CANITAURS A PC Race Sourcebook
Written by MATTHEW GRAVELYN Art by NIKITA ORLOV
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Not for resale. Permission granted to print or photocopy this document for personal use only . Canitaurs – A PC Race Sourcebook by Matthew Gravelyn
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INTRODUCTION Welcome to the canitaur PC sourcebook! Included are the following rules and outlines for adding the canitaur to your D&D 5e game. • • •
Lore and background 8 breeds (races) 2 backgrounds
CANITAUR SOCIETY Despite their individual nuances, almost every breed of canitaur follow the general hierarchy of family, pack, and breed. First and foremost, canitaur are loyal to their families. These are sometimes quite large, including many generations of pups as well as relatives and even other families that share quarters. Other times this is just a small group of siblings who hold themselves distinct from the other generations of their line. Pack is a loose term that doesn’t translate well from Cannid to Common but generally applies to the larger community that a canitaur is from. This is sometimes as small as a family or as large as a village. While different breeds tend to have common ideas of a pack, there is still diversity among them. Finally, canitaur are proud of their own breed. At times, this can manifest in subtle or overt racism between breeds but is often a good-natured pride and honor. Certain breeds inherently believe they are better than others, like the bulogs, and some simply prefer to keep to themselves, like mountain canitaurs.
HOME AND HEARTH Whether it is a product of their seemingly boundless energy or their ties to the creatures of the forest, the canitaur tend to be a people in motion rather than building up great cities around them. That said, there are many canitaur cities, but they bear some subtle differences from that of man. The first thing someone would notice about canitaur cities is that more space is dedicated to the outdoor life than the indoor. Sleeping and storage is confined to the smallest possible space with outdoor seating, dining, and play areas utilizing the bulk of the space. Indoor space is also minimized due to the seeming lack of privacy. Families are very close and often share sleeping quarters that would be considered far too invasive for most humans or dwarves. Where there is commerce in larger canitaur cities it is usually the basic supplies and needs. Rarely do businesses compete in a city, but rather multiple
business may spring up to support a larger population. These sellers usually traffic in food, clothing, tools, armor and weapons, and hunting equipment. While trivialities like candy and toys are definitely present, they do not occupy as much real estate as they would in human cities. For some of the more remote and wild canitaur breeds and packs, settlements are often temporary, lasting anywhere between a season and a y ear. Simple dwellings made of found timber and hides spring up and central food and supply storage is built depending on the duration of the stay. After a time, the settlement is dismantled, packed up, and moved along as the pack or family searches for new hunting grounds or simply a change of scenery.
UNCIVILIZED “DOG” Canitaurs first learned the word “dog” when they made contact with humans and those who spoke Common. While this is an obvious comparison to the domesticated dogs, it quickly became a derogatory slur that people used to liken canitaur to the uncivilized and unintelligent pets. While each breed and each individual canitaur have their o wn personalities, their distaste for being called a dog is almost universal. The name “dog” is sometimes heard among canitaurs. This is considered an ultimate insult, as it implies that one canitaur is significantly below another. This kind of insult is almost always viewed as a challenge and the only appropriate response is some form of combat.
Commonplace Canitaurs When you include canitaurs in your D&D game you’ll need to also decide how common canitaurs are in the world. Are they like the dragonborn, gnomes, or tieflings? If so, have NPCs react accordingly to their unusual and bizarre anatomy. Alternatively, you can have canitaurs be as common as a halfing, elf, or even human, making up large portions of the population. You can also decide to add only some of th e races of canitaur to your game world or even le t the players be the only ones in existence. Whatever you decide is best for your game, be consistent when it comes to player/NPC interaction.
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RACES
CUT OFF FROM CANITUARS Whether you believe the story about their size difference, or the more reasonable assessment of their desire for interaction among races, the hau-hau seem to be set apart from the other breeds. They don’t exhibit the typical loyalty to family, pack, or breed that the other races do, instead appearing more like man in their pursuit of personal gain. This isn’t to say hau-hau shun their family or breed, but they are more like humans in this respect. When the opportunity arises for them to interact with other c anitaur, the relationship often gets started on the wrong foot, with the other breeds dismissing them as less than, sometimes even referring to them as “man” in a derogatory way.
HAU-HAU The smallest of the canitaur breeds, the hau-hau stand shoulder-to-shoulder with most halflings and shorter dwarves. This could explain why they are one of the more integrated canitaur breeds in human and other societies. They do not present the larger or imposing figure as some of the larger breeds, but they also have a greater sense of self than other canitaur, who tend towards the usual culture of family, pack, and breed. Hau-hau are usually found in the world of business, owning stalls and shops, or working out of money-lending guilds. Their wit is almost as sharp as their tongue, which can sometimes get ahead of their better judgement, but talking their way out of a conflict is not a hard proposition for them.
