Homebrew Canizen Species Details
Across the multiverse, there are a diverse array of dog-like creatures. Despite being from completely different worlds, they somehow all draw from the same origin. Known as Canizens, these creatures resemble various species of canines such as coyotes, jackals, and wolves. They’re lean-built, agile creatures that have all adapted to their environments, and wound up with some form of arcane or divine influence on their nature that manifests in more magical or supernatural traits.
Canizen Traits
As a Canizen, you have these special traits.Size
Canizens vary wildly in size depending on where they’re from.Your size is medium or small, and you choose when you select this species.
Speed
Your speed is 35 ft.
Darkvision
You have Darkvision with a range of 60 feet.
Scent Tracking
As a bonus action, you can identify the scent of a creature within 30 feet of you. For the next minute, that creature cannot benefit from the invisible condition when attacking you, and you sense the direction to the creature’s location if that creature is within 60 feet of you. You can use this trait once, and you regain the ability to do so when you finish a short or long rest.
Subspecies
Choose which subspecies of Canizen you belong to. This choice grants you special spellcasting and a unique feature.
Duamutens
Said to be blessed by gods of the afterlife, Duamutens are humanoids resembling jackals with inherent necrotic magic. They’re very ordered creatures well known for their patience and wisdom. Myths tell of the first of their kind being the chosen of gods of the dead, and guiding the souls of the dead to the afterlife.
Afterlife’s Embrace. You have advantage on Death Saving Throws.
Touch of Death. You know the Spare the Dying cantrip. When you reach 3rd level, you can cast Inflict Wounds once with this trait. When you reach 5th level, you can cast Gentle Repose once with this trait. You require no material components to cast these spells. You regain the use of the last two spells when you finish a long rest. Constitution, Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this subspecies). You can also cast these spells using any spell slots you have of the appropriate level.
Faoiláns
Having a controversial reputation stemming from their wolf-like appearance and wild nature, Faoiláns are shunned in most societies they dwell near. Folktales spread rumor that they’re the descendants of werewolves who bred with druids, and their more feral magic doesn't do them any favors in that regard.
Symbol of the Moon. Your kind have been blessed by the moon for millennia. You have resistance to radiant damage.
Lunar Lineage. You know the Starry Wisp cantrip. When you reach 3rd level, you can cast Speak with Animals once with this trait. When you reach 5th level, you can cast Moonbeam once with this trait. You require no material components to cast these spells. You regain the use of the last two spells when you finish a long rest. Constitution, Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this subspecies). You can also cast these spells using any spell slots you have of the appropriate level.
Fenri
Native to islands in harsher, Northern climates, the Fenri are a tribal sort of wolf-like folk that tend to be warlike in nature. They're hardy, durable folk that are rumored to have ‘iron bones and skin like steel’, that holds some form of validity from their natural tenacity and resilience. Some legends reference their kind as pertaining to spirituality towards the sun and moon, and others the end of times.
Tearer of Rifts. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. 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.
Might of the Great Wolf. You know the Chill Touch cantrip. When you reach 3rd level, you can cast Command once with this trait. When you reach 5th level, you can cast Enlarge/Reduce once with this trait. You require no material components to cast these spells. You regain the use of the last two spells when you finish a long rest. Constitution, Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this subspecies). You can also cast these spells using any spell slots you have of the appropriate level.
Guarans
Not much is known about Guarans, being a rare and secretive species that closely resemble maned wolves. But tales are told of their arrival to portend a sharp change in the weather, reinforced further by their magic giving them control over it to a degree. They’re tall, lanky humanoids resembling a cross between a wolf and a fox, and are quite nimble as a result.
Innate Agility. Your speed is 40 feet.
Will of the Wind. You know the Shocking Grasp cantrip. When you reach 3rd level, you can cast Feather Fall once with this trait. When you reach 5th level, you can cast Gust of Wind once with this trait. You require no material components to cast these spells. You regain the use of the last two spells when you finish a long rest. Constitution, Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this subspecies). You can also cast these spells using any spell slots you have of the appropriate level.
Hellhounds
Long ago, the devils of Avernus desired more capable soldiers for the blood war. Many experiments were made, one of which was uplifting Hell Hounds to a higher level of intelligence and making them capable of speech. This resulted in the creation of Hellhound Canizens. Fiendish creatures standing upright with canine features, ashen grey fur, and fiery orange eyes. They inherited some of their creators' magic in the process as well, now being able to channel their fire through spells and picking up on a little of their charm.
