Homebrew Dogfolk Species Details
Bounding across the wilds, dogfolk from the Feywild embody a spirit of loyalty and strength,
Dogfolk are bipedal, with the characteristic long feet of the animal they resemble and fur in a variety of colors. They share the keen senses and powerful legs of lupine creatures and are full of energy. Dogfolk are blessed with innate hunting abilities, and they can often find their quarry through their keen sense of smell.
Dogfolk Traits
Your Dogfolk character has the following racial traits.Ability Score Increase
When determining your character’s ability scores, increase one of those scores by 2 and 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’re free to follow those suggestions or to ignore them. Whichever scores you decide to increase, none of the scores can be raised above 20.
Creature Type
You are a Humanoid.
Every creature in D&D, including every player character, has a special tag in the rules that identifies the type of creature they are. Most player characters are of the Humanoid type. A race option presented here tells you what your character’s creature type is.
Here’s a list of the game’s creature types in alphabetical order: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, Plant, Undead. These types don’t have rules themselves, but some rules in the game affect creatures of certain types in different ways. For example, the text of the cure wounds spell specifies that the spell doesn’t work on a creature that has the Construct type.
Design Note
The “Creating Your Character” section provides special character-creation rules for the race options in this article. The races that use these rules can coexist seamlessly with races that use other rules. For example, the race options in the Player’s Handbook have built-in ability score increases, while the races in this article don’t. Race options from both sources can adventure together.
If you’d like a race that doesn’t appear in this article, such as an elf or a dwarf, to have similar ability score flexibility, the book Tasha’s Cauldron of Everything provides a rule, called Customizing Your Origin, that gives you that flexibility. That book also gives you the option of building your own race, rather than choosing an existing one. That option is called the Custom Lineage. No matter which option you choose for your character—a race in this article, a Player’s Handbook race, a race modified by the Customizing Your Origin rule, or a Custom Lineage—you can adventure with characters who are built with a different option.
This sidebar builds on the design note in our previous Unearthed Arcana, “Gothic Lineages.”
Keen Senses
When using smell you have advantage in the Perception skill.
Darkvision
You can see in dim light within 30 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray
Size
You are Medium or Small. You choose the size when you gain this race.
Speed
Your walking speed is 35 feet.
Bite
Your sharp teeth are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6+ your strength modifier.
Pack Tactics
You had advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally inst incapacitated.
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 widespread languages to choose from. The DM is free to add or remove languages from that list for a particular campaign.
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