QUICK AND EXCITABLE At first glance, a hau-hau is jittery, anxious, and neurotic. The hau-hau’s greatest tool is capitalizing on this misunderstanding of their breed, and that tool can be utilized for anything from business deals to swiftly ending a confrontation. Their speed and perception in any situation is apparent when they are pushed to action, both verbal and physical. What first appears as n ervous twitching and anxiety is actually a constant assessment of the world around them. Some theorize that this is a result of their size, being the smallest breed of canitaur and also smaller than most races, save for the halflings. What is more of an insensitive joke says that they needed to be alert and quick to avoid being trampled by other canitaur. This line of thinking is doubly laughable to other canitaur, as it assumes all breed comingle in a single canitaur city, which isn’t the case. Additionally, hau-hau tend to find themselves set apart from other canitaur by their desire for commerce and interaction with all races.
HAU-HAU TRAITS Ability Score Increase. Your Dexterity score increases by 2, and your Charisma score increases by 1. Age. Hau-haus live to be quite old by canitaur standards, living about as long as a human. They reach maturity by age 20 and can live to around 80 years old. Alignment. Most Hau-haus tend towards neutral or lawful neutral alignments. They much prefer to stay out of trouble when possible. If they must take a side, they follow the law before following any moral or religious code. Size. The average Hau-hau stands about 3 feet tall, similar to a halfling, and weighs around 75 pounds. Your size is Small. Speed. Your base walking speed is 30 feet. Keen Nose. When you make a Wisdom (Perception) check based on smell, you are considered proficient in Perception. Small and Mobile. You can move through the space of any creature that is of a size larger than you rs. Excitable. You have advantage on initiative rolls unless you are surprised or incapacitated. Fast Talker. You have proficiency in Persuasion. Languages. You can speak, read, and write Common and Cannid. Cannid is the language of all canitaurs. It has similarities to a dog’s barks and growls but is more elaborate and structured. Canitaurs can understand dogs and wolves and can speak to them if they keep their words extremely simple.
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CORG
BRAVER THAN BIG
Of all the breeds of canitaur, the corg are arguably the most well-received in human and similar cultures. They aren’t as imposing or large as other breeds, and they have a natural tendency for empathy that makes them very approachable. While they don’t have any political inclinations, they have become the de facto envoys between man and canitaur, much to the chagrin of the other breeds.
Despite being one of the smaller breeds of canitaurs, corgs often display a level of bravery and a sense of protection not seen in other breeds. They are quick to stand up for their friends and family and will come to their aid with little regard for their own safety. This also plays into the misconceptions about corgs being unintelligent. While most would consider putting themselves in harm’s way to be a stupid thing to do, corgs value their relationships above all else.
A QUIET INTELLECT It is very easy, and quite common, for a corg to be viewed as dim-witted. Their usual mannerisms seem to support this: slow to talk, wandering gaze, and a somewhat child-like attitude. In truth, these are all meant to give the corg a greater understanding of the people and things around them. By listening instead of speaking, they learn what others want or need, and they are always surveying the area around them for additional information. This gives them an innate ability to “read the room” and act accordingly. The mastery of these skills can give a corg an almost supernatural ability to read people and predict events.
CORG TRAITS Ability Score Increase. Your Charisma score increases by 2, and your Wisdom score increases by 1. Age. Corgs can live to be around 60 years old. They reach maturity by age 12 but tend to have a more youthful appearance and personality than other canitaurs. Alignment. Corgs are usually lawful good and can be counted on to help others when in need. Size. A Corg is about 4 feet tall, similar to a dwarf, and weighs around 125 pounds. Your size is Medium. Speed. Your base walking speed is 30 feet. Keen Nose. When you make a Wisdom (Perception) check based on smell, you are considered proficient in Perception. Astute Observer. You have proficiency in Insight. Helpful. You can use the Help action as a free action during combat. Languages. You can speak, read, and write Common and Cannid. Cannid is the language of all canitaurs. It has similarities to a dog’s barks and growls but is more elaborate and structured. Canitaurs can understand dogs and wolves and can speak to them if they keep their words extremely simple.
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GRIGG The grigg are a striking breed with sleek features and a slender, almost elven build. They are usually quiet and reserved but show incredible prowess with both bow and sword. They are most at home away from the bustling city centers of human and dwarven society and prefer the company of elves second to other grigg. Grigg prefer to remain neutral in the politics of other races and even other breed of canitaur. They a re hard to provoke but when they are, they fight with a calm ferocity that can unnerve even the most battlehardened warrior.