Creature Type. You are a Fiend. Features and spells that affect fiends of a specific CR have no affect on you.
Devil's Tongue. You have inherited your creators' charming yet intimidating presence. When you make a Charisma check, you can do so with advantage. You can use this trait as many times as your Proficiency Bonus, and regain all expended uses upon finishing a Long Rest.
Fiendish Fire. You know the Vicious Mockery cantrip. When you reach 3rd level, you can cast Burning Hands and Hellish Rebuke once each with this trait. You require no material components to cast these spells. You regain the use of the last two spells when you finish a long rest. Constitution, Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this subspecies). You can also cast these spells using any spell slots you have of the appropriate level.
Lycapicts
Stories of the Lycapicts vary from place to place, some mention of them having blood that can kill you by touching it, others carry tales of them being vengeful creatures of war, and even some telling why they live in packs. Regardless of which stories you believe, Lycapicts are a species of Canizen resembling painted dogs that are known well for their endurance and martial prowess. Even blending their arcane gifts into their skill in combat. When facing one of their kind in combat, be prepared for the fight of your life.
Unit Tactics. You have advantage on an attack roll against a creature if at least two of your allies are within 5 ft. of the creature and the allies aren’t incapacitated.
War Magic. You know the True Strike cantrip. When you reach 3rd level, you can cast Hex once with this trait. When you reach 5th level, you can cast Magic Weapon once with this trait. You require no material components to cast these spells. You regain the use of the last two spells when you finish a long rest. Constitution, Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this subspecies). You can also cast these spells using any spell slots you have of the appropriate level.
Raijūn
Easily recognizable by their bluish-white fur, the Raijūn are known typically for being very calm and peaceful creatures. But when their anger is roused, they strike fiercely with the force of thunder itself. Their affinity for thunder manifests equally in their magic, said to have been gifted to them by a powerful god of storms.
Leaping Thunder. You can add your Constitution score to your long jump distance, and your Constitution modifier to your high jump distance.
Force of Nature. You know the Thaumaturgy cantrip. When you reach 3rd level, you can cast Jump once with this trait. When you reach 5th level, you can cast Shatter once with this trait. You require no material components to cast these spells. You regain the use of the last two spells when you finish a long rest. Constitution, Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this subspecies). You can also cast these spells using any spell slots you have of the appropriate level.
Vukons
Noted for their tenacity, bravery, and strength, the Vukons hail from the colder reaches of northern lands. The pack mentality resonates best with them and they are known to lay down their lives for their kin. Whether through study, a blessing, or exposure to the elements, they have a powerful gift for ice-based magic. They are a proud folk, resembling heavily-built wolves, and don’t take kindly to even the slightest disrespect against themselves, their kind, and their allies.
Powerful Build. You have Advantage on any ability check you make to end the Grappled condition. You also count as one size larger when determining your carrying capacity.
Prideful Power. You know the Ray of Frost cantrip. When you reach 3rd level, you can cast Heroism once with this trait. When you reach 5th level, you can cast Enhance Ability once with this trait. You require no material components to cast these spells. You regain the use of the last two spells when you finish a long rest. Constitution, Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this subspecies). You can also cast these spells using any spell slots you have of the appropriate level.
Yote’n
Not to be confused with Jotun, Yote'n are a species native to arid climates that closely resemble coyotes. They are mostly solitary creatures, choosing to spend their lives alone aside from their chosen partner, and occasionally making a fairly small group of friends that they trust with their life, but only if earned. Many of their folktales tell of their heists of stealing fire from dragons, giants, and powerful elementals. While no testimony survives to this day to add validity to such stories, their natural affinity for fire magic lends a sliver of credit.
Crafty and Conniving. Your kind’s heritage leads to you being more adept with words or being sneaky, you have proficiency in two of the following skills of your choice: Deception, Persuasion, Stealth, or Sleight of Hand.
Thieves of the Sun. You know the Produce Flame cantrip. When you reach 3rd level, you can cast Identify once with this trait. When you reach 5th level, you can cast Heat Metal once with this trait. You require no material components to cast these spells. You regain the use of the last two spells when you finish a long rest. Constitution, Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this subspecies). You can also cast these spells using any spell slots you have of the appropriate level.
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