New & Alternate Player Races - GM Binder

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Player Races

New

Player Races
One of the most important choices you

make when creating your adventurer is

their race, sometimes referred to as their

lineage. While the player races presented

in the Player's Handbook are assumed to be

in every campaign, the dungeon master can

choose to add additional races to the game.


Below are six player races that can be made

available to players alongside those in the

Players Handbook: Entlings, Half-Dwarves, Magen

and Alternate Fairies, Humans, and Lizardfolk


Entling
WHEN I WAS A CHILD I SOUGHT OUT THE

guardian of my people's ancestral forest. I wandered for

days deep within the woods, and I am certain that I never


have found the ancient gardener had he wished to remain
hidden from me. His true name was too much long for me

to comprehend, but he allowed me to call him Whiproot.


For a year and a day he taught me the ways of the wood, Entling Names
slowly nurturing my druidic potential. Sometimes I still see
those ancient green eyes in my dreams. Though I have grown Due to their long lifespans and relaxed disposition, Entling
old, I know that the gardener is still out there in the forest of names are often exceptionally detailed stories that can take
my people, quietly singing to himself as he tends to the trees. days to explain. Often, the Entlings that interact with mortals
will adopt the name of their favorite plant, tree, or flower.
-Zumug, Archdruid of the North
Entling Traits
Elder Gardeners No matter their home ecosystem, environment, or forest of
Deep in the forests of the world dwell a forgotten people, the origin, all Entlings have the following traits in common:
Entlings. They are the ancient caretakers of the forest who Ability Score Increase. Your Wisdom score increases

awoke at the dawn of the world. To many, they are creatures by 2, and your Constitution score increases by 1.
of myth and folktale, reclusive tree-like people with skin like Creature Type. You are both Humanoid and Plant.
bark and hair that resembles tree-tops and verdant gardens. Age. Entlings are considered to be adults around the age of
Though these gardeners are few in number, they are very 100, and can live to be over 1000 years old if they spend their
much real, though they prefer to be forgotten. Most Entlings lives in peace. Hasty Entlings that take up the stressful live of
will happily spend their exceptionally love lives tending to the adventuring can shorten their lifespan by up to 500 years.
large swaths of wilderness under their care, learning the Alignment. Entlings are a naturally peaceful folk that care
names of every root, flower, and tree under their protection. for all living things, and they tend towards good alignments.
Size. Entlings reflect the forests and plants they tend to,
Shepherds of the Forest and thus come in all shapes and sizes. Your size is Medium.
Entlings care deeply for the plants under their care, and often Speed. Your base walking speed is 30 feet.
watch them grow from seedling to fully mature plants. They Languages. You can speak, read, and write Common, and
prefer to spend their lives in quiet harmony with nature, only your choice of either Druidic, Sylvan, or Elvish.
occasionally interacting with other mortals. They carefully Gardener's Lore. You gain proficiency in the Nature skill,
maintain the natural order of the ecosystems they dwell in, and you can make a Wisdom (Nature) check whenever you
culling creatures that grow to numerous, nurturing those on would normally make an Intelligence (Nature) check.
the brink of extinction, and all the relationships in between. Natural Magic. You know one cantrip of your choice from
Though rarely roused to action, Entlings who strike out the Druid spell list. Wisdom is your spellcasting ability for it.
into the world often do so to protect the forests under their Photosynthetic. You don't need to eat or drink so long as
protection. Though slow to anger, their fury knows no bounds you are exposed to sunlight for 1 hour each day. To gain the
when evil or blight threatens the groves that they have raised benfits of a long rest, you must spend at least 6 hours in an
from seedlings. Entlings who leave the forest usually find it inactive, motionless state, though you remain aware of your
difficult to fit in amongst civilized settlements, and usually surroundings. In this state, you can see and hear as normal,
struggle to understand the norms and customs of normal and you appear to be a normal tree unless closely inspected.
folk. Entlings who become adventurers most often train to Shepherd of the Forest. Through sound and gestures, you
defend the wild as a ranger or join a local Circle of druids. may communicate simple ideas with plants of all kinds.
Half-Dwarf
FROM ATOP THE GREAT WALLS OF HAMMERDEEP I

