Revised Lizardfolk

The lizardfolk people are a species of extreme adaptability, able to completely change their look and abilities in the space of two generations to fit any environment. Entire biological processes are changed. Even individuals possess this manner of elastic evolution to a lesser extent, changing in response to threats within moments.

-- Sigurd Stoneside, human wizard and anthropologist

The prevailing idea of the lizardfolk was one of a primitive, scaly, swamp-dwelling cannibal species that relied on bone clubs and teeth to get the job done. While that may be true in some instances, a mass exodus of lizardfolk from their boggy abodes has revealed their true nature: adaptable forces of nature suited to any environment under the sun, and many that aren't.

Rapidly Evolving Reptiles

The reptilian nature of the lizardfolk has lent itself to a kind of rapid evolution that allows them to thrive anywhere. Whether dismal swamps, barren deserts, poisonous jungles, shadowed Underdark, or even the frigid mountains, lizardfolk are dedicated to mastering their environment.

No two lizardfolk are the same. Over the course of their life, meaningful experiences change them both mentally and physically. A slash wound might result in tougher scales or quicker reflexes. A night ambush could cause them to evolve darkvision or even tremorsense. Some particularly cunning lizardfolk seek out dangerous creatures to subject themselves to in hopes of evolving superior defense mechanisms.

This rapid changing of biological functions is not limited to evolution, however. Lizardfolk have also been recorded to possess an ability many call 'minor regeneration'. Wounds bleed less and heal quicker. A tail can regenerate within days, while whole limbs can return in a matter of weeks. Even their brain can regenerate if enough of it still remains.

This can even apply to emotions. While the stereotype is of a cold and emotionless reptile, lizardfolk that live amongst other races may evolve higher emotional capability. Some lizardfolk may regard a dead body as just another hunk of meat, others might recognize it as a fallen comrade and mourn for their passing.

Keen Calculations

Whatever their emotional capability, lizardfolk retain their calculating minds. Everything they see is carefully categorized within their minds in terms of danger, utility, and worth. This allows them to remember things in near-perfect detail when members of other races would have forgotten. This makes the reptilian race surprisingly good detectives, librarians, and organizers.

This ability to categorize everything couples with the lizardfolks' ability to rapidly evolve and allows them to thrive perfectly in all but the most inhospitable environments. A lizardfolk settler new to an area will notice where the water drains during a storm, signs of animal activity, and potential hazards all within the first few minutes. After a couple weeks in an area, a lizardfolk will know it like they'd been living there all of their life.


Nested Interest

The lizardfolk feel pity for most humanoids, who were born without sharp claws or strong jaws to protect them. It's a wonder any of them have survived so long. The other races will give away their precious gold in exchange for the gifts a lizardfolk was already equipped with.

Still, if the other races can impress a lizardfolk, it can trigger a crocodilian paternal instinct to protect them. These weak, soft, claw-less hatchlings need somebody to look after them, or they might wander off of a cliff. By triggering this instinct, a humanoid has bound themselves to a lizardfolk until the reptilian caregiver is satisfied the humanoid won't be eaten by a predator the second they turn their back.

Alternatively, an impressive show of combat skill or magical prowess might cause the lizardfolk to regard them as a superior and submit to their new alpha. If it is unsure whether they are more powerful, the lizardfolk will often take the safe side and back off. But if at any moment the balance shifts, the lizardfolk will pounce with all the force of a giant crocodile.

Lizardfolk Names

Lizardfolk take their names from the Draconic language. They use simple descriptives granted by the tribe based on an individual's notable deeds or actions. For example, Garurt translates as "axe," a name given to a lizardfolk warrior who defeated an ore and claimed his foe's weapon. A lizardfolk who likes to hide in a stand of reeds before ambushing an animal might be called Achuak, which means "green" to describe how she blends into the foliage.

Lizardfolk make no distinction between male and female in their naming conventions. Each example name includes its translation in parenthesis.

