Prehistoric Lizardfolk (5e Race)
Prehistoric lizardfolk[edit]
Physical Description[edit]
Because of the way this race is classified most of the physical descriptions will be recounted in each of their separate Subraces. A general rule of thumb for most however, is they all wear more tribal-like clothing if they are in their homelands, and prefer lighter clothing anywhere else.
History[edit]
The "Prehistoric lizardfolk" are a large assortment of races that have been bunched together to more easily classify them. Their origins originate when a crew of miners and adventurers had blasted through a large boulder at the end of a long cave. What lay behind the boulder was a world un-like anything ever seen before, an unfathomably large cavern holding large forests, rivers, Large crystals lighting the place and providing natural lighting, and most importantly a wide variety of Fauna. The adventurer team decided to name the place "Besauria", and promptly looked around before returning to a nearby major kingdom above ground to report their findings. Many explorer teams have now surveyed the land and made contact with some of the tribes there and have attempted some forms of communication. Some locals are more inviting than others, some are more aggressive, and others are more cautious of people from above ground. After the discovery of their world, many tribes have used the cave passage to exit the cavern and explore outside societies.
Society[edit]
Societies tend to be extremely complicated for all the different subraces of the land of Besauria, but there is a general rule of thumb. There is a large herbivore society that banded together to defend themselves from the many more carnivorous tribes. This is one of the most wide variety of beliefs seen in this world, and its hard to pinpoint exactly is the most common belief among them. Generally speaking though, all of them tend to be herbivores with a few omnivores among them, all of them tend to work together, willingly or begrudgingly with their fellow herd members to make it work, and all of them are distrustful of carnivores. Eating any meat nearby them is heavily cautioned. The more carnivorous tribes tend to be more spread out over the cavern, some members even are wandering solo as more apex predators of this world, perhaps easier to support one person over a tribe as a carnivore. The ones with wings tend to be the most cautious but accepting of food offered to them, gift them sustenance and they will seemingly instantly welcome you. The flyer societies tend to be very skittish with minor exceptions, they roost along the top of the cavern or in very large trees and make small huts in them. On the other side of things, the small pack like societies of carnivores tend to be the smartest among the groups of lizardfolk found among this world. Gifting them meat is certainly a step toward friendship, but they tend to be very distrustful people and tend to be cautious of outsiders. They make the most sofisticated of buildings and tools among members of carnivore socieities, even creating some extremely unique spells from their shamans advice. Finally there is the more solo tribes of predators, hardly considered tribes they tend to be found wandering solo or in small family groups/pairs. They vary more wildly in personality and beliefs, some having very crude ones such as "kill or be killed", extreme caution should be used when aproaching these individuals. Reports have been made that after the discovery of their world, some members of all of these different tribes have left this sunken world to explore above ground societies. Most above ground societies tend to treat them similar to regular lizardfolk though some can be more welcoming especially to smaller species and herbivores.
Prehistoric lizarkfolk Names[edit]
Think of more tribal-like names or basic body parts for their names, such as fang, fin, claw.
Male: Fang, Claw, Lash, Gnash, Snarl, Slug, Crunch, fern, Bark, Spike.
Female: Shell, Spear, Fin, Club, Frill, Thorn, Flora, peck, Scar, Talon.
Prehistoric lizarkfolk Traits[edit]
A large collection of ancestors and subraces of the lizardfolk.
Ability Score Increase. Your Constitution score increases by 2
Age. Most species reach the age of maturity by 15, but depending on the their size and height may live longer. Average life expectancy is 75 years, for every foot over 5 foot on your character add around 10 years to your expectancy.
Alignment. If your sub races is primarily an herbivore you will tend to lean toward more lawful and neutral alignments. If you are an omnivore it can really be up to you to decide as omnivores can be trustworthy or sneaky in many cases. If your Subrace primarily eats meat, then you are likely to be neutral or even evil in some ways, commonly being chaotic in both.
Size. Read your Subraces description for size references. Most subraces can be between small-medium, reaching the absolute limits of medium in some cases, while other subraces can be extremely small)
Speed. Your base walking speed is 30 feet unless stated otherwise.
Darkvision. 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.
Bipedal evolution. Although you may look very strange, you are considered humanoid creature type
Languages. You can speak, read, and write Common, Draconic, and one other language of your choice.
Marine Reptile Apex[edit]
The largest of the aquatic reptiles found in the caverns, These giants tend to be heavily built, bipedal(thought there are rumors of more mermaid-like shapes) and have large powerful tails behind them ending in fin shapes. Their hands tend to resemble fins especially when forming a slapping hand and they do not have fingernails or claws unlike more crocodile-like lizardfolk. They make up for this with their increase height, muscle mass, and of course teeth and jaws which rival some of the largest predators out there in terms of jaw size and bite strength. Their skin is compromised of extremely small, almost un-noticeable scales that cover their whole body. These predators tend to travel alone or in small groups traveling the rivers, canals, and underwater seas inside Besauria, but have also traveled outside of their home to other civilizations to find more for the sake of ambitions. Not always too bright and certainly not philosophers, they tend to be quite motley and straight forward in approach and learn quickly when it comes to simple tasks and basic language, although surprisingly their accents tend to adapt very quickly to the places they stay in briefly.
|size=These giants tend to be over 7'0 and reach the absolute limits of what is considered medium sized. They tend to be very heavily built carry a lot of both muscle and blubber with dense bones.
Ability Score Increase. Your Strength score increases by 2 and your Constitution score increases by 1.
Powerful build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Proverbial whale. Your base swim speed is increased to 50, however, your base walk speed is decreased to 20. You are able to hold your breath for up to an hour as well.
