Wild Dog-Folk (5e Race)
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Wild Dog-Folk: a race of loyal canines
"I've encountered their clans on both the plains and in the jungles. They're disciplined warriors, strategic hunters and fierce fighters. Yet their loyalty is never in question. Once their friendship is earned, a wild dog-dolk is truly man's best friend!" -Benegal Pavagi, author and anthropologist.
Wild dog-Folk (though they prefer to be called by the name of their subrace, as the term 'wild' can cause some negative reactions) are a race of anthropomorphic canines. They stand taller then fox-folk, but aren't quite as tall and bulky as wolf-folk. They are lean and agile, and are swift by nature. They are divided in two subraces. Painted dog-folk resemble anthropomorphic African painted dogs, while red dog-folk resemble Asiatic red dogs and are also known as dhole-folk.
Like with many races, its not known where wild-dog folk originated from. Some claim they were created by the gods, while others think they evolved naturally. And then there are theories that they are descended from magical canines spellcasters experimented on, or perhaps a union between humans and some sort of lycanthropes. Either way, wild dog-folk have traveled the plains and jungles since anyone can remember, in well-organized clans that put the most vulnereble of their community first. They tend to keep to themselves, but aren't overly hostile or overly friendly either way. But if you can manage to secure the friendship of one, you may have found yourself a valuable ally for life.
Wild dog-folk society is clan-based, with a 'royal' couple known as the Alphas being in charge of the clan. These clans are quite remarkeble in the sense that they aren't competivive at all. Unlike with other canine races, clans have no rigid hierarchy. The present rankings present are very relaxed, and even the Alphas will interract with their clanmates as if they're just another member of the clan. They don't sit back and lead others work for them, they actively work alongside their people, often leading them into battles and hunts. In a clan, the weak, wounded, sick, young and old are given priority when care and resources is concerned.
The cultures of both subraces resemble each other a lot and place an emphasis on their tight-knit nature. However, red dog folk are noted to be more aggressive and warrior-like in nature then their painted brethren. Red dog-folk clans have been known to perform coordinated attacks on much more powerful opponents, such as dragons and giants, with relative success.
Both subraces greatly respect deities who are associated with the call of the hunt, such as Uller, Malar, Gorellik and Solonor Thelandira.
Wild Dog-Folk Names
The names that wild-dog folk have depends on their subrace. Painted dog-folk tend to have names based on African languages such as Swahili, while red dog-folk often have Hindi-inspired names.
Male painted dog-folk names: Janja, Makucha, Jafari, Askari, Rashid.
Female painted dog-folk: Elea, Fanaka, Zakiya, Siti, Nyota.
Male red dog-folk names: Tenzin, Ashoka, Sharukan, Daako, Mohan.
Female red dog-folk names: Ishwari, Nakti, Savita, Sarama, Dayita.
Wild Dog-Folk Traits
A race of swift and skilled canine hunters, divided into two different subraces.
Ability Score Increase. Your Dexterity score increases by 1 and your Wisdom score also increases by 1.
Age. Wild Dog-Folk mature and age at around the same rate as humans.
Alignment. While exceptions and variations always exist, wild dog-folk tend to lean towards Neutral or Good. Painted dog-folk are more alligned with Lawful, while red dog-folk are often more Chaotic.
Size. Wild dog-folk usually stand in between 5'6 feet and 6 feet.
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.
Bite. Your sharp teeth are natural weapons, which you can use to make unarmed strikes. If you hit with them, you can deal piercing damage equal to 1d4 + your Strength or Dexterity modifier.
Keen Senses. With your naturally sharp hearing and excellent sense of smell, you have an advantage when you make Perception checks where your hearing and sense of smell are involved.
Hunter's Instincts. You have proficiency in one of the following skills of your choice: Stealth, Intimidation, Perception, or Survival.
Languages. You can speak, read, and write Common and Canine.
A subrace that resembles African painted dogs, painted dog-folk are native to warm plains and savannah's and tend to be more patient and skittish then their red cousins. However, they are by no means pushovers and will fiercely defend themselves and those close to them if need be without any hesitation.
Ability Score Increase. Your Charisma score increases by 1.
Plain Runner. You have long, powerful legs and a near endless amount of stamina, especially when properly motivated. Your speed increases to 45 feet.
Natural Survivalist. Painted dog-folk are hunters by nature, who spend most of their time out in the wilderniss, tracking down game to hunt. You are proficient in the Nature skill.
A jungle-dwelling subrace that resembles Asiatic wild dogs, the red dog-folk are also known as dhole-folk. These red-furred hunters are tight-knit and loyal, but can be incredibly fierce towards their opponents.
Ability Score Increase. Your Dexterity score increases by 1.
Fierce Fighter. Red dog-folk are infamous for being fierce fighters who rarely back down from a fight, even when their enemy is stronger then they are. Your Bite increases to piercing damage equal to 1d6 + your Strength or Dexterity modifier.
Hunter's Call. Everyone dreads the infamous hunting call of the red dog-folk. As an action on your turn, you can let out a terrifying howl, forcing each creature of your choice within 30 feet of you to make a Wisdom saving throw. The DC of this saving throw is 8 + your Charisma modifier + your proficiency bonus. Targets that can't hear you automatically succeed on this saving throw. On a failed save, a target becomes frightened of you for 1 minute. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a success. Once you use this trait, you can't use it again until you complete a short or long rest.
Random Height and Weight
|5′ 8''||+6d4||120 lb.||× (1d6) lb.|
*Height = base height + height modifier
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