In D&D 5e, can a lizardfolk be a death cleric without being bad since they perform what is necessary to survive?
Lizardfolk cleric ( I doubt, exists) are just like Psychopaths and Sociopaths. The thing is that they do not have any notion or concept of Good and Evil. They’re doing their best to grow stronger and to become better survivors. Magic for lizardfolk is quite appealing to them, as most Lizardfolk tend to be warriors, fighters, or rangers who do not rely on magic. Those who opt to become casters tend to be smarter than most Lizardfolk, yet they struggle in morality. They don’t have grudges, and they don’t remain “loyal” for long, regardless of the issue.
The majority of things for Lizardfolk are food items. And suppose a body is found before them. In that case, they’re more likely to devour the corpse, rather and then raise it to the undead status, or bring the dead person or anything else.
Suppose you do be in a conflict similar to the Lizardfolk clan and defeat the majority of them. In that case, others will realize that you are stronger than them and will cease in their efforts to murder you and will likely leave, and are likely not to seek revenge if there is more of them than there was before.
Suppose you wish for a Lizardfolk to appreciate you as a person. In that case, you need to show them that you’re worthy of their attention, especially when you contribute to their existence. If you can prove that you are sufficient, they could revive you and not even think about eating you after you’ve passed away. However, once you begin showing that you’re more trouble instead of letting you go, they won’t worry about whether you’ll end up dying or not. And may even decide not to treat you in any way. If you do fail and you’re dead.
Therefore, you can be one if you choose, and it won’t alter your “good” or “evil” status since they view themselves as the first and foremost thing. If you are a benefit to it that way, then you’re worthy of staying alive. If you’re viewed to be weak by the public, they can’t aid you.
Is Lizardfolk good or evil?
It is also a mistake to play the Lizardfolk, such as “is this good or bad?” Because they think, “will this benefit me or not?” And they do not consider selfishness to be bad. It’s all logical. Hungry? It’s not a word they say, but they leave the house without saying anything and search for food. Are you seeing someone who is sad? They’ll conclude that the person is weak and point it out. When do they see food lying on the table without anyone eating it? They’ll suppose that nobody wants to eat it and then eat it up. They’ll not even ask and will perform the act without speaking any word.
Do you kill a goblin and then try for a way to burn the creature? The Lizardfolk would think it’s inefficient, as it’s similar to “that’s good food you wanna just burn up.”
Do not think they’re Heroes or Villains They’re neither. They are viewed as evil. However, that doesn’t mean it makes them bad.
Everything, according to Lizardfolk, is solely for the reason of survival and getting stronger. If it aids in this way, it’s the only reason they have. Anybody who says that they aren’t is a fool to them since they don’t care about what other people think.
Does lizardfolk have the ability to be a cleric in 5e dnd?
Lizardfolk Cleric isn’t normal, but they also adhere to the gods of dragons, which isn’t out of the realm of possibility. The Lizard of religion benefits from their Constitution/Wisdom as a cleric and can still take on a bit.
The lizardfolk reside in the scorching forest and deep old swamps. They are merely a monster for the majority of D&D time. The lizardfolk are made a player race to let new players enjoy role-playing with their reptile minds. Being a lizardfolk player means looking at the world from a different perspective and seeing the world differently, and exploring with a group of slack skins. The act of playing a lizardfolk is truly enjoyable, as well as an opportunity to stretch the muscles of your character. Explore the underbrush densely and be prepared for anything when we go through everything you must be aware of.
If you’re looking to play a bizarre and wild character in Dungeons & Dragons 5E, the creatures of the night make an excellent choice. Achieving a +2 Constitution/+1 wisdom ability score boost This reptile race typically is part of the nature-loving melee class.
Does Lizardfolk have darkvision?
Although you could think they would have darkvision, lizardfolk from dnd 5e does not have darkvision, nor do they possess any other capacity-enhancing ability.
Does Lizardfolk have surnames?
No. Lizardfolk has very simple and descriptive names draconic, which are usually just one word. They do not have terms that are family-related of any type. They don’t also distinguish between female or male names. The name they choose to use can represent their character or an outstanding deed or achievement they’ve made.
How tall are lizardfolk?
This information is not included in their racial list. From other sources, we can confirm that lizardfolk is between 6 and 7 feet tall.
What is the weight of lizardfolk?
Additionally, they have not listed the weight of lizardfolk in their racial list somewhere between 200-250 pounds.
How to build a lizardfolk in 5d dnd?
