Tegu
Tegu
Sheet
AC 17 · HP 32 · 30 ft.Saving throws
Skills
- AthleticsSTR
- NatureINT
- PerceptionWIS
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
17 featuresBonus action
- Bite
When When you attack in melee or use Hungry Jaws
You can make a bite attack as a natural weapon, dealing 1d6 piercing damage on a hit. After you take the Attack action, you can make one bite attack as a bonus action if you are missing hit points, using Hungry Jaws.
- TraitLizardfolkHungry Jaws, once per short or long rest after a hit, you can use a bonus action to make a bite attack and gain temporary hit points equal to your Constitution modifier plus your proficiency bonus, if the attack hits
Always on
- Hungry Jaws
When When you make a melee attack or are in dire need of endurance
Once per day when reduced to 0 hit points, you can drop to 1 hit point instead. This represents your reptilian resolve and survival instincts.
- Cunning Artisan
When During a short rest while working with natural materials
You can fashion practical tools, armor, weapons, or other useful objects from bones, shells, hides, and similar natural materials during a short rest, provided you have the raw materials and appropriate tools.
- DruidicLevel 1
You know the secret language of druids and can leave hidden messages in plants, animals, and natural surroundings. Others who know Druidic can understand these messages.
- SpellcastingLevel 1
You can cast druid spells using Wisdom as your spellcasting ability. You prepare a number of druid spells equal to your druid level plus your Wisdom modifier after each long rest. You use a druidic focus or a component pouch to cast spells with material components that do not have a cost.
- Wild ShapeLevel 2
You can magically assume the shape of a beast you have seen before. You can use this feature twice, and you regain all expended uses when you finish a short or long rest. At 5th level, your beast form can be a beast of challenge rating 1 or lower that does not have a flying speed or a swimming speed.
- Druid CircleLevel 2
You have chosen the Circle of the Land, a druidic tradition tied to natural terrain and its magic.
- Bonus CantripLevel 2
You learn one additional druid cantrip of your choice.
- Natural RecoveryLevel 2
You can regain some of your magical energy by studying nature and meditating. Once per day during a short rest, you can recover expended spell slots with a combined level equal to or less than half your druid level, rounded up.
- Ability Score ImprovementLevel 4
You can increase one ability score of your choice by 2, or two ability scores of your choice by 1. You can also choose a feat if your table uses feats, but this build assumes an ability score improvement. Tegu has used this improvement to sharpen his wisdom and endurance, increasing Wisdom and Constitution by 1 each.
- Circle SpellsLevel 2
As a Circle of the Land druid, you always have certain spells prepared based on your terrain. For the desert, those spells are blur and silence at 3rd level, and create food and water and wind wall at 5th level.
- TraitLizardfolkBite, a natural weapon that deals 1d6 piercing damage
- TraitLizardfolkCunning Artisan, you can craft useful items from the remains of slain creatures during a short rest if you have the right materials
- TraitLizardfolkHold Breath, you can hold your breath for 15 minutes
- TraitLizardfolkHunter's Lore, proficiency in two of the following skills: Animal Handling, Nature, Perception, Stealth, and Survival. This build uses the standard 2014 lizardfolk assumption from Volo's Guide, with the character instead relying on class and background skill choices.
- WandererOutlander
You have an excellent memory for maps and geography, and can usually find food and fresh water for yourself and up to five others, provided the land offers any. You can also find places to shelter, rest, or hide when traveling in the wilderness.
Spells
11 spellsSpellcasting. Tegu casts with Wisdom (spell save DC 13, to hit with spell attacks).
Cantrips (at will): , , ,
1st level (4 slots): , ,
2nd level (3 slots):
3rd level (2 slots): , ,
Gear
7 itemsWeapons
- QuarterstaffA quarterstaff carved from a tough desert root, used as a walking staff and spell focus.
- 2×DaggerA hunting knife suitable for utility work and close defense.
Armor
- ShieldA round wooden shield reinforced with lacquered hide and natural resin.
Gear
- Traveler's ClothesA set of travel clothes adapted for hot desert travel, with wraps, a light cloak, and sturdy sandals.
- Trail RationsA bundle of dried legumes, seed cakes, and preserved fruit for the road.
- Explorer's PackAn explorer's pack with bedroll, mess kit, tinderbox, torches, waterskin, rope, and general travel supplies.
- Druidic FocusA carved druidic focus made from braided roots and polished stone.
Appearance
Tegu is a lean desert lizardfolk with tawny sand colored scales, darker mottling along his jaw and spine, and sharp amber eyes that miss little. He wears practical traveler garb layered over natural armor, with a weathered wooden shield, a carved druidic focus of braided roots, and simple desert wraps that keep the sun off his scales. Small dried seed pods and legume cords hang from his belt as travel rations and keepsakes. His posture is alert and quick, like a creature forever listening for footsteps in the dunes.
Mannerisms
He pauses before answering, as if listening to something beneath the conversation. When thinking, he rubs a thumb across a seed charm at his belt. He often tilts his head toward stone walls, tree roots, or patches of soil, as though asking the ground for advice.
Personality
Tegu is patient in the way a desert river is patient, but when action is needed he moves with startling speed and precision. He speaks little unless he has something useful to say, and when he does speak his words are plain, sincere, and often surprisingly gentle. He respects effort, preparedness, and the quiet intelligence of living systems, whether roots, people, or beasts.
Ideals
Knowledge. The past matters because it teaches survival, and survival matters because it allows the living to learn. Tegu believes every culture, buried ruin, and forgotten path is a seed of wisdom worth protecting.
Bonds
He carries a carved seed charm from his family burrow and still checks his pack as if making sure he has enough food for everyone at home. He is determined to uncover the lost stories of his people and to bring back knowledge that will strengthen his desert kin.
Flaws
Tegu trusts the wisdom of nature more readily than the intentions of most civilized folk, which can make him suspicious, blunt, and slow to forgive lies. He also has a hard time refusing anyone who is genuinely hungry, even when sharing what little he has is plainly unwise.
Quirks
Background
Tegu was born beneath a desert that most outsiders thought empty. It was not empty at all. Beneath the sand lay a living maze of interconnected tunnels, old cisterns, root chambers, and family dens where his people survived by careful timing, shared labor, and the patient cultivation of legume trees. While others hunted, Tegu learned to run. He became the one sent across exposed stretches of dune to gather pods, roots, and water, racing through the heat with the urgency of a creature who understood that one delayed breath could mean hunger for the whole burrow. That life made him quick, practical, and impossible to startle for long. As he grew older, Tegu became restless. He wanted more than survival stories and the practical wisdom of the burrows. He wanted the older truth, the forgotten histories of his own people and the stranger histories of every land beyond the desert. So he left his friends and family with only a pack, a shield, and a promise to return carrying knowledge instead of game. On the road, he found that the world answered him in ways he had never expected. In wind, stone, thorn, and root, he felt a voice. Through patient listening and instinctive reverence, he awakened as a druid, learning to shape the endurance of earth and the mercy of living things. He now walks as both seeker and guardian, a desert child who has learned that nature is not just the world around him, but the language that made him whole.
“That life made him quick, practical, and impossible to startle for long.”
- Background
- Outlander
Connections
Species
Lizardfolk
Media
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