Age: 15 - 60
Height: 5 - 6ft
Weight: 140 - 180lb
Size: Small
Speed: 30ft
Constitution +2
Wisdom +1
None!
You can speak, read, and write Common and Draconic.
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.
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.
Hold Breath: You can hold your breath for a number of minutes equal to your constitution score.
Hunter's Lore: You gain proficiency with two of the following skills of your choice: Animal Handling, Nature, Perception, Stealth, and Survival.
Natural Armour: 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.
Swim: You have a base swim speed of 30ft.
Lizardfolk have developed a range of abilities beyond those that are adapted for life in the swamp, and the race shows more variation than some. The lizardfolk choose up to two of the following variants, so long as the two do not conflict by replacing the same ability.
Climber: While climbing you suffer no movement penalties, you are considered proficient in the Athletics skill, and add double your proficiency bonus to checks made to climb, instead of your normal proficiency bonus. This ability replaces your swim speed and hold breath abilities.
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 obscurement. You can’t use this ability to hide while you are being directly observed. This ability replaces your swim speed and hold breath abilities.
Digger: You can burrow through soft sand, dirt, and mud at a rate of 10 feet per round. This ability replaces your swim speed ability.
Glider: You take no damage from falls. You gain a fly speed of 40 feet but cannot hover. At the end of any round you fly, you must have descended at least one-quarter the distance you traveled or you fall. This ability replaces your swim speed and hold breath abilities.
Gout of Blood: Some lizardfolk can force a jet of hot blood from their eyes to disorient predators and prey. As an action, you can target any creature within 15 feet with this ability and force the target to make a Wisdom saving throw against a DC equal to 8 + your proficiency modifier + your Dexterity modifier. On a failed save, the target is Frightened. The frightened creature can repeat this save at the end of each of its turns, ending the condition on a success. Creatures wearing full-face helmets, eye protection, etc. gain advantage on the save. You may use this ability a number of times per day equal to your Constitution modifier, and you regain all expended uses when you finish a long rest. This ability replaces your bite attack.
Regeneration: Some lizardfolk heal at an impressive rate. Whenever you spend at least one Hit Die to regain hit points during a short rest, you regain an additional number of hit points equal to twice your Constitution modifier. Severed fingers and toes regrow after 24 hours. Severed hands and feet regrow after three days. Severed limbs regrow after one week. If the severed body part is present and whole, you can reattach it during a short rest as long as you spend at least one Hit Die to regain hit points and perform no other actions, even light duties. You gain one level of Exhaustion when you begin regenerating a limb. While a limb is regenerating, as well as for one day after the regrowth is complete, you cannot have less than one level of Exhaustion. This ability replaces your natural armor and natural predator abilities.
Poisoned Bite: Lizardfolk are sometimes born with venomous fangs or poisonous saliva delivered through their bite attack. You can make a bite as an unarmed strike that deals piercing damage. On a successful bite attack, the target must make a Constitution saving throw against a DC equal to 8 + your proficiency modifier + your Constitution modifier. On a failed save, the target gains the Poisoned condition for 1 minute. The target can repeat the save at the end of its turn, ending the effect on a success. On a successful save or when the poisoned condition ends, the target becomes immune to your poison for 24 hours. You may use this ability a number of times per day equal to your Constitution modifier, and you regain all expended uses when you finish a long rest. This ability replaces your bite, natural armor, swim speed, and hold breath abilities.
Pygmy: Many remote tribes of lizardfolk are much smaller than their common kin. Your Dexterity increases by +2 and your Wisdom increases by +1. Your size becomes Small. This replaces your normal ability score bonus and your Medium size.