Homebrew Dog Species Details

"A dog is the only thing on earth that loves you more than he loves himself. They are not our whole life, but they make our lives whole."    — Unknown

Dogs are companions in both hardship and prosperity. They provide an endless supply of love and affection to those who show them kindness and protect the ones they love.

Small but Fierce

Most dogs are small creatures, but some can grow to the size of dwarves. Dogs normally stand around 2' tall, though certain breeds can stand anywhere between less than 1' and more than 3'.

Short Lived but Long Loved

Most dogs live between 12 and 15 years, though some breeds can live up to 20. You reach maturity around 1 year of age.

Loyal Companions

Dogs don't dwell in any particular place, instead following their owners and companions endlessly, providing comfort and protection.

Dog Traits

Your dog character has the following racial traits.

Ability Score Improvement

Your Charisma score increases by 2 and your Strength score increases by 1.

Age

Dogs reach maturity around 1 year of age and can live anywhere between 12 and 20 years.

Alignment

Most dogs follow their owners guidance and judgment making most dogs true neutral.

Size

Most dogs stand 2 feet tall. Your size is small.

Speed

Your base walking speed is 30 feet.

Watchful Protector

Whenever a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll.

A Pupper's Nose

You have proficiency in the Perception skill. You have advantage on perception checks that involve smell.

Forever Faithful

You have advantage on saving throws against being charmed.

Fierce Bark

As an action on your turn, you can bark fiercely at an enemy within 10 feet of you to put them off guard. Until the end of your next turn, the next attack roll made against that target has advantage. You cannot use this ability if you have a weapon equipped in your mouth.

A Dog of Many Talents

Due to your racial limitations, your spellcasting ability is slightly altered. So long as a member of your party other than you has the material components you require to cast spells, you can cast spells that require them. Components that are consumed while casting are used normally. In addition, you no longer need to perform the somatic component of spellcasting. However, whenever you perform the verbal component of spells, you must bark or howl loudly.

Additionally, you can wield any weapon that does not have the two-handed property in your mouth, and can gain the benefits of armor as long as you are proficient with it. However, you require the aid of someone else to don and doff armor. You cannot cast spells while you have a weapon equipped in your mouth.

Languages

You understand common, but cannot speak. Instead, you understand most wildlife animals and can speak using a series of barks and howls to relay certain kinds of information to them.

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