Homebrew awakened dog Species Details
Basic description
ether do to a pact, a blessing, or some wizard's/witch's experiments this dog at birth is gifted with the average if not below average intelligence of most humanoids. this making them permanently awakens, but still lacking in speech and nature of most humanoids. most follow their master into adventures, while others see the gods, or patriots that gifted them with such intelligence as their master, but others sadly enough are on a quest looking a good home. some train as fighters or monks learning to overcome their limitation of having not hands instead using their mouth. they are counted as medium class only because of their weight and length but not their height some clocking in at one hundred pounds, four foot long, but only coming in at three foot tall on all four. the obstacles they are aware of and try to overcome all comes down to the fact that they are dogs meaning, no hands, can not speak common but can understand it, and is shunned by most as being just a dog.
they have two goals in life and only two: one is to get some of that sweet sweat honey bacon, and two to be a good boy/girl to those that they love and count as friends. to this degree they will do anything for some being loyal only to those that feed them, others following a group to the bitter end because their master is with them or their god/patrion commands them to, and others because the party is their pack, their family. to them loyalty is not just a word, or a promise, it is their life. if they become a paladin or cleric to a god then they follow that oath even if it hurts them, if they are a warlock then they will obey their patrion until their heart stop. for them their intelligence never overrides their breeding, and nature to be loyal and a good pet all it dose it make it easier for them to pick who they are loyal to and who they growl at.
Racial abilities
do to their keen sense of smell, hearing, and now the intenagence of a human the knowledge to best use it they have advantage on all wisdom saving throws, able to navigate somewhat even when blinded, and advantage when detecting potions in foods and drinks. they also have a +4 to perception when it comes to smells and sounds but a -1 when it comes to colors do to the limited colors dogs can see. their passive perception starts off at a 13 but can get higher or lower depending on your wisdom modifier, and have a passive ability to detect intention if their wisdom is higher then those around them. they can understand animal, common, and one other language for each +1 to their intelligence and even speak to other animals but can not speak any other language unless a class or spell allows them to or allows them to speak into someones mind. they can use one handed melee weapons but not two handed weapons or two weapons as they are holding the weapon with their mouth, they also can't use range weapons, or shields. if taking the monk class you get advantage on caughting ranged weapons just not throw them back. if taking a spell caster class you can still chant and use spells at will its just anything that requires components will take one action longer than normal to get it ready, but you get advantage on resisting dispel magic. you also get advantage on charm spells, and fear on others as well as not needing components for friends spell.
if your charisma modifier is higher than who your begging to when begging for food, or head pats you gain advantage and can keep begging until ether they give in or strike you. when getting head pats you gain an inspiration dice on your next saving role with in two minutes. the reason why is the head pat it self dose nothing but the confidence the head pat gives all dogs the equivalence of a baric of inspiration equal to half the level of the dog if the dog was a bard.
How they see others and themselves
do to how they see the world they do not have "good" or "evil" or "lawful" or "chaotic" they instead have "tame, wild" for lawful or chaotic and "pack member or lone wolf" for good or evil. you do not role for it as it is solely determined by your backstory and how you act within a group as all dogs no matter how intelligent they are still think more like wolves then human. tame just means how well adjusted you are with other people, animals and is more likely to see the party as their pack, wild on the other had sees the party as their own pack and a source of food and head pats having little to no loyalty to them but to their own quest. pack members see that survival can only be done with a group and even if they do not see the party as a group they will work with a group for their survival, lone wolf sees groups as needed but something to be loyal to even tho they rather work alone they have no hands, no ability to speak , and no social standing on their own. most dogs however are on the neutral line wishing only to make ether the party, a person in the party, or their god happy, but do to their intelligence they no longer see humanoids as gods like other dogs do but more like a member of their family.
Stats
str: +1 dex: +2 con:+3 int : {can not be below 9} wis:+2 cha: +2
Actions in combat
bite/ unarmed: 5ft of reach 1d6 +str piercing damage { +dex instead of str for monk and it stays a 1d6 until lvl 11 so enjoy} and if the attack is a success then the creature must make a saving throw against its strength or it is grappled and takes damage per turn.
spell casting: all creatures have disadvantage on detecting spells cast by this creature, dispelling its spell, and it has advantage on all charm/fear spells. when casting healing spells it no longer has to do any verbal, semantic, or components if the healing spell is touch based, the dog just has to lick the person. it dose have disadvantage on concentration spells if there's food around.
loyal until the end : the dog can give advantage on death saving throws if he is guarding the party member who's hit points are at zero, and if he passes his death saving throw he can come back up with 1 hp if combat has not ended. (only allowed if dm sees him as tamed or part of the pack}
weird fighting style: when using a melee weapon he doesn't get disadvantage unless it is a status effect of a spell, poison, or environment. can not equip a shield, but dose have advantage on saves vs melee attacks and acrobatics on trying to position them selves in battle
smart mounts : when a nomb, halfling, or other small friendly ally rides them like a mount both them and dog player gets advantage on all attack roles as long as it is not difficult tarane
awakened dog Traits
a smart, woffy
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