Raesokeran Canis (5e Race)

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Physical Description[edit]

Copyright of Dark Natasha. Image will be removed upon request.

The canis races are all anthropomorphic wild canines. They are similar in appearance to werewolves and other canine were-creatures except they do not have a human form. One major difference between canis and were-creatures is their stance. While werewolves have a hunch or stoop, Wolf Canis stand up straight. Their whole bodies are covered in fur to match their feral counterparts. Their hands are as dexterous as a human's, but they're covered in fur and have rough padding on the palms and fingers where callouses would form for other humanoid races. Most have non-retractable claws. Their foot paws are similar to their hands with the same fur and padding, thus making it difficult to craft boots to fit them. Most simply go barefooted since the padding protects them almost as well as a thick leather sole.

History of Raesokera[edit]

In order to understand the history of the bestial races of Raesokera, one must understand the history of the continent that spawned them. No one knows if their history is truth or fiction. The Legend says that a god named Atun became angry with the hedonistic and violent ways of the men of Raesokera. He created a virulent arcane Phage that spread across the continent to destroy all mankind. However, there was an unintended side effect of the disease on wild beasts.

The phage spread to every animal on the continent. Many died, but while the survivors of man hid in quarantined mountain citadels or escaped to the sea, the strongest beasts began to change. Their natural abilities and instincts evolved rapidly with each new generation. Within a dozen generations, they stood tall and bipedal like men. Within a century, dozens of new intelligent and sentient races were born. These new races began to form tribal societies. In order to keep them from destroying each other, Atun chose a champion from each race. These champions were taught and gifted a form of Godhood in order to watch over their own kind, each creating new laws and philosophies to be followed.

When the races of men inevitably returned to the surface, they discovered these new bestial races living in every corner of the continent. The men of the country of Udraykeland celebrated after being welcomed by these fascinating new people with open arms. The men of Shahalla looked upon the beasts with contempt and outrage. The Shahallans began a war to purge their country and take back their forefathers' lands that had been overrun with unnatural abominations.

History of Canis[edit]

The Canis races consist of mainly wolves, coyotes, and jackals. There is some debate that the vulpis races should be included with Canis due to their shared language. Shortly after evolving to a state of sentience, the canis races were among the first to establish a tribal society and culture due to their highly social nature.

The canis races also learned how to replicate many of the weapons left behind by the ancestors of men. While most wolves kept to their own kind to protect themselves from the new fleshy strangers, the other canid races in Udraykeland were happy to integrate with men to learn everything the "ancient ones" knew.

The canis races in Shahalla were also among the first to be slaughtered or scattered to the north. Wolves, Jackals, and Coyotes allied with Udraykeland and fought in retaliation against the intolerant Shahallans. The wolves were a particularly potent force with their inherent pack mentality and ability to coordinate.

One notable canis warrior was the champion of the Frozen Claw Clan, Frostmarro. His 5 wolf team infiltrated the Shahallan mountain palace. Forstmarro killed Emperor Inolchuuq. Together with the canis races, the northern Udraykeland army forced the Shahallans to surrender and end the slaughter of bestial races.


The Canis races are all social by nature, though wolves tend to keep away from other races. Each tribe or "pack" of wolves is led by an chief or "Alpha" who remains in charge as long as he remains strong enough or wise enough to be considered fit to lead. In order to keep ambitious young wolves from murdering the Alpha and causing constant leadership changes, they follow a philosophy, set by their Deity and dictated by a cleric or shaman, to only remove their leader if he is considered unfit to lead. Each tribe follows a disciplined and orderly lifestyle, not unlike a dictatorship. Once every few generations, some tribes will merge to create a larger tribe, though joining more than three at once has never been achieved successfully.

Jackals and Coyotes don't have many self-contained societies due to their natural wanderlust. Those that manage to find a place to call home usually do so among other races. With the jackals' natural magical insight, they are often recruited by sorcerers, warlocks, and bards. They integrate well within arcane guilds. Coyotes are usually drawn into thieves' guilds and other shady or mischievous circles due to their deceptive and canny nature.

Canis Names[edit]

Most canids identities are more closely tied to their scent than sound. However, in order to communicate and work with other races, they adopt names based on the scents they either relate or like the most. Some like to combine two or more scents into one word to express their complex preferences. These names are more commonly taken from common words, but they're known to take words from Dwarven, Elvish, or even goblin to describe their scent identity. Males tend to lean toward Dwarven while the Females more commonly lean toward Elvish if choosing from a language other than common.

