Saurial

Saurial Traits

All Saurials share these basic attributes.

Ability Score Increase. Your Strength score increases by 2.

Age. Saurial live roughly as long as humans.

Alignment. Saurials lack any real home and often seek adventure, going where the wind takes them. This lends them towards the Chaotic alignment. Saurials can be found of all alignments.

Size. Saurials vary in size depending on their subrace, but all stand above 4 feet tall. Your size is Medium.

Thick Hide. While wearing no armor, your Armor Class equals 13 + your Dexterity modifier.

Instincts. You gain proficeincy in the Survival skill.

Languages. You speak Common and Draconic.

Subrace. Saurials are divided racially into four groups: bladebacks, flyers, hornheads and finheads. Choose one of them for your character.

Bladebacks

Bladebacks are natural wizards and scientists. Their ability to defend themselves protects them well when seeking out and exploring areas most races fear.

Ability Score Increase. Your Intelligence score increases by 1.

Plated Tail. Your tail is a natural weapon and can be used to make unarmed strikes. If you hit with it, you deal 1d6 + your Strength modifier piercing damage instead of the bludgeoning damage normal for an unarmed strike.

Tail Whip. As a reaction to taking damage from a creature within 5 feet of you that is behind you, you may make an unarmed strike with your plated tail as a reaction.

Bladebacks and Facing If you are playing with the Facing variant rules in the DMG, your Plated Tail feature allows you to make this special unarmed strike against creatures in your rear arc in addition to those in your front and side arcs. In addition, your Tail Whip feature may only be used against a creature that damages you from within your rear arc.

Flyers

Flyers are the only saurial that posses the ability to fly. Their leathery wings spread further than their height, and while their humanoid body slows their speed compared to their beastial relatives, they can still outmaneuver their groundbound cousins.

Ability Score Increase. Your Dexterity score increases by 1.

Beak. Your beak is a natural weapon and can be used to make unarmed strikes. If you hit with it, you deal 1d4 + your Strength or Dexterity modifier, your choice, piercing damage instead of the bludgeoning damage normal for an unarmed strike.

Flight. You have a fly speed of 25 feet.

Hornheads

Hornheads are the only saurial subrace to lean neutral or even lawful. Superstitious and set in their ways, hornheads will band together with other outsiders to form organizations to protect themsevles from hostile majorities.

Ability Score Increase. Your Constitution score increases by 1 and your Wisdom score increases by 1.

Devout. You gain proficiency with either the History or Religon skill.

Horns. Your horns are natural weapons and can be used to make unarmed strikes. If you hit with it, you deal 1d4 + your Strength modifier piercing or bludgeoning damage, your choice, instead of the bludgeoning damage normal for an unarmed strike.

Ram. You can take the Shove action against any creature hit by your Horns unarmed strike as a bonus action on your turn.

Finheads

Finheads fit in best with other cultures. Their adaptive thinking and pack mentality lends well to working with others regardless of situation.

Ability Score Improvement. Two ability scores of your choice other than Strength increase by 1.

Bite. Your bite is a natural weapon and can be used to make unarmed strikes. If you hit with it, you deal 1d4 + your Strength modifier piercing damage instead of the bludgeoning damage normal for an unarmed strike.

Jungle Runner. When you take the Dash action, you ignore natural difficult terrain in jungle enviroments until the start of your next turn.