Solaire (5e Race)
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The vast farmland of the ranch began to grow alive as all of the livestock and wild animals woke up for the day. You were lucky enough to convince the owner to allow your party to stay the night there. Birds sang and soared through distant trees, horses sniffled and pawed at the dewy earth, and barn cats napped out in the warm sunlight. But of course, that peace was quickly interrupted by the sudden presence of a brown-brindled Solaire, who rushed through the grass with all the grace a squat little dog could manage.
"Oi!" They yelled, scampering towards your group on all fours. "Does one a' you have a rope or know any telekinesis spells? My idiot son fell down the bloody well again, an' I ain't got any spare rope."
You agree to help, seeing as they might be a ranch hand, but there's important questions to be asked first.
"Again? How exactly did he get down there the first time? And why's he in some crusty ol' well again?"
The Solaire sighed and shook their head. "We really ain't that smart, love. Especially the kiddos."
|A Boston Terrier, the dog the Solaire race is based off of.|
Few races can look so innocent and cute while still being capable of mass destruction. The Solaire is one of them.
Solaire are divided into 3 different types - the Terrier, the Courser, and the French Bulldog. Terriers and Coursers are considered "regular" or "true" Solaire, while French Bulldogs are different and more genetically distinct from the modern-day Solaire.
Solaire come in all of the colors and markings a normal Boston Terrier does. These colors are black, dark brown brindle, seal, and seal brindle. They always have that white 'tuxedo' marking. They have black noses, and either black or pink paw pads.
French Bulldogs, however, come in fawn, fawn brindle, cream, dark brown brindle, black, and white. Their markings include ticking, a black mask, piebald/'splash', or random white patterns. They can have black, red, or pink noses, and black or pink paw pads.
While true Solaire can be either stout and 'bulldoggish' in appearance or more like a thin and sleek terrier, Frenchies are always bulky. A true Solaire's ears are triangular while a Frenchie's are rounded.
There are always exceptions to normal looks. A regular Solaire may be born red or with high amounts of white fur, or a Frenchie might have floppy ears. Instances of mutations or 'improper' markings are fairly uncommon, but they still happen.
When standing upright, their hind feet are digitigrade. They prefer to walk on all fours as it looks less awkward and allows them to move faster. Frenchies are more likely to walk on two feet than a regular Solaire.
The Solaire race was first created when a dog-loving sorceress enchanted all of her pet Boston Terriers, giving them the gift of speech, the ability to walk upright and use their paws as hands, and the intellect of an average human. However, she was sorely disappointed when she came to discover that they were not gifted in the arcane arts and very disobedient towards most people. Knowing she would be unable to handle their rambunctious nature, she gifted them to a beastmaster who then started using them as hunting companions.
She attempted the same enchantment process on a pack of French Bulldogs, and was pleased when they came out exactly the way she had envisioned - little magical companions. After she died, they started their own settlements in nearby meadows, steadily increasing in number and prominence.
The name "Solaire" comes from the surname of a ranger who later popularized their use as vermin hunters.
Widely regarded as some of the least wise of all canines, the presence of a Solaire can quickly spell disaster in serious or fragile situations. The more Solaire that are around, the higher the chance of something going completely awry. Luckily, they're small enough to pick up and stuff in a bag if they start causing a scene.
They are known for their bark - a demanding "BOOF" sound. While some find it endearing, others absolutely hate noisy Solaire.
Solaire tend to live underfoot other larger races, like humans, giants, minotaurs, and dwarves. They enjoy the company of people, but are not always willing to listen to their commands. Most rural people embrace them, as they're helpful with farm work and herding, but many urban civilizations despise them due to issues with thievery. Frenchies are used by mages as assistants, and are also favored by royalty in some countries.
The rivalry between true Solaire and French Bulldogs is incredibly tense. Terriers and Coursers believe that because they existed first, they are the true standard for Solaire. However, Frenchies believe that because they are what the Solaire's creator originally intended for them to act like, they are the true standard for Solaire. These conflicting ideologies have been the source of all strife between Terriers & Coursers and Frenchies.
The Solaire people name themselves once they are adults, and discard the name their parents gave them.
Even though their race's name is of French origin, Solaire typically use English names. They like to have short, easy-to-pronounce names with hard consonant sounds, but it isn't necessary. A Frenchie may have a French name instead.
Gender-neutral names tend to be colors or markings. A Solaire individual may choose to use a gender-neutral name regardless of gender identity.
They only take on surnames when among other races and foreign civilizations.
Male: Iggy, Booker, Felix, Dex, Jojo, Zeke, Jesse, Vince, Percy, Esmé
Female: Maxine, Eva, Loretta, Grace, Zoe, Candace, Lacy, Callie, Kara, Noémie
Gender-neutral: Brook, Alex, Harley, Merle, Raven, Jackie, Georgie, Darcy, Carmine, Sable, Tawny, Briar, Vic, Lou
Boof! Solaire are a race of mischievous fighters and thieves who resemble Boston Terriers. Their third subrace, the French Bulldog, is more snooty and gifted in the arcane.
Ability Score Increase. Your Strength modifier increases by 2, your Charisma modifier increases by 1, and your Dexterity modifier increases by 1.
Age. Up to 100 years. They mature around 20, and start to physically and mentally deteriorate around 80.
Alignment. Solaire are almost exclusively Chaotic, and Good or Evil. It is rare to find a Neutral and/or Lawful Solaire.
Size. You are cute and Small.
Speed. Because of your short legs, your base walking speed is 25 feet. However, you can run on all fours, which raises your speed to 40 feet. You must not be carrying anything in order to be on all fours.
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.
