Though not very good liars, members of dog folk communities often exude a kind of natural charisma that makes it hard not to like them. This loyalty and compassion tend them toward goodness.ĭog Charm. Members of dog folk communities tend to form close knit bonds with their kin and companions, doing whatever is necessary to help when they are in need. Your Dexterity score increases by 2 and your Charisma by 1.Īlignment. Charisma, competence, and kindness define dog folk communities, with loyalty being the most valued virtue of all.Ībility Score Increase. Despite the focus on hunting, the leaders of such communities usually are the most charismatic of the pack, rather than the strongest or fastest, though those traits are valued as well. Cultural Traitsĭog folk communities often form small tribes or packs of close-knit kin and companions, hunting together. ![]() If you have a short, sleek coat, your base speed is 35 feet. If you have a thick coat, you have resistance to cold damage. Choose whether you have a short coat or a long thick coat. Some dog folk have heavy coats, whereas others have a coat fit for hot weather. You have advantage on any Wisdom ( Perception) check that relies on your chosen sense.įur coat. As a result of your canine heritage, you have one well-honed sense, either hearing or smell. On a hit, you deal slashing damage equal to 1d6 + your Strength modifier.Įnhanced Sense. Your canine teeth are natural weapons, which you can use to make unarmed strikes. Dog folk vary widely in size and shape, ranging from four feet to six feet tall. Dog folk mature quickly, reaching adulthood in just 7 years, with lifespans of roughly 50 years. Those of dog folk ancestry have the following traits.Īge. Some have long fur that keeps them warm, while others are sleek. Some family lines inherit a keen sense of smell others, hearing. Their appearance can vary as broadly as that of dogs, with fur of virtually any kind or color. Though I totally agree with two elements: I think I'll add a penalty associated to the eating habits of the subrace, and the change of condition for hunting cry makes sense (I was still thinking this skill was too strong).Dog folk are humanoids that resemble dogs, though they have humanoid hands. My goal was not to make a Aarakocra 2.0, if you know what I mean. The goal of this race is also to avoid sharing the exact same skills as other races (for example, the way flight works letting more freedom to the player with a scaling system). The Detect Balance document really allowed me to find out where this race was placed compared to the others, pushing me to add a vulnerability. As for the rest, I think sunlight weakness and thunder vulnerability are quite needed to compensate for flight and echolocation, two very impactful skills in game. I really appreciate the rewording of some elements, I agree that streamlining might help the general approach! :)įor the fact that you consider this race behind, you might have skipped some elements: they have 3 ASI (2 base ones, with one added by their subrace) and they do have darkvision (60ft). I would reduce the effect to just Incapacitated. The Stunned condition is a very powerful disabling ability. ![]() That is flavor that can be explained in their introduction, unless you plan to add a mechanic benefit or penalty associated with their eating habits. Remove the vulnerability to Thunder damage.įor the subclass options, you don't need to add a specific feature detailing what they normally eat. It is redundant, since you can't hear at all while deafened. You can't use this feature while you are Deafened. Until the end of your turn you gain Blindsight out to a distance of 30 feet. ![]() Something like: As an action, you can emit a high frequency sound in all directions. If you hit with it, you deal piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. Your fanged maw is a natural weapon, which you can use to make unarmed strikes. While flying in this way, your hands are unavailable to hold objects, make melee weapon attacks, or perform somatic components for casting spells. While you are not wearing medium or heavy armor you have a flying speed of 40 feet. Other than that, I would reword some features to align better with existing race features. ![]() I would remove sunlight weakness and thunder vulnerability. You are mostly giving benefits and then canceling them out with other penalties, and I think over penalizing. In summary, they have 1 less ability score increase, weakness to sunlight (no darkvision), and vulernability to thunder damage, in exchange for 40 foot fly speed, activated blindsight, and a bite attack. However, it is severely behind the vanilla races in terms of mechanical advantages. Overall I like this race and what you've done. Monstrous Compendium Vol 3: Minecraft Creatures
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