Dog (5e Race)
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|“||All his life he tried to be a good person. Many times, however, he failed. For after all, he was only human. He wasn’t a dog.||”|
|—Charles M. Schulz|
The origin of dogs is completely intertwined in that of all other races, but their presence as significant members of a community is fairly recent. Shifting forces in the universe have pointed light on some thousands of dogs Awakening to higher thought and joining the other races in the exploration of the worlds around them.
A four-legged canine with hundreds of 'breeds' grouped into six subraces.
Ability Score Increase. Your Constitution score increases by 2.
Age. Dogs mature around the age of 2 years old, reach middle age around 6 and live between 10 and 20 years, depending on size; Molosser Dogs usually live shorter lives and Bantam Dogs tend to live longer.
Alignment. All Dogs can be Good Dogs, but any Dog can be subject to the psychological manipulation of the other races and be influenced to do Bad things.
Size. Dogs range in size from Small to Medium, with most Dogs falling into the Medium range. The majority of Small Dogs are Bantam Dogs.
Speed. Your base walking speed is 35 feet.
Bite. Your teeth can be used as natural melee weapons, dealing 1d6 piercing damage plus your Strength modifier.
Howlmate. When meeting a Player Character for the first time, you may roll a percentage dice. If the result is less than your level, you will pair-bond with that character. This ability is may be used only once per 'person'. The DM may allow a pair-bond with a Non-Player Character at their discretion. The bond allows the pair to communicate telepathically and once per long rest you each gain 1d6 to use on any roll. When you reach 11th level you can cast the spell "Life Transference" once per long rest.
The Nose Knows. You have proficiency in Perception, and advantage on any skill checks that rely on scent.
Languages. You can speak, read, and write Common, Canine and one other language of your choice.
Subrace. Molosser, Courser, Austral, Protean, Boreal, Bantam
Ability Score Increase. Your Strength score increases by 1.
Menacing. You have proficiency in Intimidation and may add your Strength modifier to any skill checks using Intimidation.
Unarmoured Defence. While you are not wearing armour and wielding no shield, your AC includes your Strength modifier.
Ability Score Increase. Your Dexterity score increases by 1.
Designed For Speed. Your base walking speed increases to 40 feet. Additionally, you may able to Dash as a bonus action if you are not engaged in combat.
Natural Athlete. You have proficiency in Athletics and Acrobatics and have advantage on Dexterity saving throws.
Ability Score Increase. Your Constitution score increases by 1.
Pounce. If you move at least 10 feet straight toward a target and then hit it with a Bite attack on the same turn, that target must succeed on a Strength saving throw or be knocked prone. If the target is knocked prone, you can make one Bite attack against it as a bonus action.
Savage Attacks. You have proficiency in Survival. When you score a critical hit with a melee weapon attack, you can reroll the weapon’s damage dice, and use either total.
Ability Score Increase. Your Intelligence score increases by 1.
Breadth of Knowledge. You gain proficiency in any combination of four skills, or with four tools of your choice.
Lucky. When you roll a 1 or 2 on an ability check you can reroll the die but must use the new roll.
Ability Score Increase. Your Wisdom score increases by 1.
Pack Tactics. You have advantage on an attack roll against a target if at least one of your allies is within 5 feet of the target and the ally isn’t incapacitated.
Wolf Howl. You have proficiency in Nature. All allies within the area of effect receive 1d6 hitpoints + your Wisdom modifier, and any mentally incapacitated allies may roll a saving throw to be released. Allies are inspired and may use advantage on their next attack roll. You may use this action once per long rest.
Ability Score Increase. Your Charisma score increases by 1.
Speed. Your base walking speed decreases to 30 feet.
Convincing. You have proficiency in Persuasion. You can cast the 'Charm Person' spell once per short rest. When you reach 5th level, you can also cast the 'Calm Emotions' spell once per long rest. Charisma is your spellcasting ability for them.
Fury of the Small. When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your Charisma modifer + your level. Once you use this trait, you can't use it again until you finish a short or long rest.