watched as the the young half-dwarf disappeared into the


swamp. Based on talent along, he should have been chosen
as apprentice to the master smith of the great walled city.
Sadly, due to his human mother, the young smith had been
passed over for a less skilled, but full-blooded dwarf.
I always admired how he refused to stoop to the menial
work delegated to half-dwarves, and I was determined to help
him earn the right to use the clan name of his father. I knew
the task would be dangerous, especially to a dwarf with so
little experience as a warrior, but if the he could succeed in
slaying the young dragon that had taken up residence in the
swamp, the elders would have no choice but to accept him.
-Lord Thorin Stormfist

Hero of Hammerdeep
Dwarven Tradition
Half-dwarves often showcase the best of both of their parents'
heritage. Like dwarves, they will usually place high value on
honorable conduct and reputation. And, although they are not
considered full members of their respective clans, most half-
dwarves will go to great lengths to win acceptance, or prevent
bringing shame upon the clan of their dwarven parent.
Often, when a clan has risky or nefarious business to take
care of, they will task a half-dwarf with taking care of things.
That way, should things go poorly, dishonor is not brought
upon a full-blooded member of the clan. Seeking to belong,
half-dwarves will go to great lengths to gain the favor of their Half-

dwarven relatives. Refusing to deny their human heritage, it Dwarf Traits


is very difficult, and requires great feats of service for a half- Half-dwarves share some qualities in common with dwarves,
dwarf to be recognized by the elders as a member of the clan. and some new abilities thanks to their human blood:
Human Innovation Ability Score Increase. Your Constitution score increases
by 2, and one other ability score of your choice increases by 1.
From their human heritage, half-dwarves bring the spark of Age. Half-dwarves mature at the same rate humans do and
innovation and desire to create a personal legacy. Far more reach adulthood around the age of 20. They live much longer
individualistic then other dwarves, their innate desire to push than humans however, often close to 200 years.
boundaries drives them to innovate on the craftsmanship of Alignment. Half-dwarves often share the lawful bend of
both dwarves and humans, often ignoring the traditions of their dwarven heritage, but some favor more chaotic ways of
master artisans. Due to their dedication and ingenuity, half- life. Most tend toward good as well, with a strong sense of fair
dwarven products are often sought after by those with an eye play and a belief that everyone deserves to go wherever they
for quality. Unfortunately, half-dwarves are rarely accepted please and share in the benefits of a life free from tyranny.
into dwarven guilds due to dwarven tradition and customs. Size. Half-dwarves are about the same size as humans, if a
Half-Dwarf Names little shorter and stockier. You stand between 4 1/2 and 5 1/2
feet , and weigh around 200 pounds. Your size is medium.
Half-dwarves are often given dwarven first names, but either Speed. Your base walking speed is 30 feet.
take the last name of their human parent, or adopt the name Darkvision. Thanks to your dwarven blood, you have
Stone. Being officially recognized as a member of their clan superior vision in dark and dim conditions. You can see in
is seen as the highest honor to be bestowed on a half-dwarf. dim light within 60 feet of you as if it were bright light, and in
darkness as if it were dim light. However, you can’t discern
color when in darkness, only shades of gray.
Half-Dwarves of the Multiverse Hardy. You have advantage on saving throws against
Half-dwarves can exist in any setting that includes poison, and you have resistance against poison damage.
both humans and dwarves. A hardy folk, they often Language. You can speak, read, and write Common,
sprout up wherever these two races meet. Dwarvish, and one additional language of your choice. Half-
In the Dark Sun setting, half-dwarves are known dwarves often learn the language of peoples they work with.
as Mul, and sadly, due to their natural fortitude and Natural Craftsman. You gain proficiency with one set of
stamina they are prized as gladiators and laborers. artisan's tools of your choice. You add double your proficiency
bonus to any ability check you make that uses those tools.
Magen
WHEN THE WARRIOR AWOKE, HE KNEW SOMETHING

was different. The last thing he remembered was the feeling


of numbness that washed over him as the acid breath of the
great dragon consumed him. Almost instinctively, the warrior
took stock of his surroundings - he seemed to be in some sort
of laboratory. Across from the table on which he lay stood a
mirror, and gazing upon his reflection shook him to his core.
The warrior's skin was a pale blue and his eyes flickered
with a strange maroon light. As he took survey of himself, he
seemed stronger, almost as if some strange new power was
flowing through his veins.
-Lord Tormund Shadowfall

