A few days ago, I wrote an article about magic items for low-level characters. In the article, I described some magic items created by goblins that players could acquire. It was an effort to make goblins more interesting antagonists for an adventuring party while introducing minor rewards for relatively weak parties.

The response to the article was overwhelmingly positive. A few readers asked me to give the same treatment to other races; it sounds like a fun idea to me. I thought that I’d start with the lizardfolk, another race that I think could use a little bit of narrative love.

As written, lizardfolk are cannibalistic hunter-gatherers who are led by shamans, worship dragons, and fear magic. They lack an understanding of most emotions and of traditional morality, dividing the world into predators and prey.

They are, in a word, simplistic; or, to use another word, boring.

How do they raise and train their shamans? Can they all communicate with the dragons they serve? What gave them such a taste for humanoid flesh, and are there any lizardfolk who would prefer not to eat it? We don’t get any of that nuance in the Monster Manual, and there’s no real incentive for us as dungeon masters to figure it out.

With that in mind, I’ve designed some items that will add some depth and flavor to the lizardfolk in your game. Similar to the magical goblin items I designed earlier this week, some of these items do things that, according to the Monster Manual, lizardfolk can already do. That is intentional. When your players get your hands on these items, they get the chance to experience a bit of what it is like to live as lizardfolk. Specific, flavorful items like these are meant to help your monsters feel more real, like true antagonists rather than dumb jungle monsters.

These items are designed to be a notch or two more powerful than goblin items, just as lizardfolk are a little tougher to kill than goblins, but they shouldn’t throw off the balance of the game. If you are handing out goblin items at Level 2 or 3, these might be introduced at Level 4 or 5. Of course, that’s just a suggestion, not a hard-and-fast rule. As always, if you are inspired to create your own items, feel free to share them in the comments.

Dragonspeaker’s Armband

Wondrous item, uncommon

It is commonly thought that all lizardfolk speak Draconic. This is actually a partial misconception; all lizardfolk speak some Draconic, but only a select few can speak it well. While the lizardfolk’s native language is heavily sprinkled with Draconic vocabulary and certainly draws from it grammatically, the relationship between the two languages is similar to Elvish and Sylvan: similar, but not mutually intelligible. When lizardfolk find themselves in the service of dragons, it is up to those fluent in Draconic—who are themselves often but not always also tribal shamans—to interpret and convey the will of the dragons to their people. These individuals are appropriately known as “Dragonspeakers.”

Dragonspeakers generally wear a wooden armband, intricately carved with interweaving vines and snaking dragons’ heads, as a symbol of their office. These bands also serve as a repository for their knowledge, allowing them to easily pass on their skills to the next generation.

The band’s wearer gains the ability to speak, read, and write Draconic. In addition, the wearer gains advantage on any Persuasion checks made against native Draconic speakers.

Predator’s Trident

Weapon (trident), uncommon

The demon lord Sess’inek never tires of trying to corrupt and control lizardfolk tribes through his chosen messengers. These arbiters of the demon’s will are gifted with a wicked, barbed trident of black iron and driftwood as a symbol of his favor. They use these weapons to prey on weaker creatures, coercing lizardfolk villages into a brutal hierarchy with themselves at the top.

When the wielder makes a melee attack with this weapon and hits, the wielder can decide to channel Sessi’nek’s will and drain the life of the target. If they do, the target takes an extra 3d6 damage, and the wielder gains temporary hit points equal to the extra damage dealt. Once used, this ability cannot be used again until after the wielder’s next short or long rest. Temporary hit points gained in this way disappear at the end of the next short or long rest.

Mask of the Crocodile

Wondrous item, uncommon (requires attunement)

Lizardfolk shamans are well-known for their ability to take the shape of a crocodile seemingly at will. Not all shamans, however, are created equal. Though many are able to master the divine connection to Semuanya, the lizardfolk deity, that grants them this power, some shamans are unable to reach such enlightenment. These shamans are given enchanted wooden masks carved in the shape of a crocodile’s skull. Through these masks, they receive the same power, but they are left a little more exposed to Semuanya’s fickle will.

Once per long rest, the wearer can use an action to polymorph into a crocodile. They can remain in that form for up to 1 hour, and can revert at any time as a bonus action. The wearer assumes the hit points of a crocodile. If the wearer reaches 0 hit points as a crocodile, they revert to their true form and any extra damage carries over.

Cursed: Semuanya does not always look kindly on those who cannot look after themselves. When the wearer uses the mask to polymorph, roll a d20. On a 1, they do not revert back after an hour. Dropping to 0 hit points also does not cause the wearer to revert to their true form. If cursed in this way, the wearer can revert back as a result of remove curse or greater restoration being cast on them, or as a result of the wish spell.

Frenzy Philter

Adventuring gear (potion), uncommon

Lizardfolk don’t exclusively eat humanoid flesh, and they can certainly live without it, but many of them prefer it. In much the same way that most French food incorporates butter, a lot of lizardfolk meals were once bipedal. This unusual taste can serve them well in combat, where they sometimes special decoctions to stimulate their appetite. These deep red potions smell of blood and raw meat, and taste like moist earth.

Once within the next minute, the drinker can use an action to make a special bite attack. The drinker rolls to make an unarmed strike. If the attack hits, it deals 1d4 + the drinker’s Strength modifier, and the drinker gains temporary hit points equal to the damage dealt. These temporary hit points disappear at the end of the next short or long rest.

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Ready for more? Check out:

Reward Your Low-Level Players with Magical Goblin Items

Add Chaos to Your Game with Wild Magic Items

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