Lizardfolk Names: Achuak (green), Aryte (war), Baeshra (animal), Darastrix (dragon), Garurt (axe), Irhtos (secret), Jhank (hammer), Kepesk (storm), Kethend (gem), Korth (danger), Kosj (small), Kothar (demon), Litrix (armor), Mirik (song), Othokent (smart), Sauriv (eye), Throden (many), Thurkear (night), Usk (iron), Valignat (burn), Vargach (battle), Verthica (mountain), Vutha (black), Vyth (steel)

Credit: Wizards of the Coast

Lizardfolk Traits

Your lizardfolk character has the following traits.

Ability Score Increase. Your Constitution score increases by 2, and one other score of your choice increases by 1.

Age. Lizardfolk reach maturity by age 13 and can live up to 80 years old.

Size. Lizardfolk come in a variety of shapes and sizes. When you choose this race, you can choose to be Medium or Small.

Speed. Your base walking speed is 30 feet.

Cunning Artisan. As part of a short rest, you can harvest the bone and hide from a slain beast, construct, dragon, humanoid, monstrosity, or plant creature of size Small or larger to create one of the following items: a shield, a club, a javelin, a spear, or 1d4 daggers, darts, or blowgun needles. To do so, you must have a blade such as a dagger or the appropriate artisan's tools.

Hunter's Lore. You gain proficiency with two of the following skills of your choice: Animal Handling, Acrobatics, Athletics, Nature, Perception, Stealth, and Survival.

Minor Regeneration. As an action on your turn, you can choose to regain a number of hit points equal to your level + your Constitution modifier (minimum of 1). You can do this a number of times equal to your proficiency bonus. You regain all expended uses on a long rest.

Additionally, when you roll Hit Die to regain hit points on a short rest, you can instead choose to take the maximum amount.

Evolution Points. You have a number of evolution points equal to 2 + your Constitution Modifier (minimum of 2). You can spend these on adaptations from the evolution list to suit your character. Whenever you take a short rest, you can change one adaptation. Whenever you take a long rest, you can change all of your adaptations. Whenever you gain an Ability Score Improvement, you also also gain another 2 evolution points.

Languages. You can speak, read, and write Common and Draconic.

Credit: Wizards of the Coast

Evolutions

The lizardfolk are an infinitely adaptable race that face the chaos of life with their own biological fluidity.

Adaptive Camouflage

2 Evolution Points

Prerequisite: Camouflage Scales, Level 5

You are a master of camouflage, able to change the color of your scales within seconds. You can cast the spell Pass Without Trace at will, targeting only yourself. You can also cast this spell as normal with any spell slots you have.

Aquatic Adaptation

1 Evolution Point

You have a swim speed equal to your walking speed and can hold your breath for up to 1 hour.

Basilisk Run

2 Evolution Points

Prerequisite: Aquatic Adaptation

You can traverse over water for short bursts. You can move across liquid surfaces without falling while you move. When you stop moving, you fall as normal into the liquid. To do so, you cannot be wearing heavy armor.

Bite

1 Evolution Point

Your mouth has become a set of strong jaws with sharp teeth which you can use to make unarmed strikes. If you hit, you deal 1d6 + your Strength modifier piercing damage, rather than the bludgeoning damage normal for unarmed strikes.

Blindsight

3 Evolution Points

Prerequisite: Darkvision, Level 7

Your senses have become so honed that you no longer need your eyes to sense your surroundings. You have blindsight out to a range of 15 feet.

Burrower

1 Evolution Point

You have become a master at creating homes under the ground. You have a burrowing speed equal to half your walking speed.

Camouflage Scales

1 Evolution Point

Your scales have the ability to change color to match your surroundings, concealing you from predators and prey alike. You have advantage on Stealth checks and can hide as a bonus action on your turn.

Claws

1 Evolution Point

Your fingernails have become sharp talons with which you can make unarmed strikes. Your claws have the finesse property and deal 1d6 + your Dexterity modifier slashing damage on a hit.

Additionally, you have a climbing speed equal to half your walking speed.

Darkvision

1 Evolution Point

Prerequisite: Keen Senses

Your eyes have become adapted to the dark. You have darkvision out to a range of 60 feet. You cannot see color with darkvision, only shades of grey.