Terrier Heritage. Your ancestors were bred to kill small vermin such as rats, rabbits, and other annoying little animals. If you are in combat with something Small, Tiny, Diminutive, or Fine in size, you gain advantage on attack rolls against them. Races like Mousefolk and Rabbitfolk may be less trusting of you, though.
Tough Hide, Thin Fur, Tiny Paws. You have a natural armor class of 10 + your Strength and Constitution modifiers. Unfortunately, your fur is quite thin, and you are at a disadvantage in unusually hot or cold weather/terrains (such as deserts or tundras). Also, your hands are fairly small, so you cannot wield Oversized weapons or weapons that weigh more than 10 lb. Your Bite and Claw attacks make up for this.
Sharp and Pointy. Your Bite attack deals 1d8+(STR or DEX mod) Piercing damage, and your unarmed Claw attack deals 1d6+(STR or DEX mod) Slashing damage. On a successful Bite attack, you may use your bonus action to make a Claw attack on the same target. Every 3 levels (at lvl 3, 6, 9, etc.), increase your Bite by 1d8 and your Claw by 1d6. Both of these attacks have a reach of 5 feet.
Slippery Little Bastard. Solaire are notoriously fast and difficult to catch. You gain proficiency in the Acrobatics skill. If you already have proficiency in Acrobatics, add your proficiency bonus to its score again.
Arcane Drought. Unlike their French relatives, Solaire have little to no spellcasting ability. You cannot learn any spells beyond the Cantrip level. The exception to this rule is spells granted by the class you are.
Living Projectile. You and an ally sized Medium or larger can use your turns to perform a truly bewildering attack. The ally must pass a DC 13 Athletics skill check in order to pick you up and throw you with all of their might towards 1 creature of your choice (up to 40 feet away). The target must pass a DC 15 Dexterity saving throw, or be knocked prone and take damage equal to your Bite attack plus 1d20 Force damage. Upon success, the target is not knocked prone and only takes half of the damage. This attack can only be used once per long rest.
NOTE: Living Projectile can be used without your prior consent by an ally or hostile who decides to grab you, in which they need to pass the usual DC 13 Athletics check to throw you, but at a disadvantage. Upon failure you are put down, but upon success you are thrown wherever or at whatever they choose.
Languages. Can speak, write, and read Common plus one other language of your choice. This race tends to speak in a Boston or British dialect (or any variation of those, such as Cockney or Northeast New England), using their slang and figures of speech. Frenchies may speak in any one of the variations of a French dialect.
Subrace. The Terrier and the Courser are the two most common kinds of Solaire. There's also the French Bulldog, in case you want your Solaire character to be a bratty little sorcerer. Your must pick a subrace for your Solaire character.
Terriers are Solaire with sleek, lithe bodies. They weigh less than Coursers and French Bulldogs, and are generally better at things that require stealth or a silver tongue.
Ability Score Increase. Instead of your Strength modifier increasing by 2, your Dexterity modifier increases by 3. Your Charisma modifier still increases by 1.
Fine Claws. Your claws are skinny and have extremely fine tips, making them perfect for picking locks or pockets. You have proficiency in the Sleight of Hand skill.
Nimble. Your upright walking speed increases to 30 feet, and your all-fours speed to 50 feet. City guards can try as they like, but they'll never catch up to you.
Loner. Terrier Solaire are solitary and prefer to go on hunts or missions alone. You have an advantage on melee attack rolls if there are no allies of yours within 5 feet of you.
Coursers are Solaire more in touch with the bulldog in them. They have thick bones and large chests, and will never turn down a challenge.
Ability Score Increase. Your ability score increases are the same as defined in the 'Solaire Traits' section. (STR +2, DEX +1, CHA +1)
Hear My Cry. In a pinch, you can howl to attract the presence of nearby Solaire or other canines. The DM decides on what kind of ally appears, be it a wild dog, another Solaire, or some werewolf that you didn't even know was there. The ally will assist you until they die or combat ends.
Pack Tactics. Courser Solaire are pack hunters. You have an advantage on melee attack rolls against a creature if at least one of the your allies is within 5 feet of you, and the ally isn't incapacitated. When combined with Terrier Heritage, any melee attack you land will count as a critical hit.
Skin Like Steel. Your hide is even more tough than the average Solaire. You are resistant to Slashing damage.
French Bulldogs, or "Frenchies" as they are called by regular Solaire, consider 'themselves' to be the real standard for what a Solaire should be. They think of their English relatives as brutes and unintelligent savages.
Ability Score Increase. Instead of your Strength modifier increasing by 2, your Charisma modifier increases by 3. Your Dexterity modifier still increases by 1.
Arcane Blood. Frenchies are more closely connected to their ancestors, and have retained their magical abilities. The Arcane Drought trait is nullified.
Feral Magic. Any spells described as using the hands as their point of origin (Poison Spray, Scorching Ray, Ray of Enfeeblement, etc) can now be used as breath weapons. Also, any spells that involve having to actually touch a target with your hand (Bestow Curse, Spare the Dying, Shocking Grasp, etc) can be performed by biting or touching a target with your mouth instead.
Hello? Yes, This Is Dog. You know the Speak With Animals and Animal Friendship spells. You are also proficient in the Animal Handling skill.
Weaklings. Frenchies are not as scrappy as regular Solaire, and have no need for strong teeth or claws. Your Bite and Claw attacks only deal 1d4+(STR or DEX mod) damage, and increase by 1d4 every 5 levels.
Mental Fortitude. You have a sound mind, and are resistant to Psychic damage.
Random Height and Weight
|3 ft.′ 0 in.″||+1d8 in.||50 lb.||× (1d20) lb.|
*Height = base height + height modifier