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Dog Folk

Note: Magic granted by otherworldly patrons or sources of power are still able to be used by Dogfolk (ie: Cleric, Paladin, Warlock).

Wanderers of the Barrens

Dog Folk are natives to the barren continent and are the only native race on Nashdaar that cannot use any form of magic. Dog Folk live all over the continent thanks to the lack of magical beasts and have been able to flourish as one of the apex creatures. Dogfolk are similar to Humans, except their bodies are covered with fur, they have dog ears and tails, and their feet and hand have sharper nails. Dog folk's natural instincts are greater than most. This combined with their superhuman intelligence has allowed them to keep pace with the world's magical advancements in their own way. The main dog civilization is held within the only part of the world that is without magic from the leyline. This protects their capital from sieges by other countries by making their potions spells and magical tools worthless.   Each of the Dog Folk tribes have very different customs and civilizations. The snowcur of the north and south live inside a great city of ice and snow. Their weapons tipped with the frozen blood of their enemies, and their warriors being the largest of all Dog Folk. The sandwhelps of the great dessert live within their walls of sand and stone. Their walls impenetrable, and their assassins as silent and unstoppable as a sandstorm. Foresttykes are the most savage of all Dog Folk, living in trees and burrows. Fighting with simple traps and poisons in order to catch their prey. Mountainrovers make home deep inside of the mountains of Fang Hollow and are as keen to gold and treasure as a dragon. Legends say that deep within their city lies an ancient gold and silver dragon.  

Mindful Manners of Science

Dog Folk lacking the aptitude for arcane art that the other races have chosen to advance their civilization through the works of their minds and hands. Dog Folk science in unrivaled by any other civilization. Already with a basic understanding of radio waves and electricity, the Dog Folk have the fastest level of communication and fabrication of any country. However, the barren continent is not blessed with the magical crops and fields of the rest of the world, and the only way the Dog Folk have managed so far was by the constant furthering of their agriculture. Dog Folk weapons are unlike any other across the world. Being able to shoot flames without the use of magic, and creating craters in the earth without the use of miners and slaves.   Dog Folk weaponry is one of the most tightly kept secrets other than the secrets kept by the Keepers. Dog Folk mostly fight with Firearms or swords if they can help it. Only Dog Folk citizens and people registered by the government are allowed to use or carry them. Giving one to any non-registered person is a felony punishable by death or life in prison, and the person who asked for the weapon will be hunted by Dog Folk spies until the day they die, which normally isn't long after the assassins are sent out.  

Dogfolk Names

Dog Folk names are similar to regular human names with the only variant being the accents put on certain parts of the words and the often lack of a last or middle name. If a Dog Folk has a last name, then it is the name of their tribe and it signifies their high standing within that tribe often representing a valuable gem or metal held within the tribe.   Male Names: Arnith, Aaron, Arthur, Brent, Brian, Bryce, Charles, Dimitrius, Fleece, Garoth, Juke, Orion, Watt   Female Names: Amy, Ava, Bailey, Brook, Cassie, Clara, Emily, Heidi, Isabel, Kelly, Lucy, Martha, Opal, Zoe   Family Names: Amber, Borite, Diamondshard, Galvanic, Emerald, Iolite, Platinum, Quicksilver, Zircon

Dog Folk Traits

Your abilities manifest in the form of traits that you share with your kin.  

Ability Score Increase

Your Intelligence increases by 2, and your Wisdom increases by 1.  

Age

Dog Folk are short-lived creatures normally not reaching 100 years of age. Dogfok can walk, speak, and write just months after they are born. A Dogfolk reaches maturity at age 5 and are considered an adult at age 20.  

Alignment

Most Dog Folks are working to advance their civilization and are most often good.  

Size

Dog Folk come in a wide variety of shapes and sizes. most Dog Folk range from 4-7 feet.  

Speed

You have a base walking speed of 35 feet.  

Hunters Sense

You have proficiency in perception.  

Magicless Crafter

You have proficiency in tinkers tools.  

Mage Hunters

You have proficiency in firearms and heavy armor.  

Born Without Magic

You are unable to cast magic unless it is granted to you by outside means such as an artifact or magic tool having a spell built into it. You cannot cast scrolls or consume magic potions. Attempting to do so forces you to make a constitution saving throw DC=15+1 per rarity level of the scroll or potion, on failure the scroll/potion disintegrates into dust and you take 8d10 or 40 force damage for every rarity level. Healing potions work as normal however.   Any spell that would inflict unto you a condition such as Blinded, Charmed, Deafened, Frightened, Grappled, Incapacitated, Paralyzed, Petrified, Poisoned, Prone, Restrained, Stunned, Unconscious, or Exhaustion has no effect on you  

Languages

You know how to speak read and write Canin, common and another language of your choice. Canin is written with draconic characters but is spoken in barks low growls along with normal draconic sounds and syllables  

Subraces

Dog Folk subraces are the result of living in different parts of the barren continent and having to adapt to its harsh conditions.  

