Lizards

This is a merging of all the reptilian races into one.

Lizard Traits

Ability Score Increase. Your Wisdom score increases by 1



Age. You reach adulthood at 16 and age until about 90.



Size. Lizards are a little bulkier and taller than humans, and their colorful frills make them appear even larger. Your size is Medium.



Speed. Your walking speed 30 feet and you have a swimming speed of 30 ft.



Cunning Artisan. As part of a long rest, you can harvest bone and hide from a slain creature of size Small or larger to create weapons, shields, or art objects.



Hold Breath. You can hold your breath for up to 15 minutes at a time.



Natural Armor. You have tough, scaly skin. When you aren't wearing armor, your AC is 12 + 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.



Languages. You can read, speak, and write Common and Draconic.

Cave Lizards

Ability Score Increase. Your Dexterity score increases by 1.



Size. Cave Lizards are between 2 and 3 feet tall and weigh between 25 and 35 pounds. Your size is Small.



Bite. Your 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 1d4 + your Strength modifier.



Darkvision. 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.



Pack Tactics. You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.



Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Swamp Lizards

Ability Score Increase. Your Constitution score increases by 2



Amphibious. You can breathe both water and air.



Bite. Your 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.



Hungry Jaws. In 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 (minimum of 1) equal to your Constitution modifier, and you can't use this trait again until you finish a short or long rest.

Mountain Lizards

Ability Score Increase. Your Strength score increases by 2.



Breath Weapon. You can use your action to exhale destructive energy. It deals damage in an area according to your ancestry. When you use your breath weapon, all creatures in the area must make a saving throw, the type of which is determined by your ancestry. The DC of this saving throw is 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increase to 3d6 at 6th level, 4d6 at 11th, and 5d6 at 16th level. After using your breath weapon, you cannot use it again until you complete a short or long rest.

Dragon

Dragon Damage Type Breath Weapon Black Acid 5' by 30' line (Dex save) Blue Lightning 5' by 30' line (Dex save) Green Poison 15' cone (Con save) Red Fire 15' cone (Dex save) White Cold 15' cone (Con save)



Damage Resistance. You have resistance to the damage type associated with your ancestry.































There's more of Capsandnumbers' homebrew stuff here.

Image Credit: Lizard Cultist - Leder Games