ONE WITH THE LAND Griggs are viewed as the rangers of the canitaurs. While they don’t show any overt disdain for civilization, they prefer to lead a life in the wilds, usually alone or with a small family group. They value respect for the land and careful planning. To those unfamiliar with canitaur, it is believed the grigg share ancestry with the elves. While they share many of the same traits, both in mannerism and even appearance, there is not direct connection between the two.
Size. A Grigg stands roughly 6 feet tall, with a tall and lean frame, and weighs around 200 pounds. Your size is Medium. Speed. Your base walking speed is 35 feet. Keen Senses. You are proficient in Perception. Always Alert. You do not suffer a penalty to Perception checks during fast movement. Hunter’s Tools . You have proficiency with the longbow and shortbow. Careful Steps. You place each step with purpose. Anyone attempting to follow you or discern your whereabouts has disadvantage on tracking rolls. Languages. You can speak, read, and write Common and Cannid. Cannid is the language of all canitaurs. It has similarities to a dog’s barks and growls but is more elaborate and structured. Canitaurs can understand dogs and wolves and can speak to them if they keep their words extremely simple.
ENVOY TO THE ELVES During their travels, grigg frequently share territory with the elves. After extremely slow and careful agreements from both sides a loose alliance was formed. Their shared beliefs in the sanctity of the land let them move among each other without any alarm or skepticism. Likewise, the grigg are accepted in most human civilizations as well and are sought out for their insight into the remote cultures of the elves. They are often asked to act as ambassadors to the elves, carrying treaties and other political documents back and forth.
GRIGG TRAITS Ability Score Increase. Your Dexterity score increases by 2, and your Wisdom score increases by 1. Age. Griggs buck the trend of canitaur lifespan, either through their connection with the land or some magic gleaned from the elves. Griggs can easily live to be 100 years old and there are tales of some even older. Alignment. Grigg are typically neutral or lawful neutral, valuing the natural order or their own moral compass over the laws imposed by man.
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RED LEAF A usually reclusive breed, the packs of the red leaf breed are often found in faraway settlements, tucked in the foothills of a great mountain or along the banks of a wide river. They favor these natural monuments not only for their beauty, but for the privacy they tend to afford. The red leaf lead lives of learning, both in understanding the world through study and honing their body through ritual physical practice. Those that learn both are a formidable opponent. Those that master one of these disciplines can become a wise teacher or a unparalleled warrior.
WISE IN ALL THINGS Those of the red leaf breed are not curious in the way we think of the word. They don’t seek to know for the sake of knowing or even to act on the information. To them, knowing conveys understanding which itself is a useful tool. Once you understand something you can begin to act upon it. Whether that is a mou ntain, diplomacy, or an opponent makes little difference. The red leaf dedicate the majority of their life to the duality of understanding both the world around them as well as themselves. Knowing your enemy is all well and good, but if you don’t know how you fit into the puzzle, you’ll do little better in battle. This holistic approach to understanding the world is what makes the red leaf seem aloof and arrogant to others.
MARTIAL PROWESS A big part of understanding the self is a rigorous mental and physical exercise that every red leaf is taught to perform from a young age. It is designed to calm the body and allow the mind full liberty to think on the teachings of the day. A by product of this slow and careful ritual is a honed and controlled body that they wield as a weapon. While all red leaf perform this ritual to some extent, there are certain packs that function on this exercise first and learning second, preferring to hon e their body before their mind. These are among the most lethal and expert combatants who seem to predict their opponents attack before it even begins. They are quick, fierce, and never falter.
RED LEAF TRAITS Ability Score Increase. Your Dexterity score increases by 2, and your Intelligence score increases by 1. Age. Red Leaf canitaurs can live to be around 65 years old.
Alignment. The Red Leaf can range from neutral to good, usually following the moral and ethical codes of their order or clan. Size. Red Lead canitaurs stand approximately 5 feet tall and weigh around 200 pounds. Your size is Medium. Speed. Your base walking speed is 30 feet. Keen Nose. When you make a Wisdom (Perception) check based on smell, you are considered proficient in Perception. Martial Training. You are proficient with the longsword as well as unarmed combat. Battle Dancer. You seem to anticipate an opponent’s every attack and move gracefully around them. You can use the Dodge action as a free action once. You must complete a short rest before using this ability again. Learned. You are proficient in the History and Religion skill. Languages. You can speak, read, and write Common and Cannid. Cannid is the language of all canitaurs. It has similarities to a dog’s barks and growls but is more elaborate and structured. Canitaurs can understand dogs and wolves and can speak to them if they keep their words extremely simple.
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ROYAL Both impressive and yet unassuming, royals have an easier time outside canitaur society than most. They are not overly larger or imposing, but sill carry much of the mystique of an exotic race. Royals are often sought out as house guards or caravan defenders. Their loyalty to their cause is absolute and can always be counted on to do what is right, in a general sense. While often seen in human society, there are still those that view them, like all canitaur, as dogs. While this is belief is shared by many, it is a fool of a man who would ever dare say such a thing in front of a royal. They are quick to offend and will not suffer such an insult to their honor.