If you are creating a lizardfolk character for Dungeons and Dragons 5e, think about the following aspects of your character:
- The background and legends of Lizardfolk
- Combat and survival instincts (natural skills)
- Ranger- Hunter Archetype
- Barbarian- Path of the Beast
- Druid- Circle of Spores
- Lizardfolk Cleric- Nature Domain
The background and legends of Lizardfolk
Lizardfolk originates from swamps that are dangerous and are mostly there to survive. The harsh environment has created tough defensive mechanisms, like scaly armor, holding breath, and a powerful, sharp maw. In such a hostile environment, where predators become large and fatal–lizardfolk can maintain a calm and rational view of the world.
Clans of lizardfolk are similar to Dragonborn but are more primitive in the way they live. They speak Draconic and frequently worship dragon gods.
They are a lot like reptile minds, though they’re intelligent enough to mix alongside other races. They can eat the body of a party member who died as long as it doesn’t upset everyone else in the group. They have to be conscious of the temptation to eat delicious meat and then let it go. So, it allows me to play a monster and inhuman, who cannot comprehend why Fred can’t eat his body.
Human survival skills and combat instincts
Lizardfolk can sometimes look more like the alligators, with their abilities innate to their swampy home. Natural Armor grants them an AC equivalent thirteen + the Dexterity Modifier, which gives them the skin of skin-like armor. That is a substitute for other armor options, so you cannot add armor to the Natural Armor. But, this is a good fit for an ideal build for a ranger, should you decide to concentrate on Dexterity.
They are also able to hold their breath for 15 minutes. That allows you to dive to explore or for combat. Additionally, imagine a creature lizardman swimming into a lake following an escaped monster to finish the task.
Bite and Hungry Jaws are a pair that provide my character with the ability to gain a bonus attack. Bite deals 1d6 + Strength damage. Hungry Jaws provides me with the bonus action of using Bite that grants me a temporary HP equivalent to the value of my Constitution modifier. You will be eating the enemies you encounter with this move, even though you can only use it once during either long or short rests.
Artistic skills such as Hunter’s Lore and Cunning Artisan are based on the natural lizardfolk. Hunter’s Lore helps me be proficient in two abilities: animal handling, nature Perception, and Stealth, as well as Survival. Cunning Artist gives the ability to design simple weapons using natural materials such as bones and stones. Jalin’s, shields and clubs, blowgun needles, and 1d4 darts are just a few choices.
Ranger- Hunter Archetype
A ranger from the lizardfolk tribe has the highest Wisdom score, which is then Dexterity and Strength. The prowler in the swamps might be the typical lizardfolk warrior or just a basic lizard living within the wilderness. As is typical for rangers, I’ll aid my companions in navigating through forests and dungeons. Additionally, You may study nature spells and my natural skills as a ranger.
You might build a ranger for melee combat using two hand axes for the beginning, along with the scale mail and a longbow. Try to pick Two-Weapon Fighting Style and spells like Hunter’s marks to deal 1d6 more damages per strike. But, of course, you will require other ranger spells that aid my melee fighting style, so healing wounds and fog clouds can be beneficial.
At the level of 3, the Hunter archetype is a good fit for the lizardfolk. As you advance in level up, you can select combat tactics and unique skills for the Hunter. In the beginning, try to use the Colossus Slayer, giving me an extra 1d8 of damage to foes less than max HP. This damage happens only once per turn. However, the damage increase of 1d8 starts.
Barbarian- Path of the Beast
Barbarian Path of the Beast builds my natural Strength. It transforms my already powerful body into a much more powerful monster. Although lizardfolk tends to be cool and stoic, a raging lizardman can be an absolute blast. That is especially true when the Rage enlarges my claws, tail, or maw to make powerful attacks.
The first build will use weapons such as javelin or axes for the sake of having an item to strike opponents. I’ll take advantage of my excellent Constitution score and good Dexterity to boost my AC and then enter Rage to strengthen my defenses. In Rage, you gain the ability to transform along as resistance against blaming damaging piercing and slashing. I’ll also have an advantage in Saving throws to Strength and getting bonuses of +2 (+3 in a higher level) to attack rolls.
If you follow the Path of the Beast at 3 levels, you’ll be able to summon my inner creature. When I’m in an errant state, you will be able to alter my body in three ways:
Bite: The maw changes into something that resembles an alligator that deals 1d8 damage to piercing. You’ll gain health equal to the bonus to proficiency if below half the HP you have.
