Canus are humanoids with certain dog-like features. This includes almost always ears and a tail, and rarely furred forearms and hands. The specifics of these traits change with sub-race, or in the harsher side of their heritage, "breeds". Hellhounds have darker furs, and fire seems to burn in their eyes. Servants have white fur nearly all the time, but sometimes a mutation will cause them to have grey hair, their eyes look quite normal. Domestics have brown fur, and usually, have a slightly blank look in their eyes.
Human-like creatures with dog/wolf featuresAbility Score Increase. Your Constitution score increases by 2.Age. Canus reach maturity around two thirds the rate of humans (12), but live slightly shorter, with the average life expectancy of 70.Alignment. Due to the way they are usually raised, Canus are almost always lawful, no matter what kind of ideal they have, they have a sense of inferiority.Size. Your size is Medium.Speed. Your base walking speed is 30 feet.Keen Sense. Your sense of hearing and smell are better than most humanoids. You are proficient in the Perception skill.Natural Digger. You have a burrowing speed of 10 feet.Part Beast. Your creature type is both beast and humanoid. You are proficient in the Animal Handling skill and instead of making a Charisma (Deception) or Charisma (Persuasion) check creatures can instead make a Wisdom (Animal Handling), however, if someone does this, it is completely obvious to other creatures.Beast Fighting Stance. Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.Languages. You can speak, read and write Common, and one other language that your master spoke.Subrace. Canus are often bred for specific jobs, and there are 3 breeds available to the general market. These are Hellhound, Servant, and Domestic. Hellhounds are often used for hunting and mercenary use, while servant and domestic are self-explanatory.
Dnd 5e Dog Race
Dogfolk are, as their name suggests, a race of bipedal dogs. They share uncanny similarities to their 4-legged brethren, physiologically and behaviorally, but no one is quite sure if dogfolk are descended from dogs or how exactly they are related. Dogfolk live in the moment and such history has been lost to time. Dogfolk maintain the diversity of their kin and they credit their successful society to the wide range of skill, talent, and ability that dogfolk possess. If there is a job that needs to be done, there is a dog who can do it. They form strong pack bonds, often among family but dogs often care not of their pack's heritage and many choose their pack among other dogfolk or even other races.
Size. While bull terriers tend to be on the larger side, some terrier breeds are comparable to Toy dogs in size. Your size is Medium or Small, depending on your specific breed. You choose the size when you gain this subrace.
Shifting: As a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to your level + your Constitution modifier (minimum of 1 temporary hit point). You also gain additional benefits that depend on your shifter subrace, described below.
Stoic and solid, a beasthide shifter draws strength and stability from the beast within. Beasthide shifters are typically tied to the bear or the boar, but this subrace could embody any creature known for its toughness.
Play as a free-spirited Harpy flitting from town to town performing for the masses, or a tenacious flightless feathered fighter trying to prove themselves. The Harpy player race has you covered with four different types of bird person. Which one will you choose?
Spelljammer has finally offered new playable races, including giff, autognomes, and thri-kreen. Each new race has unique skills, abilities, and traits, and fans are excited to play them in their next campaign. For example, thri-kreen speak telepathically, and giff can deal extra force damage thanks to Astral Spark. There is much to love about these new character options.
There are many tips for DM-ing a sci-fi campaign, and including robot-like creatures is one way to bring the world to life. In Spelljammer, the playable race fitting this trope is the autognome. Autognomes are not real gnomes but are constructs created by rock gnomes. Yet, they frequently take on parts of their creator's appearance.
This race automatically gets the ability Firearms Mastery, which gives giff inherent proficiency with these weapons and makes the firearm's loading negligible. Spelljammer's lore states that giff obtained this skill from their deities, who loved such weapons. On top of that, giff have a mystical connection to their gods, who exist in the Astral Sea but are largely extinct. Thus, they can add extra damage to their attacks. This trait is called Astral Spark.
