
Description#
Reptilians originate from the world of Duskara, crafted into existence by Sylvos, an ancient druid revered by many beastfolk as their god. Gifted with sentience and humanoid forms, they have since spread across the planet, thriving in diverse environments such as swamps, jungles, and woodlands. While most reptilians remain on Duskara, some venture out into the greater Star Wilds, their reptilian traits granting them natural advantages in a variety of harsh environments. Reptilian culture revolves around tightly knit communities that value solitude, tradition, and a deep connection to nature. Rarely seen in large groups, they prefer small, scattered settlements where they can live in harmony with their surroundings. Diverse in appearance and beliefs, all reptilians share an innate sense of reclusiveness, often choosing to live among their own kind or with like-minded individuals. Fiercely protective of their families and communities, they are quick to fight against threats but are equally focused on self-reliance and survival. Their connection to Sylvos and his teachings anchors their way of life, emphasizing balance, strength, and loyalty.
Racial Traits#
Size:
Your size is Medium, standing around 4 to 6 ft tall.
Speed:
Your base walking speed is 3o ft.
Lifespan:
Reptilian reach maturity within a few months of hatching and live roughly 60 years.
Alignment:
Reptilian are naturally curious and adventurous, often leaning towards chaotic alignments, and typically favor good or neutral tendencies.
Languages:
You can speak, read and write in Common and Beastspeach.
Racial Features#
Darkvision:
You have superior vision in dark and dim conditions. 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.
Cold-Blooded:
When in a warm environment, such as a desert, in direct sunlight, or near a heat source, your movement speed increases by 5 feet, and you gain a +1 bonus to attack rolls. In a cold environment, such as snowy terrain or freezing temperatures, your movement speed is reduced by - 5 feet.
Sub-races:#
As an Elden, please choose from one of the following sub-races to determine additional racial features:
Gekalo#


The Gekalo are nimble and agile reptilians, with the heads of geckos, long tails, and sticky pads on their hands and feet that allow them to climb vertical surfaces with ease. Reclusive by nature, Gekalo prefer the comforts of familiar environments, often forming small, tight-knit communities within jungles, forests, or other secluded areas. They are inquisitive yet cautious, and few possess the courage to venture far from their homes. Those who do often rely on their astounding agility and stealth, striking unseen or escaping dangerous situations unscathed. Gekalo culture emphasizes heritage, loyalty, and secrecy, with an innate preference for preserving their way of life over integrating into the wider world. Skittish and wary of strangers, Gekalo are slow to trust but exceptionally loyal to those they do. Their quiet, observant nature makes them excellent scouts, hunters, or spies, though they rarely seek positions of leadership or fame. They hold Sylvos’ teachings close, valuing harmony with nature and their small, close-knit communities above all.
Ability Score Increase:
Dexterity +2, Wisdom +1
Skill Selection:
You gain proficiency in two skills of your choice from the following: Acrobatics, Stealth, Perception or Insight.
Tail Drop:
When you are hit by a physical attack, you can use your reaction to drop your tail, distracting your attacker and avoiding harm. When you do so, you take no damage from the triggering attack, as long as its from melee or ranged damage. Once you use this ability, you cannot use it again until your tail has regrown enough to be functional. After finishing a long rest, your tail regenerates enough for you to use this ability again. Fully regrowing your tail (restoring its full length and appearance) may take several days, as determined by the gamemaster, but this does not affect your ability to use Tail Drop.
Sticky Grip:
You gain a climbing speed equal to your walking speed. You have advantage on ability checks and saving throws to avoid being disarmed or to maintain your grip on objects. Additionally, when you grapple a creature, your sticky grip makes the grapple more difficult to escape. The creature has disadvantage on checks to escape your grapple.
Krok#


The Krok are a fierce and passionate subrace of reptilians, bearing the heads of crocodiles on humanoid bodies. Their powerful builds and thick hides make them physically imposing, and their fiery temperaments often earn them a reputation as dangerous and volatile. Quick to anger and even quicker to defend themselves or their loved ones, Kroks are known for their propensity for violence when provoked. However, this same intensity manifests as an unshakable passion for the things and people they care about. Their loyalty runs deep, and those who earn their trust find them to be steadfast allies, willing to fight tooth and claw for their kin. Krok culture revolves around strength and family, with their communities valuing toughness and resilience. Despite their fearsome demeanor, they take Sylvos’ teachings to heart, striving to preserve balance and protect their homes. While outsiders may see them as dangerous, those who take the time to know them often find inspiration in their fiery passion, determination and unwavering devotion.
Ability Score Increase:
Strength: +2, Charisma +1
Skill Selection:
You gain proficiency in two skills of your choice from the following: Athletics, Intimidation, Survival or Persuasion.
Aquatic Hunter:
You have a swim speed equal to your walking speed, and you can hold your breath underwater for up to 8 hours.
Krok Maw:
Your powerful jaws are natural weapons that you can use to make a melee weapon attack. On a hit, the target takes 1d8 + your Strength modifier piercing damage. Starting at 5th level, when you hit a creature with this attack, you can use your reaction to perform a Death Roll, violently twisting and throwing the target to the ground. The target must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + your Strength modifier) or be knocked prone. On a successful save, the target remains standing.
Slyth#


