Sunday, September 29, 2019

LIZARDFOLK

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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