Lizardfolk Feats and Unique Items

 While they get a reputation for being cold and heartless, it is simple because lizardfolk communities tend to avoid the problems of outsiders. Living often in harsh environments has made it easy for them to cut out unneeded conflict in preference, and a reverence for those that made life easier or kinder.
 
Lineage Feats
Bask
Prerequisite: Lizardfolk or Yuan-Ti
Your cold-blooded nature makes the warmth of the day so much more important to you than others, and you have learned how to make the most of it. Because of this you gain the following benefits:
·        Your Constitution increases by 1
·        When you take a long rest in the sun you only need 4 hours to complete it instead of 8.
 
Amphibious Survivor  
Prerequisite: Lizardfolk
Growing up in a swampy environment, you have learned the how important being able to use the murky waters to your benefit is. You gain the following benefits:
·        You gain blindsight up to 5 feet, in addition, while in water at least waist high this increases to 10 feet. If you gain blindsight through other means this increases by 5 feet instead, and 10 feet when the stipulation is met.
·        You gain advantage in stealth checks in water at least waist high and you may travel at full movement instead of half while being stealthy in this way.
 
Reptilian Healing
Prerequisite: Lizardfolk
Due to your lineage, you have the innate healing abilities of lizards, while you cannot regrow your limbs like some of them are able to you are still better than most. When you roll hit points during a short rest add +1 to the total for each roll.
 
Bone Carver
Prerequisite: Lizardfolk
Dealing with the limited resources of the swamp has made you adapt at making tools and art out of what was more commonly available. This ingenuity gives the following benefits:
·        When you use your cunning artisan, lineage feature you are also able to craft thieves’ tools, wands, caltrops, crossbow bolts and arrows.
·        You gain proficiency in either leatherworker’s tools, woodcarver’s tools, or weaver’s tools.
·        You gain knowledge of one type of bone carving from the following options: maw, thicket, gale, or bark.
 

A GM may wish to award or allow a player to take the Bone Carving feat without having met the prerequisite, if so, perhaps consider a way for them to train under a skilled lizardfolk druid or wizard to add to the narrative.  


Carved Bones
 
Those who wield magic in the swamps have learned how to craft themselves powerful foci through the bones of creatures they hunt. What power is gained from these are based on what the bones belonged to and what is carved into them. Learning the intricacies of this is difficult and has to takes time and expertise. These carvings are named, the maw, the thicket, the gale, and the bark.
When the focus requires a saving throw use your spell save DC.
Bones of a Humanoid
The Maw. Once per long rest when you cast a spell through this focus you may add your proficiency bonus to the spell damage.
The Thicket. Once per long rest when you cast a spell through this focus on a creature, you may choose to reduce their movement speed by 5 feet for 1 minute. As the ground beneath them seems to want to keep them in place.
The Gale. Once per long rest when you cast a spell through this focus on a creature, you may call on the winds to give them 5 feet extra movement speed for 1 minute.
The Bark. Once per long rest when you cast a healing spell you may give the targeted creature temporary hit points equal to your proficiency modifier in addition to the healing given by the spell.
 
Bones of a Beast
The Maw. When you cast a spell from abjuration school of magic through this focus everyone within 5 feet of you must make a Dexterity saving throw or take 1d10 piercing damage, as spikes fly out of your defensive magic. Once you have used this ability you must complete a long rest until you use it again.
The Thicket. Once per long rest when you deal damage to a creature you can force them to make a Strength saving throw, as on impact your spell begins to transform into vines and roots. On a failure the target is considered restrained until the end of its next turn.
The Gale. When you hit a creature with a spell while using this spell focus you can force them to make a Strength save or be knocked prone, as the wind comes to aid your magic.
The Bark. When you cast a healing spell through this focus you can choose to gain a +1 to your AC until the start of your next turn. Once you have used this ability you must complete a short or long rest before you can use it again.
 
Bones of a Monstrosity
The Maw.  Once per short or long rest when you cast a damage spell, through this focus, that forces a creature to make a saving throw you may reduce their result by 1d4. If this causes them to fail, they take an additional 1d4 additional points of damage from the spell you cast.
The Thicket. When you target a creature with a spell through this focus the natural area around them recognises your magic and lets them pass. Until the start of your next turn the effected creature cannot be slowed by difficult terrain magical or otherwise. You may not use this effect again until you have completed a short or long rest.
The Gale. Once per long rest, when you target a creature with a spell through this focus you may also give bring the wind to hasten their attack. On their next turn when they take the attack action, they may also take an extra attack as a bonus action.
The Bark. When you cast a healing spell with this focus on a creature other than yourself you can also choose to put them under the affects of the Barkskin spell until the end of your next turn. You may use this ability once per short or long rest.

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