Lizardfolk Lineage

Long before mammals exerted their dominance over the world, reptiles thrived—and evolved. Lizardfolk were among the first reptilian humanoids, and the traits they developed to survive the primordial eras are largely unchanged today.

Lizardfolk range in appearance, but they are all scaled bipeds who stand slightly taller than a human on average. Some lizardfolk develop frills on their heads, spines, and limbs, but just as many do not. The coloration of a lizardfolk’s scales ranges from dull ochres through to vibrant greens, though blue, black, and gray scaled examples can be found as well.

The ancient ruins of temples erected to worship primordial reptilian deities litter the known lands, indicating that their builders were prominent across continent-sized territories. Glyphs and runes hewn into the surviving stone faces prove the power and vitality of the antediluvian lizardfolk civilization. The reasons for the collapse of that civilization are shrouded as much by meddling mammalian gods as much as by the mists of time themselves.

Despite the decline of their civilizations, lizardfolk exist all over the world. They live primarily in small scattered settlements away from the cities and territories of other races. While each settlement has its own identity, they share characteristics in that they are mostly focused around hunting and gathering. Lizardfolk also tend to be youth-centric, with older members of the community teaching the youngest members the basics of survival while the mature adults take care of the community’s needs.


Your lizardfolk character has certain hereditary traits dictated by their lineage.

Age. Lizardfolk mature rapidly and reach adulthood by age 16. They rarely live longer than 60 years.

Size. Your size is Medium. Male and female lizardfolk stand 6 feet tall on average, with the females being notably slimmer than the males.

Speed. Your base walking speed is 30 feet. You have a swimming speed equal to your walking speed.

Armored Scales. When you aren’t wearing armor, your AC is equal to 12 + your DEX modifier. You gain the benefits of a shield as normal, as long as you have proficiency with it.

Bite. You can make unarmed strikes with your sharp teeth. When you hit with your Bite, you deal piercing damage equal to 1d6 + your STR or DEX modifier (your choice).

Hold Breath. You can hold your breath for a number of minutes equal to your CON score (minimum 10 minutes).


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