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Nerdarchy > Dungeons & Dragons  > Custom 5th Edition Dungeons & Dragons Races — Reptilians

Custom 5th Edition Dungeons & Dragons Races — Reptilians

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Hello gaming fans, Nerdarchist Ted here. I know Nerdarchist Nubz has been doing a series called Savage Species and many of you have liked it.  So I have decided to give it a go and give you a couple of my favorites written from my point of view. Let me let you in on a little secret. I am a huge fan of playing  monster characters. For you old hats out there my favorite book from second edition Dungeons & Dragons was clearly the Complete Book of Humanoids. Once I got a hold of that I saw no reason to play any other race unless the Dungeon Master forced me to. All right, with my background covered lets get to the fun with my take on some 5E D&D monster races! Please consult with your DM ahead of time before you make a character with these rules.

5E D&D kobold lizardfolk races

Reptilian races can only turn their heads to the left. True fact, as evidenced by the kobold and lizardfolk as seen in the fifth edition Dungeons & Dragons Monster Manual. [Image courtesy Wizards of the Coast]

Kobold

Strength in Numbers. Kobolds are egg-laying creatures. They mature quickly and can live to be “great wyrms” more than a century old. However many kobolds perish before the reach the end of their first decade. Physically weak, they are easy prey for predators. This vulnerability forces them to band together. Their superior numbers can win battles against powerful adversaries, but often with massive casualties on the kobold side.kobolds

Tunnelers and Builders. Kobolds make up for their physical ineptitude with cleverness for trap making and tunneling. Their lairs consist of low tunnels through which only they can move easily. With many twists and turns anyone following could happen upon a trap a pit fall or an ambush.

Kobold Traits

Ability score increase

Increase Dexterity by 2 and increase Wisdom by 1.

Age

Kobolds reach adulthood insanely quickly. After 1 or 2 years they are full grown. Elite kobolds have been rumored to reach over 100 years old, drawing on their legendary bloodline of dragons. Few ever make it to such a state due to their diminutive size in relation to the world they live in and the harshness of said world.

Alignment

Kobolds are devious and cunning. They need to be ruthless in order to survive. This process teaches them to lean towards lawful, not as a fear or desire to follow the law but to confirm to rigid standards of trap creation. The devious natures tend to have them lean towards evil. Adventurer kobolds rise above from the pack and can be of any alignment.

Size

Kobolds are Small. they are usually no more than 3 and a half feet tall.

Speed

Although small they are quick. They have a speed of 30 feet.

Darkvision

Kobolds are naturally subterranean and can see well in the dark. They have darkvision out to 60 feet. Kobolds can see in dim light up to 60 feet what others see in bright light, and in normal darkness what others can see in dim light.

Cunning Training

Kolbolds are trained in Stealth and in the use of thieves’ tools. Those that do not pick the up young are usually fatal victims of placing traps within their lairs.

Pack Tactics

Kobolds exploit every advantage to the best of their ability. Kobolds have advantage on attack rolls if they have an ally within 5 feet of the target and the ally is not incapacitated.

Sunlight Sensativity

While in direct sunlight, kobolds have disadvantage on attack rolls and Wisdom (Perception) checks that reply on sunlight.

Languages

Kobolds speak Draconic but understand Common as well. In a world were the bigger races threaten you, you had better understand what they are saying.  Your life depends on it. Adventurer kobolds can speak and read Draconic and Common

LizardfolkLizardfolk

Territorial Hunters. These reptilian humanoids live in swamps and are very territorial. Those who wander into the domain of the lizardfollk should be prepared for a fight and hope you die in the in fight because if not you may be tortured, eaten or used for combat training.

Steadfast Allies. Those living near a the domain of lizardfolk have at times gambled on forging an alliance with the swamp dwelling lizardfolk Many who have, have found their word is good and the savage lizardfolk can be relied upon.

Lizardfolk Traits

Ability score increases

Lizardfolk increase their Strength score by 2 and Constitution score by 1.

Age

Lizardfolk reach adulthood quickly usually in 3 to 5 years. Those who reach old age do so around 60 years.

Alignment

Lizardfolk society is savage as nature. They neither lean towards good nor evil. They kill when needed and only when they need to do so. Law and chaos are just as alien to them. Adventurer Lizardfolk maybe of any alignment.

Size

Lizardfolk are Medium though some of them tend to push those boundaries. They can range from 5 and a half feet tall to just over 7 feet tall. They can weigh anywhere from 200 to 350 pounds.

Speed

Lizardfolk are just as comfortable on the land as in the water. They have a base land speed of 30 feet and a swim speed of 30 feet.

Natural Armor

While not wearing armor lizardfolk have a base Armor Class of 13.

Powerful Lungs

Lizardfolk can hold their breath for 15 minutes.

Advanced Training

Lizardfolk know their way around in nature. Choose one skill from the list with which you are proficient: Perception, Stealth, Survival.

Natural Weaponry

Lizardfolk possess sharp teeth and powerful jaws. They posses a bite attack. It is a light weapon, deals d6 plus Strength modifier and it is an attack with which they are proficient.

Languages

Lizardfolk speak Draconic and many learn Common as well. Adventurers can speak and read Draconic and Common.

Well, that is my take on kobolds and lizardfolk for playable races in 5E D&D. I hope you like it. Until next time, stay nerdy my friend!

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Ted Adams

The nerd is strong in this one. I received my bachelors degree in communication with a specialization in Radio/TV/Film. I have been a table op role player for about 20 years 17 of which with the current group. I have played several itterations of D&D, Mutants and Masterminds 2nd and 3rd editions, Star wars RPG, Shadowrun and World of Darkness. I am an avid fan of books and follow a few authors reading all they write. Favorite author is Jim Butcher I have been an on/off larper for around 15 years even doing a stretch of running my own for a while. I have played a number of Miniature games including Warhammer 40K, Warhammer Fantasy, Heroscape, Mage Knight, Dreamblade and D&D Miniatures. I have practiced with the art of the German long sword with an ARMA group for over 7 years studying the German long sword, sword and buckler, dagger, axe and polearm. By no strecth of the imagination am I an expert but good enough to last longer than the average person if the Zombie apocalypse ever happens. I am an avid fan of board games and dice games with my current favorite being Quarrios.

6 Comments

  • Toby Vandal
    December 8, 2014 at 7:00 pm

    Like!

  • Ashton Smyth
    December 21, 2014 at 9:12 am

    +1 Looking forward to more installations to the article. May I request the Duergar…please. Currently in the early action of an all Drow themed campaign. Would be great to have more information on there sometime “allies”.

    • Dave Friant
      December 22, 2014 at 5:36 pm

      Ted did a good job on this one. I heard a rumor he is planning on doing wemics and centaurs.

  • Daemos Magen
    December 30, 2014 at 1:29 am

    Perfect. Follows the 5E template well and also shadows prior versions of the beasties. Never could figure out if the Lizardfolk grew old like turtles or died young like my childhood pet chameleon (RIP). Thanks for setting me straight 🙂

  • Andrés Ruiz
    March 7, 2015 at 6:01 pm

    Well Ted, I'm so glad to see we're exactly on the same page about monster races!! I love what you did with Lizardfolk!!! Can't wait to get a nice barbarian!!

  • Art Wood
    March 15, 2015 at 4:38 am

    Ted, can we get a PDF of these races please? I'd love to play a Lizardfolk.

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