Duerdog (5e Race)

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This content intends to provide a different experience, or goes beyond the scope of the anticipated subjects and situations, than the 5e rules were intended to handle. Some portions of the content below may not be what you expect from traditional game content. When implementing this content, DMs and Players should read over all the information carefully, and consider the following specific notes of interest:
This is essentially a magic dog that does not conform to the usual expected shape of an adventurer that has two hands. As a result, the one-handed aspect is very awkward when it comes to using conventional items like anything requiring two-hands (opening a tight container, using a greatsword, holding a focus and chanting a spell, eg.).

Duerdog[edit]

Physical Description[edit]

Duerdogs resemble normal canids save for their wildly colored fur. Their eyes are like humans instead of dogs. Duerdogs come in many shapes and sizes of dogs but usually take the size and shape of a saint Bernard. The color of their fur is rather important as it determines what their magic can be. The gray coated duerdogs are by far the most normal looking.

History[edit]

Duerdogs are dogs who have spent tens of thousands of years as the pets of the svirfneblin, rock gnomes, and duergar. Their names comes from the latter. Under the cruel dark gray dwarves, the duerdogs were very much abused and mistreated as pets. They were usually used to help in pulling loads of materials from dangerous mine jobs for little food in return. Exposure to the magical minerals these dwarves hoarded greedily changed the duerdogs forever. They attained bodies which had an affinity for magic innately, as well as an intelligence beyond other animals. It is said duerdog origins decided what their fur coat colors were and what their powers would be. From the duergar, for example, came the gray and blue coat duerdogs. Living on the upper world with deep gnomes were the sun and moon coat duerdogs. Lastly, those living with the rock gnomes were the red and green coats.

The latter two masters were not so cruel like the duergar. Deep gnomes often were secretive and reserved. They held great mounds of treasure hoards and liked to gaze at the moon in quiet with their pets. It is said this behavior, along with the climates deep gnomes lived in, gave those duerdogs their properties. Rock gnomes, on the other hand, were inventive and curious. They loved to tinker and experiment. They tried enhancing their duerdogs with good intentions and gave them the power to breathe fire and acid magically.

Society[edit]

Duerdogs have an affinity for the underground, hence their history of masters who live in subterranean cultures. Those raised by duergar rarely venture to the surface freely unless they had no choice and wanted to escape. Deep and rock gnomes were known to sometimes release their duerdogs. Duerdogs who are freed may still remain underground for safety, as few truly know the surface world. Many form their own underground colonies, usually with others of their own coats. These packs rarely go over thirty members at a time. Because they do not all share the same origins, differently colored coats can often be suspicious of one another.

Duerdog Names[edit]

Duerdogs know the Gnomish and Dwarven languages and are not familiar with Common. They usually take the names from their master's race.

Male:Manyur, Zanhik, Krungram, Hulkahm

Female: Joquaryn, Zafax, Rynbelle, Tinzella

Duerdog Traits[edit]

Underground dogs with surprising intelligence and magical affinity
Ability Score Increase. Your Charisma score increases by 2.
Age. Duerdogs have been enchanted by gnomes to live longer, so they live about 120 years. They mature to adulthood at the age of 5.
Alignment. Duerdogs are usually good and sometimes neutral. But some have been raised to be evil by their masters.
Size. Duerdogs are about 4 and a half feet tall on average. Your size is Medium.
Speed. Your base walking speed is 40 feet.
Darkvision. You can see in dim light within 60 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.
Quadrupedal. Duerdogs are solely quadrupedal. Unlike other magical creatures, they never could stand on two legs. You hold objects with your mouth, which is your one hand. When you hold something in it, you cannot speak properly. You cannot fulfill the verbal components for spells while holding something in your mouth.
Beast Heritage. You are essentially a special kind off dog. Your creature type is beast instead of humanoid. As such, spells like crown of madness or dominate person because they specifically target humanoids. You are able to be affected by spells like dominate beast, because you are a beast.
Canine Sense. You have advantage on Wisdom (Perception) checks using your sense of smell.
Languages. While you are a beast, you have developed the penchant for language due to your exposure to magic that has enhanced your mental capacities. You can read, write and speak in Common and either Gnomish, Dwarvish or Undercommon.
Subrace. Choose from the green, red, sun, grey, blue and moon coats.

Greencoat[edit]

These duerdogs tend to be careful and caring.

Ability Score Increase. Your Dexterity score increases by 1.
Greencoat Magic. You know the acid splash cantrip. At 3rd level, you can cast entangle once at will. You regain use of this trait by finishing a long rest. Your spellcasting ability is your Charisma. You can cast these spells via this trait without any components.
Cloak of Leaves. You have advantage on Dexterity (Stealth) checks when in a forest environment.

Redcoat[edit]

Colored like fire, these duerdogs are fiery and reckless in temperament.

Ability Score Increase. Your Strength score increases by 1.
Flame Magic. You know the fire bolt cantrip. At 3rd level, you can cast burning hands once at will. You regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells. You can cast these spells via this trait without any components.
Excellent Snarl. You are proficient in the Intimidation skill.

Suncoat[edit]

Their fur glistens like sunlight, even brighter than gold. Because of their radiance, they are proud but also loyal.

Ability Score Increase. Your Wisdom score increases by 1.
Radiant Spellcasting. You know the sacred flame cantrip. At 3rd level, you can cast healing word once at will. You regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells. You can cast these spells via this trait without any components.
Radiance. Due to your glowing fur, it's not hard to see you in the dark. When in darkness, you emit bright light for up to 10 feet. You have disadvantage in Dexterity (Stealth) checks in darkness.

Greycoat[edit]

The most inconspicuous subrace, these duerdogs are quiet and shy but dependable.

Ability Score Increase. Your Wisdom score increases by 1.
Eldritch Magic. You know the eldritch blast cantrip. At 3rd level, you can cast witch bolt once at will. You regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells. You can cast these spells via this trait without any components.
Reserved. You have an excellent poker face. You are proficient in the Insight skill.

Bluecoat[edit]

These duerdogs are cold as the ice they can manipulate and very analytical.

Ability Score Increase. Your Intelligence score increases by 1.
Ice Magic. You know the ray of frost cantrip. At 3rd level, you can cast ice knife once at will. You regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells. You can cast these spells via this trait without any components.
Eye for Detail. You are proficient in the Perception skill.

Mooncoat[edit]

Like how the moon has a lower gravity, these dogs are bouncy and whimsical.

Ability Score Increase. Your Dexterity score increases by 1.
Lunar Magic. You know the minor illusion cantrip. At 3rd level, you can cast charm person once at will. You regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells. You can cast these spells via this trait without any components.
Moon Bounce. You are proficient in the Acrobatics skill.

Random Height and Weight[edit]

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
3′ 6'' +2d8 80 lb. × (1d4) lb.

*Height = base height + height modifier
**Weight = base weight + (height modifier × weight modifier)


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