Paladin of the Sacred Fire


Arcane Creations
While most spend their lives searching for purpose, Magen
come with that purpose woven into their very being. Created
by powerful mages to fulfill a specific duty, Magen physically
resemble adult humanoids, but pale bluish skin and maroon
eyes set them apart. Their innate magic allows them to live
without the food, air, and water required by mortals, but their
innate magic makes them susceptible to anti-magic effects.
Loyal Servants
While the typical Magen is fiercely loyal to their creator, even
to death, those that become adventurers are those that have
thrown off the yoke of servitude. When you create a Magen,
consider why they struck out into the world. Are they seeking Arcane Magen
a purpose greater than the duty they were created for? Arcane Magen are embodiments of raw magic, and serve as
assistants in arcane research. You gain the following traits:
Magen Traits Ability Score Increase. Your Charisma increases by 1.
Though Magen can vary greatly depending on the mage that Arcane Nature. You know one cantrip of your choice from
created them, all Magen have the following traits in common: the wizard spell list. When you reach 3rd level, you learn one
Ability Score Increase. Your Intelligence increases by 2. 1st-level wizard spell, and when you reach 5th level, you learn
Creature Type. You are both Humanoid and Construct. one 2nd-level wizard spell. Intelligence is your spellcasting
Age. Magen are created to resemble adult humanoids, and ability for these spells, and you can cast each spell once per
they show no signs of deterioration due to age. Their upper long rest without expending a spell slot, after which you must
lifespan is speculated to be around 500 years old. expend one of your own spell slots to cast it again.
Alignment. Magen are lawful by nature, and most often Warrior Magen
reflect the alignment of their creator, be it good or evil. Warrior Magen are created to as the guardians for places of
Size. Magen are roughly the size of an adult human, great arcane power. You gain the following traits:
ranging from five to six feet tall. Your size is Medium. Ability Score Increase. Your Strength increases by 1.
Speed. Your base walking speed is 30 feet. Athletic Frame. You were created in peak physical
Arcane Construct. You can be damaged by anti-magic condition. You are proficient in the Athletics skill.
spells. If you are targeted by dispel magic, you take 1d6 force Martial Nature. You are proficient with light and medium
damage per each level of the spell slot expended to cast it. armor and with two marital weapons of your choice.
You also take 1d6 force damage each time you enter, or start
your turn, within an anti-magic field (or other similar effet).
Born of the Weave. You have advantage on all Intelligence,
Wisdom, and Charisma saving throws against magic. Optional Rule: Magen as a Lineage
Languages. You can speak, read, and write Common, and If your character is brought back by a mage, or has
one other language of your choice. Most Magen are imbued their body magically enhanced, you can adopt the
with the knowledge of a language spoken by their creator. Magen race to replace your original player race.
Unusual Nature. You do not require air, food, or drink. If you replace a race with this lineage, you keep
any climbing, flying, or swimming speed granted by
Subrace. There are two subraces of Magen; Arcane Magen your original race, along with any skill proficiencies
and Warrior Magen. Though, mages sometimes stray from granted by your original player race.
these options to create Magen for more specific purposes.
Alternate Fairy Fairy Names
EVERY FAIRY I'VE EVER MET HAS BEEN IRRITATING Due to their whimsical nature and ever-changing interests,
beyond belief, and I cannot fathom why the Prince of Winter Fairies will change their name spontaneously when a mood
hasn't expelled the little buggers from his court completely. takes them. Fairies usually adopt the name of a particularly
Sure, their small stature and tiny wings allow them to access beautiful natural phenomena or powerful emotion; Aurora,
places that I certainly couldn't, and their skill with illusion Dewdrop, Sunrise, Rainbow, Joy, Serenity, or Glee.
magic does come in handy more often than I'd like to admit. Fairy Traits
Actually, now that I think about it, they do seem to have their
uses. Maybe I need to give these tricksters another chance. Though Fairies vary greatly depending on the Archfey they
-Sir Tumnus Longfinger
serve, all Fairies have the following traits in common:
Champion of the Winter Court Ability Score Increase. Your Dexterity score increases

by 2, and your Charisma score increases by 1.