Sandwhelp

Natives to the desert of the Barrens, the Sandwhelps normally have light golden fur with reflective silver fur just above their eyes.  

Ability Score Improvement

Your Wis score increases by 1.  

Dessert Natives

When you make an Intelligence or Wisdom check related to the dessert, your Proficiency Bonus is doubled if you are using a skill that you're proficient in. While traveling in dessert terrain, you gain the following benefits:   -Difficult Terrain doesn't slow your Travel.   -You can't become lost except by magical means.   -Even when you are engaged in another Activity While Traveling (such as Foraging, navigating, or tracking), you remain alert to danger.   -You can move stealthily at a normal pace.   -When you Forage, you find twice as much food as you normally would.   -While Tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.  

Sandscript

You learn Ignan as an additional language.  

Snowcur

Natives to the Arctic, your fur is often either shade of white and gray, or pitch black. Snowcur have much thicker fur and have sharper senses.  

Arctic Hunter

You have expertise in Perception and your passive perception increases by 2.  

Snowed Lair

When you make an Intelligence or Wisdom check related to the arctic, your Proficiency Bonus is doubled if you are using a skill that you're proficient in. While traveling in arctic terrain, you gain the following benefits:   -Difficult Terrain doesn't slow your Travel.   -You can't become lost except by magical means.   -Even when you are engaged in another Activity While Traveling (such as Foraging, navigating, or tracking), you remain alert to danger.   -You can move stealthily at a normal pace.   -When you Forage, you find twice as much food as you normally would.   -While Tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.  

Reflexive Reaction

You may take a number of extra reactions equal to your Wis score (minimum of one) each day.  

Snow Teller

You learn Aquan as an additional language.  

Foresttyke

Living deep inside of the dense jungle, you are experts of survival. Your fur is coarse and spiky to the touch and is often shades of brown and green.  

Night Stalker

You have Darkvision up to 60 feet.  

Forest's Stride

When you make an Intelligence or Wisdom check related to the forest or jungle, your Proficiency Bonus is doubled if you are using a skill that you're proficient in. While traveling in forested or jungle terrain, you gain the following benefits:   -Difficult Terrain doesn't slow your Travel.   -You can't become lost except by magical means.   -Even when you are engaged in another Activity While Traveling (such as Foraging, navigating, or tracking), you remain alert to danger.   -You can move stealthily at a normal pace.   -When you Forage, you find twice as much food as you normally would.   -While Tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.  

Down to Earth

You have a dig speed of 10 feet.  

Vined Toungues

You learn Terran as an extra language  

Mountainrover

Natives to the barren peaks, you find homes inside caves and cliffs. Your fur is smooth as silk often shades of gray with patterns of silver, gold, and bronze.  

Mountains Friend

You have advantage when it performing Wisdom (Perception) or Intelligence (Investigation) checks to find metals, gems, and similar objects such as weapons or armor.  

Guardian of the Cliffs

When you make an Intelligence or Wisdom check related to the mountains or cliffs, your Proficiency Bonus is doubled if you are using a skill that you're proficient in. While traveling in mountainous or rocky terrain, you gain the following benefits:   -Difficult Terrain doesn't slow your Travel.   -You can't become lost except by magical means.   -Even when you are engaged in another Activity While Traveling (such as Foraging, navigating, or tracking), you remain alert to danger.   -You can move stealthily at a normal pace.   -When you Forage, you find twice as much food as you normally would.   -While Tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.  

Heart of Iron

You have proficiency in smiths tools.  

Whispers of Wind

You learn Auran as an extra language.

Plain Hound

You live in the plains of the barrens and are most akin to a "normal" dog folk. Your fur can be an arrangement of multiple mixes of colors and patterns and is most like dog fur. Their home is the zero magic zone Lyrisica.  

Ability Score Improvement

Your Strenght, Constitution, and Dexterity each increase by 1.  

Craftsmen

You gain proficiency in two tools of your choice and one extra skill.  

Primeval Citizens

You learn Primordial as an additional language.
"The Snowcurs of the North definantly are a terrifying bunch, but thier fur is just so soft that I can't resist petting them. They may try to stand firm, but a creatures tail always tells the truth. Don't even get me started abou thte men, they are strong enough to lift an entire table of drunks with one hand. If only I could get my ganddaughter a man like that."
-Quint Sorma, Retired Adventurer, Rank Orichalcum
"The Assassins of the Barren Dogs aren't even something that I get my hands dirty with. I may try to smuggle a few out of the crountry from time to time, but I always make sure to get them legally and then set up a robbery and have them sold that way. In this way the trail never leads back to me, but I still get the profits. If I had to choose between the entire human royal army, or a single squad of Dog Folk assassins. Well..... I can't say I'd stick with the humans."
-Asratathra Morell, Lord of the Theives Guild

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