The Slyth are a deadly and graceful subrace of reptilians, bearing the heads of snakes and humanoid bodies rippling with muscle and control. Known for their venomous fangs and lethal combat skills, Slyth are both intelligent and ruthless, often relying on precision and agility to overwhelm their foes. Their militaristic culture places a high value on strength, discipline, and unity, with their communities often structured as tightly organized hierarchies. Calm and stoic in demeanor, Slyth maintain an air of control and grace, but when provoked, they become terrifying combatants, unleashing their full fury with deadly efficiency. While most Slyth revere Sylvos, many also worship deities of war, strength, and power, reflecting their culture's emphasis on martial prowess. Their structured way of life sometimes leads to them being perceived as rigid or overly severe, but they are not inherently evil—merely pragmatic and fiercely loyal to their own. Though their militaristic tendencies often lean toward lawful alignment, their adaptability and emotional depth make them diverse in personality. Slyth value strength of body and mind, and their communities are havens of order, balance, and fierce protection.
Ability Score Increase:
Dexterity +2, Intelligence +1
Skill Selection:
You gain proficiency in two skills of your choice from the following: Athletics, Deception, Insight or Intimidation.
Venomous Fangs:
Your fangs are natural weapons, allowing you to make a melee weapon attack with them. On a hit, the target takes 1d6 + your Dexterity modifier piercing damage. Starting at 3rd level, your bite becomes venomous. When you hit a creature with this attack, you can deal an additional 1d6 poison damage, which increases to 2d6 at sixth level and 3d6 at eleventh level. The target must also succeed on a Constitution saving throw (DC = 8 + your proficiency bonus + your Constitution modifier) or become poisoned until cured with an antidote or equivalent. You can use this venomous bite once per long rest, allowing for your venom to replenish.
Poison Resilience:
Your serpent-like physiology makes you naturally resistant to toxins. You are immune to the poisoned condition and have resistance to poison damage, taking only half damage from poison sources such as venomous creatures, poisoned weapons, or magical effects.
Tortix#


The Tortix are a wise and long-lived people, known for their incredible lifespans compared to many other beastfolk, living upwards of 250 years. Wisdom and heritage are at the core of their culture, with elders deeply respected and cherished within their close-knit communities. Tortix prefer a calm, slow, and simple way of life, embracing a holistic and carefree lifestyle that values freedom and serenity. They are often seen drifting through the Star Wilds, embodying a quiet wisdom and a laidback demeanor that draws others to them. Though not often seen as fighters, Tortix are capable of defending themselves when needed, using their sturdy shells as natural protection. They are highly adaptable and often settle into roles within communities that emphasize their connection to nature and their gentle personalities. Many Tortix are nomadic at heart, idolizing the act of wandering and exploring. For them, seeing new sights, meeting new people, and experiencing the vastness of the worlds is a key part of their beliefs and personal fulfillment. Their slow pace and thoughtful approach to life make them natural mediators, storytellers, and guides, bringing balance and peace wherever they roam.
Ability Score Increase:
Wisdom +2, Constitution +1
Skill Selection:
You gain proficiency in two skills of your choice from the following: Nature, Survival, Insight or Perception.
Shell Defense:
You can withdraw most of your body into your shell as an action. Until you emerge, you gain a +4 bonus to your AC, and you have advantage on Strength and Constitution saving throws. While in your shell, you are prone, your speed is 0 and can’t increase, you have disadvantage on Dexterity saving throws, you can’t take reactions, and the only action you can take is a bonus action to emerge from your shell.
Aquatic Roamer:
You have a swim speed equal to half of your walking speed, and you can hold your breath underwater for up to 8 hours.
Lizaryn#


The Lizaryn are a resilient and resourceful people, bearing humanoid forms with the heads of desert lizards. Their tough, scaled skin is uniquely adapted to withstand extreme heat and harsh environments, making them natural survivors in some of the most inhospitable places in existence. Known for their incredible grit and determination, Lizaryn are strong-willed and unyielding, tackling any challenge they face with an inspiring sense of purpose. Whether navigating the dangers of the wilderness or thriving in the bustling inner workings of civilizations, they possess the adaptability to fit into any role or environment with ease. Hatching in large clutches, the Lizaryn develop a strong sense of community from birth, valuing close bonds and cooperation. This sense of unity often sees them settling or traveling together across the Star Wilds, finding diverse ways to contribute to societies or survive in the wild. While their personalities are as varied as the environments they inhabit, all Lizaryn share an unshakable determination and a natural ability to thrive wherever they go. Whether as survivalists, explorers, or steadfast contributors to a community, their presence is marked by resilience and strength.
Ability Score Increase:
Constitution +2, Wisdom +1
Skill Selection:
You gain proficiency in two skills of your choice from the following: Survival, Athletics, Insight or Persuasion.
Heat-Resistant Scales:
Your tough, scaled skin is adapted to withstand extreme heat. You have resistance to fire damage, and you are immune to the effects of extreme heat, such as exhaustion caused by hot climates (as described in the Dungeon Master’s Guide).
Desert Survivor:
You are naturally adept at surviving in harsh environments. You can go three times as long without food or water before suffering the effects of starvation or dehydration. Additionally, you have advantage on Wisdom (Survival) checks made to find food, water, or shelter in natural environments.