Fleeting Fancies Creature Type. You are both Humanoid and Fey.
Age. Fairies reach adulthood a year and a day after their
Fairies may be the most spontaneous creatures in existence, birth, and do not age further in the Feywild. While in mortal
constantly moving from one interest to the next as something realms they age normally and can live to be 100 years old.
new or exciting catches their attention. They are curious to a Alignment. Fairies hail from the courts of many different
fault, and love to experience new things whenever they have Archfey, but they are almost universally Chaotic in alignment.
the chance. When a fairy puts their mind to something, they Size. Fairies only stand a few inches in height, the largest
put everything they have into their pursuits. Though it may of which stand almost a foot tall. Your size is Tiny.
not last, the determination of a fairy knows no bounds. As a Tiny creature, you can only wield weapons that have
the Light property, and you cannot wear armor or clothing
Servants of the Fey Court unless it is specifically sized to fit a creature of your stature.
All Fairies begin their lives in the service of one of the Courts Speed. Your base walking speed is 20 feet.
of the Feywild, and the Archfey they serve is the closest thing Dainty Wings. So long as you are not wearing medium or
many of them will have to a parent. The longer a fairy spends heavy armor, you have a flying speed of 30 feet and can hover,
in the presence of an Archfey, the more they start to resemble but you cannot fly, or hover, more than 10 feet off the ground.
them. Those who have spent lifetimes in the service of a Fey At 5th level, this 10 foot height restriction is lifted.
Court often come to resemble miniature versions of Archfey, Fey Ancestry. You have advantage on saving throws
in appearance and manner. While in the Feywild, Fairies stop against being charmed, and magic can't put you to sleep.
maturing, both physically and emotionally, when they reach Fey Magic. You know the minor illusion and faerie fire
adulthood, allowing them a strange perpetual immortality. spells. You can cast faerie fire without expending a spell slot,
The fairies who reject a life of unchanging servitude most and you must finish a long rest before you can cast it this way
often do so to become adventurers on the material plane, again. You can also cast this spell using any spell slots you
where they can age and develop normally. Fairy adventurers have. Charisma is your spellcasting ability for these spells.
often pursue their knack for illusion magic as bards, wizards, Languages. You can speak, read, and write Common and
or sorcerers, though some strike pacts and become warlocks. your choice of either Sylvan or Elvish.
Alternate Human Improvise,

PAUL RIVERS ENLISTED IN THE TOWN GUARD THE Adapt, and Overcome
day he turned sixteen. None of the villagers thought that this When a human puts their mind to a task, there is nothing that
was a particularly good idea, but no one had the heart to turn can stop them. Due to their relatively short lifespans, humans
the boy away. And after all, the village hadn’t been attacked by are consumed by an intense desire to leave a unique mark on
monsters in almost ten summers. Paul trained with the rest the world that will live on far past their own demise.
of the guardsmen, and despite his boyish personality, he was When combined with their natural talents, this drive allows
a natural with the sword and spear. Over the next few months humans to rival the arcane ability of elvish mages, the martial
he grew in skill and strength, and by the following summer, prowess of orcish warriors, and the craft of dwarven artisans.
Paul was able to best every warrior in the village. There is nothing that can hold a dedicated human back from
Just before harvest, a group of evil cultists descended upon becoming the best there is in their chosen area of mastery.
the small hamlet. They stole everything of value, and burned
anything that couldn't be stolen. At the town's most desperate Human Names
moment, with the survivors cowered in the armory, the cult's
champion issued a challenge. A duel to the death for the lives Humans names, like their other traits, depend on where they
of the remaining villagers. Without saying a word, Paul drew live and work. Humans are known for borrowing names from
his sword and stepped forward to defend his home. other cultures and races that they work and live closely with.
-Berthold Cornersnatch
Human Traits
Traveling Bard and Storyteller
While humans vary depending on the environment they live
In most worlds, humans are the most numerous of the mortal an work in, all humans have the following traits in common:
races, and their grit and adaptability allow them to succeed in Age. Humans reach adulthood in their late teens and can
all but the most hostile environments. Humans can be found live to see anywhere from seventy to one-hundred years.
in almost any city, town, or hamlet. They live in large social Alignment. Humans tend toward no particular alignment.
groups, and most humans dwell in permanent settlements. The best and worst are found among every human culture.
Size. Humans vary in size, from barely 5 feet to well over

