Reptilian

Contents

Note

In order to make the existing 5e ancestries balanced with the ones presented in these rules, we’ve made adjustments to the existing 5e ancestries. You can play with the original ancestries as originally presented, but if you want to utilize the Major/Minor Feature system, we’ve redesigned them here.

These ancestries replace the official 5e races. Some have been rolled up into larger categories, like the reptilian category capturing kobolds, lizardfolk, and snakefolk.

Kobolds, lizardfolk, and snakefolk fall into this category of reptilian humanoids.

Reptilian Traits

  • Ability Score Increase. You gain a +2 and +1 bonus to two different ability scores of your choice, or +1 to three different ones.
  • Age. The age of a reptilian depends on the type of reptilian. Kobolds reach adulthood around 8 years old, but can live up to 150 years. Lizardfolk reach adulthood a few years earlier than humans, but only live up to 60 years. Snakefolk age at the same rate as humans and have a similar life expectancy.
  • Size. Your size depends on the type of reptilian you are. Kobolds are small, standing between 2 and 3 feet tall, while lizardfolk and snakefolk have the same sizes as humans. If you are a kobold, your size is Small. If you are a lizardfolk or snakefolk, your size is Medium.
  • Speed. Your base walking speed is 25 feet if you are Small, or 30 feet if you are Medium.
  • Languages. You can speak, read, and write Common and Draconic.

Major Features

Choose two of the following major features. You can exchange one major feature for two additional minor features. You can only choose one option with the (magic) tag.

  • Distract. As an action, you create a distraction to draw the attention of nearby foes. Until the end of your next turn, enemies within 10 feet of you that can see or hear you grant advantage on attack rolls against them. Once you use this feature, you can’t use it again until you finish a short or long rest.
  • Emboldening Strike. As a bonus action, you can make an unarmed attack. If the attack hits, it deals its normal damage, and you gain temporary hit points equal to your Constitution modifier + your proficiency bonus (minimum of 1). If the attack misses, you gain temporary hit points equal to your Constitution modifier (minimum of 1). Once you use this feature, you can’t use it again until you finish a short or long rest.
  • Pack Tactics. Once per turn, you can gain advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn’t incapacitated.
  • Serpentine Magic (Magic). You know the poison spray cantrip. You can cast animal friendship at will, but you can only target snakes with it. When you reach 3rd level, you can cast the suggestion spell once with this trait and regain the ability to do so when you finish a long rest. You don’t require material components for these spells. Charisma is your spellcasting ability for these spells.
  • Serpentine Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage.

Minor Features

Choose two of the following minor features, or four if you only chose one major feature.

  • Animal Friends. You have proficiency in the Animal Handling skill.
  • Bite. Your bite is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal damage equal to 1d6 + your Strength modifier, instead of the normal bludgeoning damage for an unarmed attack. Your natural weapons are not weapons, but attacks with them are considered weapon attacks. This means that you can use your natural weapons for effects like the paladin’s divine smite, but not abilities that target weapons specifically.
  • 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.
  • Field Crafter. You gain proficiency in one set of artisan’s tools of your choice. As part of a short or long rest, you can harvest raw materials from the environment to create a shield, 4 darts, or a simple wooden weapon. The environment must realistically have materials you can use to make the items.
  • Fluent. You can speak, read, and write two additional languages of your choice.
  • Hold Breath. You can hold your breath for up to 15 minutes at a time.
  • Keen Senses. You have proficiency in the Perception skill.
  • 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.
  • Nature Attunement. You have proficiency in the Nature skill.
  • Stealthy. You have proficiency in the Stealth skill.
  • Superior Darkvision (Requires darkvision). The range of your darkvision increases to 120 feet.
  • Survivalist. You have proficiency in the Survival skill.
  • Swimmer. You have a swim speed of 30 feet.
  • Trained Tools. You have proficiency in two tools of your choice.
Section 15: Copyright Notice

Ancestry Awakened: Copyright 2021, Pirate Gonzalez Games: Author Timothy Gonzalez

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