The claws: Talon similar claws are extended out from hands, allowing to deal 1d6 each. You can attack using both claws at the same time in the attack move. Bonus: You can use my Lizardfolk Bite to accomplish this transformation.
Tail: The Crocadillian Lizard tail is an incredibly powerful whip, inflicting 1d8 of piercing damage using Reach property. You can also use the reaction property to make 1d8 rolls against an opponent attacking you and add the amount in my AC. The enemy must be in a place you see in 10 to 15 feet. You may employ my tail to distract them.
Druid- Circle of Spores
A Lizardfolk druid Circle of Spores build uses my race’s ability bonuses. It is based on Wisdom and Constitution in this melee Druid. The swampy background is in line with the theme. Also, this subclass of druids was created for close combat and close combat, which means you have plenty of opportunities to bite people.
Make use of a Halo Spores that stretches about 10′ around the body, causing an additional 1d4 necrotic hit to those who are stuck inside the cloud. So, you may begin the Druid’s journey with a wood shield as well as a scimitar to fight it out against opponents. Use the Wild Shape feature to activate my Halo of Spores with Symbiotic Entity. When the Symbiotic Entity ability is triggered, you will experience these effects:
- Roll an additional Halo of Spores to cause damage.
- Gain HP temporarily equivalent to 4 times your level of Druid.
- Give additional 1d6 necrotic damage to foes you strike with a melee attack.
While choosing the Druid’s spells, you will be looking for poison damage as well as field manipulation and healing options. Cure wounds can heal 1d8 + Wisdom modifier HP. Poison spray gives an attack with range an opportunity to take 1d12 poison damage when you fail Constitution saves. In addition, you’ll need to keep in mind the flame blade which triggers a flaming sword that inflicts 3d6 damage to fire.
Cleric- Nature Domain
Lizardfolk clerics are certainly unusual. However, they do ascribe to the gods of dragons. Therefore it’s definitely in the realm of possibility. This Lizard with a religious belief benefits from their Constitution/Wisdom as a cleric and can still take on and bite.
You might have a Nature Domain Channel Divinity ability to entice animals and plants to within 30 feet. Every creature has to make a Wisdom save throw or be enthralled by me for a minute. The Channel Divinity ability will give me many options, such as Domain effects and Turn Undead. That can be useful to conduct investigations for adventuring and combat situations.
Additionally, you will be able to gain bonuses spells that match your nature, such as speaking with plants, animals, and insect plague, to mention some. These spells are more of the build of a druid. But, this Druid has added spells from the cleric’s spell list, which gives the character an advantage against the Undead. Additionally, you can increase and shield my friends–a great guy, Lizard.
Master of Nature allows you to control creatures that you can charm with the Charm Animals or Plants ability. The higher levels for lizardfolk cleric will grant you the ability to dampen Elements which grants my allies resistance to lightning, cold, and thunder. Divine Strike gives you an additional 1d8 cold, fire, or lightning damage to melee attack.
How can I justify a Lizardfolk Cleric in the Lore and RP?
They have gods of their own as well as their priests. But, Forge would be a rather odd option for a culture that is pre-metalwork! However, you can always choose the “raised by dwarves” type background.
You may find an NPC lizardfolk cleric of Lathander (Light domain) living in Cormyr as the form of a walk-on. Still, as it transpired, the party did not interact with them or learn about their past.
The person, in some way, has seen at least one cleric(s) working their magic. They were able to enjoy great pleasure in terms of food, comfort, and healing. It also assisted warriors in combat by helping them become stronger, live longer, and withstand greater dangers. The protagonist pondered the events he witnessed and decided to search for an altar to become a cleric searching for satisfaction and more options for survival. They decide to bring the LF into their temple and train him how to become a cleric. As they are usually powerful warriors, they could employ him to spread the message about the power and the name for their god or temple gods. That could also be an opportunity to answer a “call to adventure” the temple allows him to locate a party and embark on an adventure to grow as a cleric and promote the message. He should stay at the group because he becomes enthralled by the other party guests and wants to learn more about them and use them to make him more powerful as the Clergy.
Forge Domain may present a challenge because lizardfolk tends to be primitive. At the same time, the domain is largely technological, and the two groups are at war. What if someone believes that (slow) technological progress is one of the keys to survival? If it weren’t focused upon metal, you wouldn’t face many issues. You might want to direct it towards the use of wood, stone, and bone-based crafting. You could also restrict your Forge domain to clergy members of Semuanya. They belong to the lizardfolk of a particular tribe, with no need for the majority of lizardfolk worldwide to be of a similar bent.