Homebrew Corigon Species Details
Corigons originated in the Feywild. These dogfolk take pride in helping others people, but can also be very protective. Corigon tend to gravitate towards guards, being natural protectors in their homeland, making them quick to be weary of strangers at times, but great allies once one is made a friend.
Corigons are bipedal, though have been known in the heat of the moment to run on all fours. With a classic characteristically short feet of the corgi they resemble and fur in a variety of colors. They share the keen senses and high energy. Still, some Corigons wonder what lies beyond the Feywilds, seeking to test themselves.
Corigon Traits
At 1st level, you choose whether your character is a member of the human race or of a fantastical race. If you select a fantastical race such as the fairy or the harengon in this section, follow these additional rules during character creation. Ability Score Increases When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy. The “Quick Build” section for your character’s class offers suggestions on which scores to increase. You can follow those suggestions or ignore them, but you can’t raise any of your scores above 20. Languages Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of languages to choose from. The DM is free to modify that list for a campaign. Creature Type Every creature in D&D,Alignment
Corigon tend toward good alignments. Corigon who are focused on the pride lean toward lawful good.
Small
You are Small.
Speed
Your walking speed is 25 feet.
Battle Bark
As a bonus action, you let out a bark at your enemies within 10 feet of you. Until the start of your next turn, you and your allies have advantage on attack rolls against any of those enemies who could hear you. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Bite
You have a fanged maw that you can use to make unarmed strikes. When you hit with it, the strike deals 1d6 + your Strength modifier piercing damage, instead of the bludgeoning damage normal for an unarmed strike.
Keen Smell
Thanks to your sensitive snout, you have advantage on Wisdom (Perception), Wisdom (Survival), and Intelligence (Investigation) checks that involve smell
Squat Nimbleness
You can move through the space of any creature that is of a size larger than yours
Tiny Warrior
You can take the Dash or Help action as a bonus action on each of your turns. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Previous Versions
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