LIZARDFOLK TRAITS
Your lizardfolk character has the following racial traits.
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.
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.
ABILITY SCORE INCREASE. Your Constitution score increases by 2, and
your Wisdom score increases by 1.
HUNTER'S LORE. You gain proficiency with two of the following skills
of your choice: Animal Handling, Nature, Perception, Stealth, and
Survival.
HUNTER'S
LORE. two of the following: Animal Handling, Nature, Perception,
Stealth, and Survival.
LANGUAGES. You can speak, read, and write Common and Draconic.
HOLD BREATH. You can hold your breath for up to 15 minutes at a time.
HOLD
BREATH. hold breath 15 minutes
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 ld4 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.
CUNNING
ARTISAN. short rest,
harvest
bone
and hide
from slain beast,
construct,
dragon,
monstrosity,
or plant
small
or
larger
create one: shield,
club,
javelin,
1d4
darts/blowgun
needles.
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.
BITE.
+# to hit, Hit: 3 (1d6+#)
Piercing damage.
HUNGRY JAWS. In battle, you can throw yourself into a vicious feeding
frenzy. As a bonus action, you can make a special attack with your
bite. If the attack hits, it deals its normal damage, and you gain
temporary hit points (minimum of 1) equal to your Constitution
modifier, and you can't use this trait again until you finish a short
or long rest.
HUNGRY
JAWS. 1/short
rest; +# to
hit, Hit: 3
(1d6+#) Piercing
damage and gain #
temporary hit
points (Constitution)
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.
LIZARDFOLK SPEECH
Lizardfolk can master Common, but their mindset results in a speech
pattern distinct from other humanoids. Lizardfolk rarely use
metaphors. Their speech is almost always literal. They might pick up
idioms, but only with some difficulty. Names confuse them, unless
they are descriptive. They tend to apply their own naming conventions
to other creatures using Common words. Lizardfolk use active verbs to
describe the world. A lizardfolk in cold weather might say, "This
wind brings cold" rather than "I feel cold."
Lizardfolk tend to define things in terms of actions, rather than
effects.
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