Giff are not all serious, though. There are a few quirks the creators gave to this fantastic race. Firstly, the pronunciation of "giff" is a contentious topic for these creatures, and many an argument has broken out over it. Like the moving memes, gifs, Spelljammer's giff fight over whether to pronounce the race's name with a hard or soft g.
Despite not having organs or traditional eyes, plasmoids have darkvision and can take a humanoid silhouette, though they are still considered an ooze creature type. They can also hold their breath for up to an hour, making them an ideal race to play in the Wildspace setting.
There are many cool creatures in D&D's Spelljammer, including the insect-like playable race, Thri-Kreen. Like plasmoids, they can change their carapace's color (Chameleon Carapace), giving them a durable base Armor Class, boosting their Stealth, and allowing them to take the Hide action when blending into their surroundings.
Dungeons & Dragons provides players with a myriad of ways to customize their characters. While the choice of one's class provides many of their character's core abilities, the choice of a character's race can help provide additional flavor and shape their background while also providing additional utility in combat.
While D&D's fifth edition is filled with many great race options for players to utilize, with the recently released Monsters of the Multiverse toting over thirty playable races, there are many others that have been featured in previous editions of D&D but have yet to be made playable in fifth edition. So today, we're going to examine several of these absent races and see what they could potentially bring to the table if added to fifth edition.
In D&D's fifth edition, Tabaxi are an incredibly popular act-like race that are noted for their incredible mobility. Despite the popularity of the feline Tabaxi, fifth edition has yet to include a canine race, and this is not due to the lack of a pre-existing option.
Appearing in Volume One of the Dragon Compendium of D&D's 3.5 edition, Lupin are a wolf-like people that despite their werewolf-like appearance, are known for their ability to hunt lycanthropes. A race that values community, Lupin were a semi-nomadic people known to live in close-knit tribes, putting a major emphasis on trust and loyalty to others. Within the context of gameplay, Lupin notably had access to improved senses as well as the ability to deal additional damage to lycanthropes.
Appearing in the Expanded Psionics Handbook of D&D 3.5 edition, Xephs are a race that has access to latent psionic capabilities. Much like the ancestries presented in Van Richten's Guide to Ravenloft, an Elan isn't necessarily born, rather, one is created from an already living human. Created when a council of Elan aim to bestow another creature with their psionic power in what is far from an easy process.
Unlike other races, not only do Elan not require sleep, but they are also capable of living indefinitely unless they're killed in battle. When playing an Elan, a player could utilize psionic power in order to reduce damage taken or even to prevent the need to eat for a day.
Shardmind were a race introduced in the third Player's Handbook of D&D's fourth edition. They were a people whose bodies were made of gem-like shards. With origins within the Astral Sea, Shardminds are effectively pieces of a living gate that was once present within the Astral Plane.
Dating all the way back to 1984, Kender are a race that first appeared within the Dragonlance setting of D&D's first edition. Similar to halflings, Kender were a diminutive race that shared visual elements of both halflings and elves.
Notably completely immune to fear (and incapable of feeling the emotion), Kender had appeared in D&D's first, second, and third edition, the last time this race had been officially playable was within the Dragonlance setting book for third edition.
Printed within the Planar Handbook of 3.5 edition, was a race native to the Astral Plane. Referred to as "moaning monks," while Buommans are capable of learning and understanding other languages, they notably choose to only speak in their native tongue: a language made up entirely of song.
Buommans are known to have songs for nearly any occasion from eating to sleeping, as well as songs for wide variety of other actions and concepts. This lack of traditional languages such as common actually impacted the Buomman race mechanically, as a Buomman would take various penalties if they broke their vow against traditional speech.
Choosing a race is one of the foundational steps of character creation in Dungeons & Dragons, and deciding which are the best and worst of the many options offered in 5e is not always easy. Granting unique ability bonuses, skills, proficiencies, and resistances, races often help shape the core aspects of a player's character. 2ff7e9595c
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