Death Roll

2 Evolution Points

Prerequisite: Bite, Level 5

You can make grapple attacks with your jaws. Whenever you hit a creature with your Bite attack, you can choose to grapple the creature, no check needed. The escape DC equals 8 + your proficency bonus + your Strength modifier.

When you have a creature grappled in this way, you can choose to end the grapple by performing a death roll.The grappled creature takes slashing damage equal to 2d10 + your Strength modifier.

Detachable Tail

2 Evolution Points

You gain the ability to lose your tail to evade predators. Whenever you are grappled by another creature, you can remove your tail as a reaction to immediately escape the grapple. Your tail writhes on the ground, even when no longer connected to you.

Draco Glide

2 Evolution Points

Prerequisite: Gecko Pads, Level 5

As a reaction when falling, you can flatten and extend your ribs to form wing-like membranes with your skin. You take no fall damage and can move two feet horizontally for every 1 foot you fall. To do so, you cannot be wearing heavy armor.

Environmental Resistance

1 Evolution Point

Living in extreme environments has given you a resistance to certain damage types. Choose an environment and corresponding damage type. You have resistance to that damage.

Environment Damage Type
Mountain/Tundra Cold
Jungle/Underdark Poison
Swamp/Forest Acid
Desert Fire
Wastes Necrotic

Whenever you take a long rest in any of the environments from the table above, you can choose to change your damage resistance to one other from the types available.

Gecko Pads

1 Evolution Point

Your fingers and toes possess the clinging ability of the gecko. You have a climbing speed equal to your walking speed and can climb difficult surfaces, including up smooth walls and upside down along ceilings, without making an ability check.

Improved Venom

3 Evolution Points

Prerequisites: Venomous Bite, Level 7

Your venom has become even stronger with time. You ignore resistance to poison damage and immunity to the poisoned condition. Creatures with immunity to poison damage have resistance for the purposes of calculating damage. Additionally, the poisoned condition from your venom lasts for 1 hour or until they make a successful saving throw.

Keen Senses

1 Evolution Point

Your senses are sharper than those of a scaleless human. You have advantage on Wisdom (Perception) checks you make that rely on sight or smell.

Natural Armor

1 Evolution Points

Your tough, scaly skin protects you better any armor you might find. Your Armor Class equals 13 + your Dexterity modifier when not wearing any armor. If you are wearing armor, you can use this number instead if it is higher. You can still gain the benefits of a shield.

Reflex Bleeding

1 Evolution Point

When a creature makes an attack roll against you, you can use your reaction to spurt blood from your eyes. Make a ranged attack roll, with a range of 30/60. On a hit, the target is blinded until the end of your next turn.

Tail

1 Evolution Point

You have mastered the art of using your tail defensively. When you are hit with an attack, you can use your reaction to whip your tail in front of you, adding +2 to your Armor Class until the start of your next turn, potentially turning a hit into a miss.

Additonally, you can use your tail to make unarmed strikes. Your tail has the reach and finesse properties and deals 1d6 + your Strength or Dexterity modifier slashing damage.

Third Eye

1 Evolution Point

You have a primitive third eye on the back of your head, watching for danger. You cannot be surprised and you gain a bonus to your Initiative rolls equal to your Wisdom (Perception) bonus.

Thorned Armor

2 Evolution Points

Prerequisites: Natural Armor, Level 5

Your scales have become sharp, pointed spikes to better defend yourself from predators. You gain a +1 bonus to Armor Class and any creature grappling you takes 1d8 piercing damage at the start of your turn. Additionally, you cannot be swallowed by creatures, but creatures such as gelatinous cubes can still engulf you.

Tracker

1 Evolution Point

Your senses are honed to follow prey wherever it may flee. You have advantage on checks to track creatures and can move at a fast pace while tracking.

Venomous Bite

2 Evolution Points

Prerequisites: Bite, Level 5

Your saliva is venomous to other creatures. Whenever you hit with a bite attack, you deal 2d6 extra poison damage and the target must make a Constitution Saving Throw or become poisoned until the end of your next turn. The DC of this saving throw equals 8 + your proficiency bonus + your Constitution modifier.

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