Lizardfolk are generally regarded with fear due to threat from the Jungles of Blood, this fear is mostly unfounded as not all lizardfolk hail from the jungles. Lizardfolk are an adaptable people that dwell in tropical swamps, cold marshes and even The Endless Desert. Tribal by nature they worship the primal elements and their shamans can draw upon these powers to cast magic.
Ability Score Increase: Your Wisdom score increases by 1.
Age: Lizardfolk reach maturity around age 14 and rarely live longer than 60 years.
Alignment: Most lizardfolk are neutral. They see the world as a place of predators and prey, where life and death are natural processes. They wish only to survive, and prefer to leave other creatures to their own devices.
Size: Lizardfolk are a little bulkier and taller than humans, and their colourful frills make them appear even larger. Your size is Medium.
Speed: Your base walking speed is 30 feet, and you have a swimming speed of 30 feet.
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, instead of the bludgeoning damage normal for an unarmed strike.
Cunning Artisan: As part of a short rest, you can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant creature of size Small or larger to create one of the following items: a shield, a club, a javelin, or 1d4 darts or blowgun needles. To use this trait, you need a blade, such as a dagger, or appropriate artisan's tools, such as leatherworker's tools.
Hold Breath: You can hold your breath for up to 15 minutes at a time.
Hunter's Lore: You gain proficiency with two of the following skills of your choice: Animal Handling, Nature, Perception, Stealth, and Survival.
Natural Armour: You have tough, scaly skin. When you aren't wearing armour, your AC is 13 + your Dexterity modifier. You can use your natural armour to determine your AC if the armour you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armour.
Hungry Jaws: As a bonus action, or as one attack during an Attack action, you can make a bite attack against an adjacent target. If the attack hits, it deals 1d6 + STR damage. If the target is a living, blooded creature, you also gain temporary hit points equal to the damage dealt. The damage increases to 2d6 + STR at 6th level, 3d6 + STR at 11th level, and 4d6 + STR at 16th level. After you use Hungry Jaws, you can't use it again until you complete a short or long rest.
Native Language: You can speak, read, and write Reptilian.