A Diverse People 6 feet tall. Regardless of your height, your size is Medium.
Humans can vary wildly based on their environment. Where Speed. Your base walking speed is 30 feet.
they live, what they do, local climate, their level of education, Languages. You can speak, read, and write both Common
and other influences all effect their skills and traits. It is hard and one other language of your choice. Humans often learn
to make generalizations about humans as the only thing they the language of other peoples they live and work with.
have in common is their ability to adapt to problems at hand. Determination. When you make an ability check, attack
The wispy and well-educated, scholar from the university of a roll, or saving throw without advantage, you can give yourself
large city, and the hulking nomadic tribesman from the wilds advantage on that roll. Once you do so, you must finish a
could share a common relative only two generations back. short or long rest before you can use this feature again.
Due to their versatility, humans are capable of conceiving Subrace. Humans have four main subraces to choose from
viable offspring with most other mortal races. Unlike elves, that represent their upbringing and training. When creating a
dwarves, and orcs, humans are accepting of any half-human human, choose the subrace that best fits their upbringing and
that is willing to work together towards the common good. skill set: Astute, Generalist, Specialist, or Vigorous.
Astute Human
Astute humans are those, that have spent their lives honing
their mental abilities. They tend to become highly specialized
experts in certain subjects, ignoring all other areas of study
for the sake of mastery. Some become sages, learning all they
can from tomes and scrolls. Others sit at the feet of the wise,
seeking to emulate the elders of their clan or temple. And still
others master the persuasive arts, honing their social skills.
Ability Score Increase. You increase you Intelligence,
Wisdom, or Charisma score by 2, and one other Ability Score
of your choice by 1. You cannot select the same Ability Score
for both increases you gain from this feature.
Sharp Mind. You gain proficiency in one Intelligence,
Wisdom, or Charisma-based skill of your choice. When you
make an abilty check with the proficiency you gain from this
feature, you add double your proficiency bonus to your roll.
Generalist Human
Some humans never settle down, and instead spend their
lives learning to do a bit of everything. These wanderers are
known as Generalists. They become restless if they stay in
one place for too long, so they spend their lives experiencing
as many things as they possibly can. Generalists usually find
their way in the world as wandering entertainers, sell swords,
or hired hands. Their desire to experience foreign lands and
new cultures often leads them to pursue a life of adventure.
Ability Score Increase. All Ability Scores increase by 1.
Skill Versatility. You gain proficiency with any two of the
following: a set of tools of your choice, a skill of your choice,

a simple melee or ranged weapon, light armor, or shields.


