Your AC equals 12 + your Dexterity modifier.
Histskin: You may use a single recovery dice as a bonus action. You must finish a short rest before you can use this ability again. Additionally you regain one additional recovery dice at the end of each long rest to a maximum of your total recovery dice +1.
Swampland Resilience: You have advantage on saves and checks against poisons, saves against the poisoned condition, and diseases. You have resistance to poison damage.
Survival Instinct: You have proficiency in the Survival Skill.




Blackscale

Primal and strong, blackscale lizardfolk are at the top of the food chain being intelligent predators. Preferring to inhabit the bogs and the deadly jungles in tropical climates or icy wastes of the arctic regions, these dark-scaled lizardfolk are well adapted to their semi aquatic or frozen wastes lifestyles. They are notorious for fiercely guarding their territories, and swiftly waging war on anyone or anything that dare tamper with their hunting grounds.
Ability Score Increase: Your Strength score increases by 1.
Size: With a massive structure built on a matching frame a Blackscale Lizardfolk stands between 4 feet and 7 feet tall with some measuring as long as 9 feet from nose to tail. Your average weight is about 300 pounds. Your size is medium.
Speed: Your base walking speed is 25 feet. You also have a swim speed of 35 feet.
Primal Stance: Your walking speed becomes 35 feet while you are on all fours. Shifting from prone to all fours does not use any movement. Dropping to all fours consumes no actions and standing from all fours consumes only 10 feet of movement.
Natural Weapon - Bite: You are proficient with your bite, which is a melee weapon that deals 1d6 piercing damage. If you hit a creature with your bite attack on your turn, you can use a bonus action to attempt to grapple the target.
Natural Weapons - Tail Slap: You are proficient with your tail, which is a melee weapon that deals 1d8 bludgeoning damage and is treated as having the heavy property for the purposes of features and abilities.
Scaley Hide: You are covered in thick scales. While unarmored your AC equals 13 + your Dexterity modifier.
Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Natural Athlete: You have proficiency in the Athletics skill.
Relentless Endurance: When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.



Poisondusk

Ability Score Increase: Your Dexterity score increases by 1.
Size: Poisondusks stand tall at around 3'4" and weigh around 60 to 70 pounds on average. Your size is small.
Speed: Your base walking speed is 30 feet.
Natural Weapon - Bite: You are proficient with your bite, which is a finesse weapon that deals 1d4 piercing damage. You may use either your strength or dexterity scores for attack and damage rolls with this weapon.
Personal Venom: You naturally produce your own venom that you are immune to. You can poison a creature with your venom with your bite attack or by injuring them with a weapon coated in your saliva. You must finish a long rest use your venom again. The venom dries out and becomes inert after one minute of being applied to a weapon. Your venoms save DC equals 8 + Constitution modifier + your proficiency bonus.
A creature hit with an attack that is poisoned by you venom must succeed on a Constitution saving throw or be poisoned for 1 minute and take 1d4 points of poison damage. A poisoned creature receives an additional Constitution saving throw at the end of each of its turns, success ends the poisoned condition. Crafty poisondusk’s have been known to preserve their own venom.
Scaley Hide: You are covered in a layer of scales. Your AC equals 11 + your Dexterity modifier.
Natural Chameleon: When not wearing armor or robes or other coverings you can hide even while only lightly obscured. As a bonus action you gain advantage on your next Stealth check made until the end of your next turn.
Ambush Predator: You have proficiency in the Stealth skill. When you deal damage to a creature that you are hidden from, you deal an additional 1d4 points of damage.
Jungle Blooded: You have advantage on saves against poisons and the poisoned condition. You have resistance to poison damage.


Inspired by:
http://www.giantitp.com/forums/showthread.php?381050-MM-Races-(PEACH)

I used the setup that was presented in the Unearthed Arcana: Waterborne and the EE Player Companion to see what was able to be used for traits and features. I don't think any one mechanic is broken atm, i just need to make sure the finished package is not clunky or misshapen.

PotatoGolem
2015-07-09, 11:31 AM
One thing that jumped out at me- why is the tail slap Heavy? In 5e, all that means is that you have to use both hands to wield it. The idea of a giant lizardman clutching his tail in both hands and swinging it like a bat seems... silly, at best.

Gr7mm Bobb
2015-07-09, 01:14 PM
the intent was to allow for different types of feature interaction. youkre right though, the verbage is off. will make changes to suit intent.

any other thoughts?

DracoKnight
2015-07-09, 01:26 PM
One thing that jumped out at me- why is the tail slap Heavy? In 5e, all that means is that you have to use both hands to wield it. The idea of a giant lizardman clutching his tail in both hands and swinging it like a bat seems... silly, at best.

Or, since you're a lizard, if you drop your tail it becomes a heavy weapon :D

Gr7mm Bobb
2015-07-09, 03:58 PM
Changes to blackscale tail slap feature made. Hopefully the new wording is a bit less confusing. I might need to do something similar for the poisondusks bite and finesse. I want the bite to qualify for sneak attack, but not the defensive duelist parry feature.

eleazzaar
2015-07-11, 06:35 PM
One thing that jumped out at me- why is the tail slap Heavy? In 5e, all that means is that you have to use both hands to wield it.

No, "Heavy" means small sized creatures have disadvantage weilding it. There is no other effect. Though it is referenced by the GWM feat.