Thresher Thrasher. Using your powerful jaw muscles and sharp teeth, you can make grapple attempts using your jaws, the enemy must make a saving throw, on a successful save you miss and bite the air, on a failed saving throw the target takes 1d6 piercing damage + your strength modifier in damage and is now grappled. This functions like a normal grapple after this point.
Breathing room. While you aren't technically a fish, you are still a fish out of water, and like a fish your tail can be thrashed around with mighty force. As a bonus action, if there is more than one enemy adjacent to your character you can choose to batter an enemy using your tail, dealing 1d4 blunt damage + your strength modifier and knocking them back 10 feet. The enemy can make a STR saving throw, on a successful saving throw they take half damage and dont get shoved, failed saves result in the aforementioned damage and knockback. This can only be used once per turn, on one enemy per turn. The knockback effect only applies to medium or smaller, you can still choose to smack large+ enemies though. Opportunity attacks do not apply to enemies knocked back, and colliding with a wall or another creature applies the damage again to both creatures.
Titanic Herbivore[edit]
The largest of the herbivore races found in Besauria, these somewhat gentle giants tend to be extremely heavyset with a considerable amount of muscle underneath their thick skin. They possess Extremely long and powerful tails that can be whipped with extreme force. Although they do have scales covering their skin, it is mostly the density of their skin and hide that provides them with their considerable durability. Because of this they are incredibly heavy, requiring larger sits and more durable items in general. They do, however, use this size to great effect using their legs. Besides their weight, this subrace has innate Earthen magic that can be used to drive their punches and kicks. This allows them to stomp with great force causing tremors around them, More skilled and adept individuals can Extend the range, the force, or even direct it. Not always the most aggressive, they tend to analyze and then act, though this can depend on the situation, but generally speaking if they have the advantage they are very brave or rash, but if they notice something amiss they go on the defensive and prefer to live defensively as well. In most civilizations they use their size and strength as part of a workforce, although some find more aggressive and defensive carrier such as guard, gladiators, or Even hired bodyguards.
|size=Larger than any of the other Prehistoric Lizardfolk found in Besauria, these titans are always above 7'5 and vary wildly. They are almost always heavyset, but underneath their rotund appearance they carry that weight using larger muscles supported by Strong bones.
Ability Score Increase. Your Constitution score increases by 2 and your Strength score increases by 1.
Thick Skinned. You have a scaled hide, With an incredibly thick layer of skin underneath. When you aren't wearing armor, your AC is 13 + your Constitution modifier. Additionally, This race gains +1 to hp per level thanks to this added flesh, however, the downside of this is its movement speed is only 20 and it suffers from -1 stealthy.
Rumble-&-Tumble. As a bonus action, This race can use their innate Earth laden powers and their considerable weight to stomp the ground. The stomp causes all characters in adjacent squares to roll a Dexterity saving throw or be knocked prone. This ability has 3 + your proficiency bonus charges, and can regain all charges after a long rest. Only large or smaller characters are affected. At the 6th level This trait can be directed by shoving their heel into the earth, Enemies have to make a Dexterity saving throw or be dealt 2d6 damage and are knocked prone. At the 12th level this character has immunity to difficult terrain. at the 18th level, the stomp effects a larger area, and creates difficult terrain. This ability can be used out of combat and in combat for various reasons of roleplay(such as kicking door with enough force to send them off their hinges, or perhaps collapsing a nearby structure, up to DM descretion.)
Whirlwind Whip. This creature can make a bonus action or opportunity attack to deal 1d4 to an enemy that is within 15 feet, the target is knocked back 5 feet. If the enemy is knocked into a wall or into another enemy, then both creatures take 1d6 damage. Enemies being hit by the opportunity version can make a Dexterity saving throw to dodge the tail. This trait has 4 + your proficiency bonus charges that are recovered after a short or long rest. At the 5th lvl dmg increase to 2d6, 3d6 at 10, 4d6 at 15, 5d6 at 20th.
Defensive stance. When this Creature is in the prone status condition, whether by choice or force, it gains special bonuses. The disadvantage on attack rolls no longer affects it, additionally, When attacked within 15 feet it automatically counter attacks with its tail dealing 1d4 damage unless stunned/incapacitated or stated otherwise.
Raptorfolk[edit]
They are a highly intelligent and agile race that values survival, strength, and cunning above all else. Raptorfolk stand at an average height of 5-6 feet and weigh around 100-150 pounds. They have scaly skin that varies in colour from green to brown and yellow, depending on the environment they inhabit. Their most distinguishing feature is their sharp, serrated teeth and razor-sharp claws, which they use for hunting and self-defence. They also have a long tail that helps with balance and agility. Raptorfolk are fiercely independent and value their freedom and survival above all else. They are also highly intelligent and analytical, always looking for ways to gain an advantage over their enemies. Due to their pack mentality, they are fiercely loyal to their allies and are willing to go to great lengths to protect them. Raptorfolk are hunters and gatherers, and they live in small tribes led by the strongest and most cunning members. They are also known to be skilled in crafting weapons and tools out of natural materials, which they use to supplement their hunting and gathering. They are nomadic by nature and move frequently to follow the herds of animals they hunt.
Ability Score Increase. Your Dexterity score increases by 2 and your Wisdom score increases by 1.
Pack Tactics. You have advantage on attack rolls against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.
Natural Weapons. You have claws and a bite attack, which are considered natural weapons. Your claws deal 1d6 slashing damage, and your bite deals 1d8 piercing damage.
Keen Smell. You have advantage on Wisdom (Perception) checks that rely on smell.
Fleet of Foot. Your base walking speed increases to 40 feet
<Subrace Name>[edit]
Random Height and Weight[edit]
Base Height |
Height Modifier* |
Base Weight |
Weight Modifier** |
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′ '' | + | lb. | × () lb. |
*Height = base height + height modifier |
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