Player > Ancestry > Lizardfolk > Feats
At 1st level, you gain one ancestry feat, and you gain an additional ancestry feat every 4 levels thereafter (at 5th, 9th, 13th, and 17th levels). As a lizardfolk, you select from among the following ancestry feats.
You listened carefully to the tales passed down among your community. You gain the trained proficiency rank in Nature and Survival. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Iruxi Lore.
Prerequisites You have a swim Speed.
You are adept at moving through marshy terrain. When you use the Step action, you can ignore difficult terrain caused by flooding, swamps, or quicksand. In addition, when you use the Acrobatics skill to Balance on narrow surfaces or uneven marshy ground, you aren’t flat-footed, and if you roll a success on the Acrobatics check, you get a critical success instead.
You were hatched from an unfertilized egg during hard times for your
people, and you are a biological copy of your mother. You gain a +1
circumstance bonus to saving throws against diseases. Each of your
successful saving throws against a disease reduces its stage by 2, or by
1 for a virulent disease. Each critical success against an ongoing disease
reduces its stage by 3, or by 2 for a virulent disease. You take damage
only every 2 hours from thirst and every 2 days from starvation, rather
than every hour and every day.
Special You can take this feat only at 1st level.
Your have honed your claws to be deadly. Your claw attack deals 1d6 slashing damage instead of 1d4 and gains the versatile (piercing) trait.
You hear the sounds of reptiles as language. You can ask questions of, receive answers from, and use the Diplomacy skill with animals that are reptiles (the GM determines which animals count as reptiles).
Your teeth are formidable weapons. You gain a fangs unarmed attack that deals 1d8 piercing damage.
By birth or through training, your tail is strong enough to make for a powerful melee weapon. You gain a tail unarmed attack that deals 1d6 bludgeoning damage and has the sweep trait.
Prerequisites Sharp Fangs
Frequency a number of times per day equal to your level
You envenom your fangs. If the next fangs Strike you make before the end of your next turn hits and deals damage, the Strike deals an additional 1d6 poison damage. On a critical failure, the poison is wasted as normal.
Prerequisites cliffscale lizardfolk
You stick to walls with a preternatural grip. You gain a climb Speed of 15 feet.
You make the most of your iruxi unarmed attacks. Whenever you score a critical hit with a claw or an unarmed attack you gained from a lizardfolk ancestry feat, you apply the unarmed attack’s critical specialization effect.
Prerequisites Tail Whip
Trigger You become grabbed.
Requirements You have a fully grown tail.
You can shed your tail to escape. You cease being grabbed, then Stride without triggering any reactions from the creature that grabbed you. It takes 1 week for your tail to fully grow back. Until it does, you can’t use your tail unarmed attack, and you take a –2 circumstance penalty on checks to Balance.
Prerequisites wetlander lizardfolk
You swim faster than most iruxi. Your swim Speed increases to 25 feet.
You can take advantage of the terrain to bypass foes’ defenses. Non-lizardfolk creatures in difficult terrain are flat‑footed to you. If you have a swim Speed, non-lizardfolk creatures that are in water and lack a swim Speed are also flat-footed to you.
Prerequisites Iruxi Unarmed Cunning
Your unarmed attacks blend tradition and training. Whenever you gain a class feature that grants you expert or greater proficiency in certain weapons, you also gain that proficiency in the claw and unarmed attacks you gained from lizardfolk ancestry feats.