Lizardfolk 5e

Lizardfolk are reptilian humanoids who inhabit swamps and marshes. They think and act with a cold, alien logic that is often difficult for warm-blooded races to understand. Lizardfolk see life as a constant struggle for survival where emotions are weaknesses. Standing 6 to 7 feet tall with tough scales, they are pragmatic hunters who waste nothing and view all creatures as potential threats or food.

At a Glance

Ability Scores
+2 Constitution, +1 Wisdom
Size
Medium
Speed
30 ft., swim 30 ft.
Languages
Common, Draconic
Source
Volo's Guide to Monsters

Racial Traits

TraitDescription
BiteYour 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 ArtisanAs 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.
Hold BreathYou can hold your breath for up to 15 minutes at a time.
Hunter's LoreYou gain proficiency with two of the following skills of your choice: Animal Handling, Nature, Perception, Stealth, and Survival.
Natural ArmorYou 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.
Hungry JawsIn battle, you can throw yourself into a vicious feeding frenzy. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals its normal damage, and you gain temporary hit points equal to your Constitution modifier (minimum of 1), and you can't use this trait again until you finish a short or long rest.

Common Mistakes

Common Mistake
Forgetting Natural Armor works with shields
Common Mistake
Not using Cunning Artisan during short rests to save money on equipment
Common Mistake
Thinking Hungry Jaws can be used every turn (it's once per short/long rest)
Common Mistake
Not choosing two skills for Hunter's Lore
Common Mistake
Forgetting the Bite attack uses Strength modifier, not Dexterity

DM Tips

DM Tip
Lizardfolk's alien psychology makes for fascinating roleplay
DM Tip
They excel in swamp and aquatic environments
DM Tip
Natural Armor makes them good for monks and barbarians
DM Tip
Cunning Artisan encourages creative use of monster corpses
DM Tip
Their pragmatic worldview can create interesting party dynamics
DM Tip
Consider survival-focused adventures where their skills shine
DM Tip
Hold Breath is excellent for underwater exploration

Frequently Asked Questions

Sources & Further Reading