Homebrew Canid Species Details

Background - Re-written to be used with fantasy-based campaigns

The race of Canids appeared in the remote, wild lands long ago.

Within their Enclaves, they formed a broad and well rounded society that would often become stratified into families with certain specializations. As isolated as most of the Enclaves are, this race rarely travels outside it's controlled regions, though they are quite outwardly friendly (if somewhat distrustful) towards outsiders.

These are a very loyal people who rarely stray from their duty and will protect those they consider friends or family.

At various points in the past, these normally very friendly people have been known to go to war with other races that begin encroaching violently on their territory. These rarely amount to more than skirmishes and are often resolved with little loss of life except in very extreme circumstances. 

Members of this race are usually content to stay in place, but small bands occasionally leave to roam the worlds and planes in search of adventure and new experiences. Due to their mannerisms and physical attributes, it is not uncommon for individuals to be found working as bouncers and labourers, though their other abilities make them excellent hunters and investigators.

Canid Traits

Racial Traits

Ability Score Increase

Ability Score increase

STR +1, DEX +1

The often wild environments that the Enclaves find themselves operating in can require a great deal of physical prowess to survive. 

Elective Ability Score Increase

Elective ABI: +1 to one of: Dexterity, Wisdom, Intelligence or Charisma.

Many breeds and specializations exist within the Enclaves, each with it's own skills. 

Age

50 to 70 - health issues

Canids live somewhat similar lifespans to humans and other similar races. Typically though, they only live to be 50-70 years before critical health complications arise. Without magical or specialized medical intervention, the longest-lived Canid has reached 85 years. 

 

Alignment

The vast majority of Canids exist in a state of neutrality, safe and isolated in their Enclaves. There are rare exceptions of extreme good and evil within the species, and the majority of these exceptions are people who will do anything to protect what they believe to be their territory and people. 

They are Neutral to Lawful, occasionally Chaotic, and usually Good. Rarely does an evil Canid surface, and even that requires an event of extreme trauma.

Size / Height

Due to the varying breeds within the Canid Enclaves, they can very greatly in size. All are classed as Medium creatures. They typically vary between a high 3 foot range to a mid 5 to 6 foot range (3.5 to 6.5 ft). The unfortunate souls who grow to more than 6 feet will be nearly guaranteed health complications later in life without magical or medical intervention. 

 

Speed

Most Canids can move at a base 30 foot walking speed, though rumours exist of a rare breed with higher movement speed. 

 

Canine Senses

Darkvision: 30ft
Keen sense: Advantage on perception (wis) checks that use hearing or smell

This race's bestial nature grant them improved hearing and smell, as well as a limited ability to see in the dark.

 

Languages

Can read, write and speak the following:

  • Canid (A language only used within the Enclaves and their writings)
  • Common
  • 1 language of choice

Hunter's Instinct

Due to their enhanced senses, Canids are proficient in Stealth & Survival.

Tooth and Claw

Natural Weapons: Teeth - proficient

Bite: 5 ft unarmed strike > 1d4 + STR mod (piercing)

Pouncing Bite: If you move 10 FT or more before attacking, you can attempt to knock the target prone at the same time as making a Bite attack. This only applies to Large or smaller creatures. This can only be done once per turn.

Target makes a Strength save or is knocked prone.

On success, you must make a DC 10 DEX save or be knocked prone as well

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