Lizardfolk Clerics have an uncanny connection to nature, allowing them to commune with the spirits of the land and channel their magic through their scaly forms.
These clever creatures use their divine gifts coupled with their natural talents to weave intricate spells capable of all sorts.
Lizardfolk Clerics often worship their tribal gods, which tend to aline more with nature than the more modern ways of other Clerics.
It is because of this that many other divine sects deem them heretics but do not listen to them as they understand what true righteousness is.
Creating a Lizardfolk Cleric
Lizardfolk possess an inscrutable and alien mindset, as their thoughts and desires are driven by a different set of basic principles compared to warm-blooded creatures.
The dreary homes of Lizardfolk are mainly found in swamps hundreds of miles away from human or other warm-blooded settlements. This distance is nothing compared to the gap between the Lizardfolk’s thinking and that of the smooth-skins.
|Squamous skin varying from dark green to shades of gray and brown
|Different sizes of frills on the top of their heads, usually varying in color from yellow to red
|Different shades of yellow
|Small nostrils, much like snakes or iguanas
|Sharp teeth, much like those of other reptiles
|Fitted with sharp claws
|Non-prehensile muscular tails that usually grew 3 to 4 feet in length (their tails are mainly used for balance)
Note: These features can be slightly changed or modified if some variations don’t fit your character.
Lizardfolk don’t have any playable subraces, although you can always ask your DM to incorporate a subrace into the game for your character.
Cleric Class Features
|1d8 per Cleric level
|HP at level 1
|8 + Constitution modifier
|HP at Higher levels
|1d8 (or 5) + Constitution modifier per Cleric level after level 1
|Light armor, Medium armor, Shields
|All simple weapons
|Choose two – History, Insight, Medicine, Persuasion, and Religion
Cleric Divine Domains
When you start the game (level 1), you choose between 14 Divine Domains, which are shaped by your chosen Deity, granting you gifts, domain spells, and other features.
Your Divine Domain also provides additional uses for your Channel Divinity.
Arcana – Clerics under the Arcana Domain are exposed to the secrets and potential of magic that their gods understand deeply.
The gods of this domain are closely associated with knowledge. Within the realms, deities like Azuth and Mystra are included, while in other worlds, figures like Vecna and the Lunitari are associated with this domain.
Death – Clerics under the Death Domain learn about the forces that initiate death as well as the negative energy that allows undead creatures to rise.
Deities such as Chemosh and Myrkul, as well as other gods like Bhaal or Hades, all embody the Death Domain.
Forge – Clerics under the Forge Domain are taught that with hard work and patience, even the hardest metals can be transformed into beautiful objects.
These Clerics often search for lost forces of darkness, uncover wondrous materials, and liberate mines overrun by ferocious orcs.
Deities of this domain include Gond, Reorx, and Moradin.
Grave – Clerics under the Grave Domain seek to destroy undead wherever they are found, ease the suffering of poor innocent creatures, and put restless spirits to rest.
These Clerics can ever save a creature from death or extend a creature’s lifespan beyond its mortal limits, though most don’t dare use such magic.
Knowledge – Clerics under the Knowledge Domain collect old tomes, delve into secret places, study esoteric lore, and learn all that they can.
Life – Clerics under the Life Domain focus on positive energy, learning spells to heal the sick and wounded, driving off the forces of undeath and death, as well as caring for those in need.
Light – Clerics under the Light Domain are seen as enlightened souls filled with the radiance and the strength of their god, destined to burn away the darkness and chase away lies.
Nature – Clerics in the Nature Domain are seen as champions who advance the interests of particular nature gods. These Clerics have a duty to bless harvests, wither the crops of those who anger the gods or fell evil monsters who despoil the forest.
Gods of nature include Silvanus, Chislev, and Balinor. There are many Druids who also serve these gods and work with Clerics to complete similar tasks.
Order – Clerics of the Order Domain understand justice and logic, serving their gods as examples of their discipline and devotion.
Peace – Clerics under the Peace Domain must oversee the signing of treaties and are often asked to settle disputes. They believe peace thrives at the heart of a healthy community and perform blessings to draw people together.
Tempest – Clerics of the Tempest Domain are sent by their deities to create fear among the common folk, doing this to keep them on the path of righteousness and also encouraging sacrifices to ward off divine wrath.