Well Traveled. You learn to speak, read, and write two
languages of your choice. Often from places you have been.
Vigorous Human
By far the most common, Vigorous humans form the down to
earth backbone of nearly all human settlements. Hailing from
the ranks of farmers and herdsmen, woodsmen and hunters,
masons and carpenters, they know the value of a hard day's
work. Vigorous humans often leave their humble beginnings
to protect their homes and families. Forging their plows into
weapons, they embark on lives of adventure. No matter how
far they travel, they never forget their humble beginnings.
Ability Score Increase. You increase you Strength,
Dexterity, or Constitution score by 2, and one other Ability
Score of your choice by 1. You cannot select the same Ability Optional Rule: Feats
Score for both increases you gain from this feature. If your game uses the optional rule for Feats as presented in
Relentless Endurance. When you are reduced to 0 hit the Player's Handbook, you can select the following subrace
points but not killed outright, you can choose to drop to 1 hit for your human player character: the Specialist Human.
point instead. Once you use this feature you must finish a
long rest before you can use it again. Specialist Human
Some humans are trained beyond normal specialization and
are raised from a young age to fulfill a specific duty. Whether
Demi-Human Player Races they are trained as elite warriors, or hone minds to awaken
In most settings, humans are the most numerous psionic abilities, Specialist humans are capable of skill and
of the mortal races, and often have children with ability beyond that of even the most fantastical races.
other peoples. The human subraces here provide Ability Score Increase. Two different Ability Scores of
insight into some of the traits present in the more your choice each increase by 1.
common demi-humans: the Skill Versatility of the Specialized. You gain one Feat of your choice, so long as
Half-elves, the Relentless Endurance of the Half- you meet the prerequisites. Your chosen Feat must increase
Orcs, or the Natural Craftsman of Half-Dwarves. one of your Ability Scores by 1, such as Lightly Armorerd or
Observant, in order for you to select it as part of this feature.
Alternate Lizardfolk Lizardfolk Names
PALEFANG STEPPED FORWARD INTO THE CIRCLE Lizardfolk hatchlings are named for their appearance. If they
that was already forming around him. He had left the village survive to adulthood they are given a new name based on
two moons ago as a hatchling, determined to return and how they established their reputation. Lizardfolk are always
prove his strength. He now sought to challenge the aging looking to overcome greater obstacles and earn new names.
chieftain for his position as leader of the clan. The rival Hatchling Names. Blackclaw, Dreadspine, Greenscale,
lizardfolk he had slain earlier that day had strengthened his Heavystep, Longtooth, Quickfinn, Rotfang, Widemaw.
reputation enough that the chieftain did not think it Adult Names. Bonecrusher, Firewalker, Heartsplitter,
disgraceful to accept his challenge. If he won, Palefang would Kingbreaker, Lightthief, Trollslayer, Wyrmeater.
wrest control of the clan, and the other hatchlings would be
forced to respect him. As the circle of lizardfolk closed Lizardfolk Traits
around him and the chieftain, Palefang drew his bone dagger. Lizardfolk can differ based on their tribe and environment,
The chieftain let out a guttural hiss and dropped his cloak but all lizardfolk have the following traits in common:
from his shoulders, revealing a scaled body covered in scars. Ability Score Increase. Your Constitution increases by 1.
The noise of the tribe grew louder and louder in his ears, and
for the first time in a long time, Palefang knew fear. Age. Lizardfolk reach maturity around 1 year of age and
are almost always slain in battle before the age of 60.
-Captain Rufus Hogback
Alignment. Most lizardfolk are neutral in their outlook.
Retired Adventurer They see the world as a harsh place of predators and prey.
Size. Lizardfolk are bulkier and taller than humans, often
Tribal Warriors standing well over 6 feet tall. Your size is Medium.
Lizardfolk are a people unlike any other; feeling no emotion, Speed. Your base walking speed is 30 feet.
yet fiercely loyal to their tribe. Their need to prove themselves Bite. Your fanged maw is a natural weapon which deals
in battle makes them dangerous neighbors, and they are piercing damage equal to 1d6 + your Strength modifier.
constantly involved in tribal warfare. Their culture of war has Cunning Artisan. As part of a short or long rest, you can
prevented them from advancing past their primitive ways. use a blade or dagger to harvest bone and hide from a Small
Unlike most humanoids, they do not form familial bonds, or larger creature to create one of the following objects: a
instead bonding with their tribe. Any lizardfolk would risk shield, a club, a javelin, or 1d4 darts or needles.
their life to protect the hatchlings of their tribe. Even the Natural Armor. You have tough scales. When unarmored,
females that lay clutches of eggs view all of the hatchlings, your Armor Class is equal to 13 + your Dexterity modifier.