Male: Ale, Adez, Beoir, Berumm, Carrion, Dogwood, Cinnamon, Gore, Jogg, Konon, Liiko, Marrow, Mead, Musk, Nahk Ruht, Nomo, Pork, Raggderfrul, Smokey, Spruce, Tathar, Oat, Venison, Zek

Female: Applewood, Autumn, Cream, Dandelion, Egras, Kheled, Holly, Holma, Honeysuckle, Ivy, Laive, Nanda, Riza, Rose, Shae, Sunflower, Tea, Vieme, Wenesse, Wheat

Canis Traits[edit]

Anthropomorphic wolves, jackals, and coyotes from the continent of Raesokera
Ability Score Increase. Canis races have a strong bond to nature and have the knowledge and will to preserve it. Your Wisdom score is increased by 1
Age. While their lifespans have lengthened from that of their feral ancestors, canis still tend to have short life spans. They reach maturity around age 8 and live up to 60 years.
Alignment. Wolves tend to be more lawful in nature while jackals and coyotes lean toward chaotic natures.
Size. Medium. Canis range in size similar to that of humans, though wolves tend to be on the taller side while coyotes are usually on the short side.
Speed. Your base walking speed is 30 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.
Sharp Teeth. You are proficient with your unarmed strikes, which deal 1d4 piercing damage.
Languages. You can speak, read, and write Common and Canis. Canis is a language of barks and growls. It has a written form that uses Common script or natural scents.
Subrace. Choose one between wolf, jackal, or coyote.


Ability Score Increase. Wolves are cunning and fierce pack hunters. Your Wisdom and Strength scores each increase by 1.
Survival of the Fittest. You have proficiency in the Survival skill.
Pack Mentality. As long as you have at least one ally adjacent to your opponent, your attack rolls against that opponent have advantage.


Ability Score Increase. Jackals are sleek and confident. Your Charisma score increases by 2.
Grace and Poise. You have proficiency in the Persuasion skill.
Unnatural Cunning. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.


Ability Score Increase. Coyotes are crafty and agile. Your Intelligence and Dexterity scores each increase by 1.
Beguiling Liar. You have proficiency in the Deception skill.
Devil's Luck. Whenever you roll a 1 on an attack, ability check, or saving throw, you can reroll that die, but you must take the new roll.
Nick Knack. You have proficiency in thieves' tools.
Magical Trickster. You know the dancing lights cantrip.

Random Height and Weight[edit]

5 feet′ 6 inches'' +4d4 inches 160 lb. × (1d8) lb.

*Height = base height + height modifier
**Weight = base weight + (height modifier × weight modifier)

5 feet′ 0 inches'' +3d6 inches 120 lb. × (1d8) lb.

*Height = base height + height modifier
**Weight = base weight + (height modifier × weight modifier)

4 feet′ 6 inches'' +3d6 inches 100 lb. × (1d6) lb.

*Height = base height + height modifier
**Weight = base weight + (height modifier × weight modifier)

Suggested Characteristics[edit]

When creating a Canis character, you can use the following table of traits, ideals, bonds and flaws to help flesh out your character. Use these table in addition to or in place of your background's characteristics.

d8 Personality Trait
1 I have a habit of leaving my scent anywhere I've been as if stating "I was here" in canis graffiti.
2 My kind are known for our natural wisdom, and I'm the wisest of us all.
3 I really like to travel so I have more stories to tell about all the places I've been and all the scents I've smelled.
4 Everyone likes me. They always have and they always will. I'm just that wonderful. If anyone says they don't like me, I do everything in my power to ensure they do.
5 I like to have friends. The more the merrier! That's why I have to introduce myself to everyone!
6 I have great respect for those who own lots of land. Some day, I want to own hundreds of acres of my own.
7 It's important to me that our team works well together. I'll do everything in my power to end arguments and feuds amongst my teammates to ensure we're at our peak of efficiency and readiness at all times.
8 I can't stand felines. They just don't smell right, and they're always plotting something.
d6 Ideal
1 =Territory= Those without the strength to protect themselves from me don't deserve to keep their possessions or land. (Evil)
2 =Family= The pack is more important than anything else. (Any)
3 =Alpha= Whoever is in charge became the leader for a reason. They must always be obeyed even if someone doesn't necessarily agree with their decisions. (Law)
4 =Charity= If I have the ability, then I have the responsibility to help others who are in need. (Good)
5 =Experience= The world is vast and full of wonders. I must experience as much of it as I can. (Neutral)
6 =Fairness= Noone is better than anyone else, and therefore no one should live better or worse than anyone else. (Chaotic)
d6 Bond
1 =Family= My pack comes first. When in doubt, I will always protect those I care about.
2 =Territory= I had to earn my land and/or possessions through hard work. I will not tolerate thieves or trespassers.
3 =Scent= I have worked hard to make my scent unique. It's important that anyone who smells it knows instantly who it belongs to.
4 =Trinket= I still have a small trinket from my childhood that I would be lost without. I can't even imagine living without it.
5 =Love= There's only one person I care about and I would do literally anything for him/her.
d6 Flaw
1 I think I have a bladder problem. Whenever I get at all excited, for good or ill, I can't help needing to urinate.
2 I tend to get too close to others when I speak to them. If I can't smell whoever I'm talking to, I'm not close enough.
3 I have a short attention span when I'm not in combat. I can't linger on anything if I'm going to experience everything in one lifetime!
4 I don't like to be alone. At the risk of aggravating my friends, I will insist on keeping them close including sharing a room at the Inn.
5 I get restless if I'm in one place for too long and I'll insist on going on an adventure or delving into danger just to keep moving.
6 Whenever a leadership role is vacant, I will insist on being the leader of the group even if someone else is better or more qualified for the job.

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