Lizard-Kin 5E

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Argentmantle
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Lizard-Kin 5E

Post by Argentmantle » Thu Mar 21, 2019 1:25 pm

Lizard Folk
All Lizard Kin share several traits.
Speed: Your base walking speed is 30 feet, and you have a swimming speed of 30 feet.
Hold Breath: You can hold your breath for up to 15 minutes at a time.
Hunter's Lore: You gain proficiency with two of the following skills of your choice: Animal Handling, Nature, Perception, Stealth, and Survival.
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.
Languages: You can speak, read, and write Shazak.
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.

Shazak
Ability Score Increase: Your Constitution score increases by 2, and your Wisdom score increases by 1.
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.
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 1d4 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.

Gurrash
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.
Lashing Tail: Immediately after a creature within 5 feet of you deals damage to you with a melee attack, you can use your reaction to make an unarmed strike against that creature with your tail. If you hit, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
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.

Cayma
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 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Programmed Lore: Whenever you make a Intelligence (History) check related to engineering or architecture you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.
Ability Score Increase: Your Dexterity score increases by 2, and your Wisdom score increases by 1.
Superior Darkvision: Your darkvision has a radius of 120 feet.
Tiny: You're small, just face it.

Alright, the Cayma I see as being slightly below average in terms of racial abilities against their cousins.

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Tim Baker
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Re: Lizard-Kin 5E

Post by Tim Baker » Thu Mar 21, 2019 7:27 pm

Is the purpose of this to add more variety to the lizardfolk, in comparison to the race as it's presented in Volo's Guide?

To make it a bit more compact, you may want to place the bite in the general stat block, and then note that the damage is increased to 1d6 for the Shazak and Gurrash. You could call it "Improved Bite" or something similar.

Argentmantle
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Re: Lizard-Kin 5E

Post by Argentmantle » Thu Mar 21, 2019 8:33 pm

Well, its to carry over the lizard-kin out of the Savage Coast. So, realistically, besides the Cay, they are almost identical.

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Havard
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Re: Lizard-Kin 5E

Post by Havard » Tue Mar 26, 2019 1:19 pm

What's the reasoning for the Programmed Lore ability of the Cayma?

Have you thought about adding Chameleon Men as a Lizardkin subrace?

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Argentmantle
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Re: Lizard-Kin 5E

Post by Argentmantle » Tue Mar 26, 2019 3:16 pm

So, the Programmed Lore ability is from my interpretation of this passage from the text descrbing them in the Savage Coast material:

"The third in the experimental creations of Herath, the cayma was their attempt to create servitors who would become their builders and slaves. Having failed dismally to produce large warrior types, the Herathians chose to make the caymas small, agile, and intelligent. Unfortunately, in so doing, they wrought creatures whose pride in their work kept them from admitting faults within the structures they built."

This is further reflected under the miscellaneous section:

"They may choose to take a nonweapon proficiency in either architecture or engineering as another bonus proficiency, but gain only half the usual ability with it, rounded down."

So, it appears that our favorite neighborhood lizard man tinkerers, the Herathi, must have added some sort of 'out-of-the-box' understanding for engineering and architecture in they tiny lizardmen.

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