even those they didn't hatch themselves, as their children. You can still use a shield and gain the benefits of this trait.
Languages. You can speak both Common and Draconic.
Honor and Violence Subrace. Lizardfolk have are four subraces that vary by
Lizardfolk society is governed by a strict caste system based habitat: Desert, Grassland, Jungle, or Swamp Dwellers.
on personal reputation. Lizardfolk increase their standing by
overcoming enemies that are their equal, or better. They have
no interest in fighting the weak, and they will stop at nothing Reptilian Adventurers
to test their skill in battle against more powerful foes. While most lizardfolk are emotionless warriors, the
Lizardfolk view their lives, and all of their actions, through ones who take up a life of adventuring often do so
this lens. After they hatch, they have one year to accomplish because they feel called to something more. Other
enough great deeds to earn their place as an adult member of lizardfolk find adventuring an excellent way to test
their tribe. If they fail to meet this expectation they are exiled their martial skill against greater and greater foes.
from the tribe or killed in honor duels by their clutchmates.
Desert Dwellers Jungle Dwellers
Above all else, Desert Dwelling lizardfolk are cowards. After Valuing stealth and quick, decisive strikes over open battle,
hundreds of years of being hunted by desert predators these Jungle Dwelling lizardfolk are experts at remaining unseen
frilled reptilians are few in number, living in tribes less than until they strike. These ruthless lizardfolk live in secluded
ten members strong. They always settle in locations with places and guard the location of their nests with their lives.
many escape routes should they be attacked while resting. They do not discriminate, all trespassers die the same.
Ability Score Increase. Your Dexterity increases by 2. Ability Score Increase. Your Dexterity score and your
Quick Feet. Your movement speed increases by 5 feet, and Intelligence score both increase by 1.
you have advantage on initiative rolls when not surprised. Natural Predator. You gain proficiency in Survival, and
Frilled Defense. You gain proficiency in Intimidation, and you have advantage on any Wisdom (Survival) check you
you have advantage on Charisma (Intimidation) checks you make while in jungle, swamp, or forested environments.
make against creatures with an Intelligence of 6 or lower. Reptilian Camouflage. As a bonus action, you can turn
invisible until the start of your next turn. This effect ends
Grassland Dwellers early if you make an attack roll or force a creature to make a
Grassland Dwelling lizardfolk are brutish tribes of raiders saving throw. Once you use this feature, you must finish a
and marauders. They live together in large hordes, and move short or long rest before you can use it again.
through their territory as nomadic tribes. Despite a warlike
lifestyle, their biggest threat comes from within their ranks. Swamp Dwellers
Their leaders are constantly challenged for control, and many By far the most common, Swamp Dweller lizardfolk live in
of their strongest are slain during internal power struggles. and around great bodies of water. These semi-aquatic folk
Ability Score Increase. Your Strength increases by 2. form small tribes that come together during the full moon to
Aggressive. As a bonus action, you can move up to your take care of tribal affairs. Unlike most lizardfolk, only resort
speed toward an enemy creature of your choice. You must to violence when it is necessary for their survival.
end this movement closer to the enemy than you started. Ability Score Increase. Your Constitution score and your
Conquering Horde. You gain proficiency with shields and Wisdom score both increase by 1.
three simple or martial melee weapons of your choice. Amphibious. You have a swimming speed equal to your
Hungry Jaws. As a bonus action, you can make a special movement speed and you can breathe both air and water.
attack with your bite. If the attack hits, it deals its normal Aquatic Stalker. You gain proficiency in Stealth, and you
damage, and you gain temporary hit points (minimum of 1) have advantage on any Dexterity (Stealth) check you make
equal to your Constitution modifier, and you can't use this while you are at least partially submerged in water.
trait again until you finish a short or long rest.
New & Alternate
Player Races
Set out for a life of adventure with a multitude of
new and Alternate player race options for 5e!

New Player Races:

Entlings - Half-Dwarves - Magen

Alternate Player Races:

Fairies - Humans - Lizardfolk

Version 2.0.0 - Created by /u/laserllama

Artist Credits:

Covers - Billy Christian - Adventure Awaits


Page 1 - Jehan Choo - Caller of Wirewood
Page 2 - Willian Murai - Hero of Akros
Page 3 - Zezhou Chen - Vedalken Mesmerist
Page 4 - Irina Nordsol - Faerie Token
Page 5 - Cynthia Sheppard - Reap What is Sown
Page 6 - D. Giancola - Mordenkainen the Wizard
Page 7 - Alayna Lemmer-Danner - Swamp
Page 8 - Andrew Mar - Gruesome Menagerie

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