Trickery – Clerics following the Trickery Domain are seen as a disruptive force in the world – freeing captives, stealing from the rich, flouting hollow traditions, puncturing pride, and mocking tyrants, preferring subterfuge or deception to go about these deeds.
Twilight – Clerics under the Twilight Domain bring comfort to those who seek rest, protecting them by venturing into the infringing darkness to ensure that the dark is a comfort – not a terror.
War – Clerics following the War Domain excel in battle, inspiring their comrades to fight or using acts of violence to increase their morale and lust for battle.
Combining Cleric With Lizardfolk
Determining Your Cleric Subclass
Choosing your ideal subclass is subjective, but if your objective is optimization, try understanding what your character wants to do and what stats fit best with their subclass.
Optimal Lizardfolk Subrace
Since Lizardfolk don’t have known subraces, you’ll have to make do with their standard race’s Constitution (2) and Wisdom (1) ability scores for your Cleric.
Luckily as you start, you’ll have a bonus to your Wisdom score, which Clerics use as their spellcasting modifier. It’s also not a bad thing to have some extra Constitution for HP in the early game, ultimately scaling into the later game as well.
Lizardfolk also have Natural Armor, Hungry Jaws, Hold Breath, Cunning Artisan, and many more features that elevate them above many other “vanilla” races.
So if you’re considering becoming a Lizardfolk Cleric, don’t be discouraged; these guys can make some excellent Clerics!
Your Lizardfolk Cleric Background
Your Lizardfolk Cleric needs a unique background that will affect its choices, as well as the way it sees the world and what it wants to achieve.
Start by asking yourself some basic questions: Where were they born, and where did they come from? Do they have any goals, bonds, or ideals, and what are their flaws? Where do they belong in social circles and society as a whole? What inspires them?
Place of Birth
Think of the environment a Lizardfolk Cleric grew up in and how it affected them physically and emotionally and eventually shaped their view of the world.
Try to make their place of birth and upbringing correspond with their personality traits, ideals, bonds, and flaws – this will truly bring their character alive.
Note: The birthplaces of races are usually mentioned in the Player’s Handbook or some of its expansion books.
Characteristics and Personality Traits
Lizardfolk Clerics worship their primal gods and powerful dragons, seeking peace for their tribes as well as prosperous years to come.
Lizardfolk Cleric Examples:
- I see omens in every action and event. If the gods try to speak to us, we just need to listen.
- If you need me to do something for you, tell me I can’t do it.
Ideals, Bonds, and Flaws
Ideal – Express one ideal that is a driving force in a Lizardfolk Cleric’s life – their conviction, ethical principle, and moral standing (probably something about nature).
I trust my deity and that he will guide my actions. I have faith that if I put in the work, things will go well.
Bonds – Think of a single bond that your Lizardfolk Cleric has to an event, person, or place. Bonds will tie them to their background and can inspire bravery or stimulate memories driving them against their ideals.
I protect those who cannot protect themselves.
Flaws – Choose a single flaw for a Lizardfolk Cleric – their unhealthy compulsion, greatest fear/weakness, or most vile vice.
I judge others harshly and myself even more severely.
Inspiration is used by the DM to reward you for playing according to your bond, personality traits, ideals, and flaw.
I believe tradition and religion come hand-in-hand. I’ll argue my point fiercely, even if it’ll get me into a physical altercation.
Note: If you’re struggling to create your background or just don’t want to think, the Player’s Handbook has well-thought-through backgrounds that you can use for your character or use as a mold.
Supplies and Gear For Lizardfolk Cleric
Clerics start with the following equipment, together with the equipment from their background. Choosing equipment based on your situation and your character’s proficiencies is the easiest way to go about things.
- (a) Mace or (b) Warhammer (if proficient)
- (a) Scale mail, (b) Leather armor, or (c) Chain mail (if proficient)
- (a) One light crossbow with 20 bolts or (b) Any simple weapon
- (a) Priest’s pack or (b) Any simple weapon
- A holy symbol and a shield
You can decide how your character came about these goods – whether they stole, inherited, or purchased them some time back – adding to your character’s background.
Note: By using your starting wealth, you can buy your own equipment (5d4 x 10 GP for Clerics).
Most might not think it, but Lizardfolk are quite prone to becoming Clerics, but mainly those representing their ancient religions.
When chosen for a party, Lizardfolk Clerics usually become Controllers, Defenders, or Supports, so if your party needs someone to fill one of those roles, try to find a Lizardfolk Cleric.
You might also be interested in the following: