Magic Hound (5e Race)

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Magic Hound[edit]

Magically enhanced canines that excel in adventuring as well as anyone.

Smarter than the Average Dog[edit]

Though they look like normal dogs, they are anything but. The many breed variations offer several different body shapes, sizes, fur lengths and coat colors and patterns between them. Their height and weight is also greatly variable among them, depending on the breed. The most noticeable trait among them is their ability to speak, their humanoid-like intelligence, and their mysterious powers.

Sniffing out Evil[edit]

Centuries ago, evil magic users and fanatical cultists would run about as if they ran the place. It was then that a wizard bred a new kind of magically-enhanced patrol dog to help hunt down evil on the streets. As time went on, the dogs began breeding with one another and gained independence from their masters to live as equals among the humanoids.

Adaptable and Personable[edit]

Typically found in cities, these canines can easily live out in the wilds too. No matter where they are found, they take to meeting new people as readily as any non-speaking, non-thinking dog. The only thing they ask of you is to treat them with the same respect as any humanoid, meaning one shouldn't scratch their ears without permission.

Magic Hound Names[edit]

Their names are often based on names of other races. But, some of them have adopted names of others of their kind.

Male: Fonlan, Shep, Sammo, Hond, Beegel, Corto, Goltrie, Griff, Benji, Keta, Basse, Bloo, Mal

Female: Yhesku, Collie, Grey, Corga, Leina, Nova, Radora, Salvi, Shiba, Tessa, Zoi, Redd, Dobera

Magic Hound Traits[edit]

Magically enhanced canines that excel in adventuring as well as anyone.
Ability Score Increase. Your intelligence score increases by 1. Another score will increase by 1 based on the subrace you select.
Age. The magic enhancements that Magic Hounds have received also tend to prolong their life, with most living up to 200 years.
Alignment. Magic Hounds are capable of being any alignment, but most will lean towards good rather than evil.
Size. Sizes vary among breeds, but most Magic Hounds rarely reach over three and a half feet at the shoulder, and rarely more than four feet from head to tail. Your size is Medium.
Speed. Your base walking speed is 35 feet.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Mountable. You can act as a mount for any humanoid creature that is Small or smaller.
Four Fleet Feet. That canine build amps up your speed. When you take the Dash action, you can move 5 extra feet.
Natural Attack. You gain a bite attack. This bite deals 1d6 piercing damage with a 5 foot reach. It is treated as a natural weapon that you are proficient with.
No hands? No problem!. You have learned how to make paw motions that enable you to cast spells with somatic components. However, if both front paws cannot be moved, you cannot use spells with somatic components.
Languages. You can read, write and speak Common, and one more language of your choice.


Many breeds of this race exist, resulting in great variance in traits. Choose one of the three subraces.


The Benandanti excel in their ability as hounds, but not in the conventional sense. Rather, they are adept at sensing and tracking magic. They are also notoriously agile.

Ability Score Increase. Your Dexterity score increases by 1.
Magic Sensor. You act as a living magic radar. If you do not already have the detect magic spell, you gain access to it at 1st level. You are also able to cast it once without a spell slot. However, by doing so you are unable to cast it again until until you complete a short or long rest (does not apply if you already have detect magic in your spell list).
Light Paws. Your base walking speed increases by 5 feet.
Cat Walk. Your paws are extremely well-adapted to climbing when not encumbered. If you are not wearing armor, your climbing speed is the same as your walking speed.

Black Shuck[edit]

For as diabolical as they look, many are taken in by the silken black coat of this breed. Many still find themselves completely bewitched by this almost magical creature, despite them sometimes being referred to as "devil dogs".

Ability Score Increase. Your Charisma score increases by 1.
Force of Personality. For as devilish as you look, you have a very magnetic personality. You gain proficiency with any Charisma-based skill of your choice.
Magic Mutt. Perhaps there's something to this devil dog business? You gain resistance to necrotic damage but also gain vulnerability to radiant damage.
Hell Hound. There is almost definitely something to the devil dog business. You are able to use your fierce appearance to gain advantage on any one Intimidation check. You must complete a short or long rest to regain use of this feature.


For their size, these hardy giants are famously gentle and friendly. They are often the first ones who volunteer to rescue other who are trapped in treacherous terrain.

Ability Score Increase. Your Strength score increases by 1.
Nature Lover. Your natural predisposition to the outdoors grants you proficiency on Nature checks.
Sure Footed. Having spent much of your life outdoors, you are not slowed down by difficult terrain when you take the Dash action.
Large Breed. Amarok are a rather large breed, easily much larger than any other of their kind. Your size increases to Large. Because of this, you can now act as a mount for any humanoid that is Medium or smaller. This also increases your speed by 10 feet.
Improved Bite. Due to your larger size, your bite damage increases to 1d8 from 1d6.

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