Duneclaw are sand-hued Lizardfolk that thrive in arid regions and cracked wastelands, resembling bearded dragons. They are smaller than other Lizardfolk.
Heat adapted: Duneclaw are resistant to fire damage.
Bite: Lizardfolk's fanged maw is a natural weapon, which they can use to make unarmed strikes. If they hit with it, they deal piercing damage equal to 1d6 + Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Cunning artisan: As part of a short rest, Lizardfolk 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, they need a blade, such as a dagger, or appropriate artisan's tools, such as leatherworker's tools.
Hunter's lore: Lizardfolk gain proficiency with two of the following skills of their choice: Animal Handling, Nature, Perception, Stealth, and Survival.
Natural armor: Lizardfolk have tough, scaly skin. When they aren't wearing armor, their AC is 13 + Dexterity modifier. They can use their natural armor to determine your AC if the armor they wear would leave them with a lower AC. A shield's benefits apply as normal while they use their natural armor.
Burrowing talons: Duneclaw gain a burrow speed of 10 feet through sand or soft earth.
Sunscorched reflexes: Duneclaw can take the Dodge action as a bonus action once per long rest.