Stalwart. You gain advantage on saving throws against being frightened, intimidated, or charmed. Loyal. If you make a demand or claim on your honor you are considered to be proficient in Persuasion and add double your proficiency modifier. Languages. You can speak, read, and write Common and Cannid. Cannid is the language of all canitaurs. It has similarities to a dog’s barks and growls but is more elaborate and structured. Canitaurs can understand dogs and wolves and can speak to them if they keep their words extremely simple.
DEFENDERS OF GOOD From birth, royals are taught to uphold the greater good, putting their family and breed first all things. This ingrained loyalty and lawfulness makes them perfect in rolls such as soldiers, guards, and emissaries.
LOYAL TO A FAULT To those with more ambition than morals, the loyalty of a royal is easy to purchase and even easier to abuse. The unquestioning nature of a royal who thinks they are doing the right thing is easy to take advantage of. At the same time, they are not stupid and their vengeance towards those who have abused their trust can range from total rebuke to a swift blade. Their honor is everything, trust is the foundation of all relationships, and any offense to this will be pu nished swiftly.
ROYAL TRAITS Ability Score Increase. Your Constitution score increases by 2, and your Wisdom score increases by 1. Age. Royal canitaurs live about 65 years. Alignment. Royals are staunch believers in the greater good and usually have a good or la wful good alignment. Size. The Royal stands over 6 feet tall, weighing around 250 pounds, and has a muscular and solid build. Your size is Medium. Speed. Your base walking speed is 30 feet. Keen Nose. When you make a Wisdom (Perception) check based on smell, you are considered proficient in Perception. Protector. You are proficient with medium and heavy armor and with shields.
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DANOS In some cultures, there is a saying that “curiosity killed the cat”. In those same cultures, if they have ever met a danos, they may choose to update that saying a bit. The danos are nothing if not curious of the world around them. They are always seeking to better understand, whether that is the world, the people in it, or even magic. Of all the canitaur breeds, none are as sensitive to magical energies as the danos. It seems to flow from them as naturally as writing, which may be some explanation for their affinity. All danos pups are trained to read and write at an early age, furthering the breed’s desire for knowledge. Most danos in human societies can be found in roles of knowledge, such as scribes, librarians, or even arcane research.
ARCANE SENSITIVITY Whether a result of their strict education and upbringing or from something more supernatural, virtually all danos are sensitive to the arcane. They display this affinity at an early age. Some danos societies even encourage this affinity early, testing children by having
them identify magic items among those that are not. In smaller settlements, where magical tutelage is not available, those with greater magical affinity are sent to larger cities or even to live with human mages or elven sorcerers in an attempt to hone their gifts. Those who succeed are admitted to mage’s colleges and spend their life in the pursuit of magical knowledge. Those who do not succeed are often to ashamed to return home and seek a new life among the races of man, often finding themselves working as clerks, scribes, or librarians.
ALWAYS LEARNING Curiosity, like most traits, is good in moderation. The danos however do not see any sense to moderating their curiosity and often follow their studies to the detriment of themselves and those around them. It’s not unheard of for some unnatural magic to be unleased during the examination of an ancient artifact, or for a secret chamber of tomes to be destroyed by magical traps simply because a danos couldn’t hold their curiosity in check.
DANOS TRAITS Ability Score Increase. Your Intelligence score increases by 2, and your Wisdom score increases by 1. Age. Danos live to approximately 60 years old. Alignment. Danos generally fall into neutral or chaotic alignments but are rarely evil. Personal pursuits can tend to put them at odds with the law, but never so much as to cause willing harm. Size. Danos stand up to 6 feet tall. They can weigh around 250 pounds. Your size is Medium. Speed. Your base walking speed is 30 feet. Keen Nose. When you make a Wisdom (Perception) check based on smell, you are considered proficient in Perception. Well Read. You gain two additional languages that you can read, write, and understand. Penmanship. You have proficiency With Calligrapher’s Supplies and Cartography Tools. Sensitive. You know the detect magic spell. Intelligence is your spellcasting ability this spell. Languages. You can speak, read, and write Common and Cannid. Cannid is the language of all canitaurs. It has similarities to a dog’s barks and growls but is more elaborate and structured. Canitaurs can understand dogs and wolves and can speak to them if they keep their words extremely simple.
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MOUNTAIN
A NOMADIC LIFE
With no self-given name, many have taken to referring to the breed as “mountain” canitaur, as that is where they were first observed. While this is a preferred territory, they also frequent the forests, valleys, and even coast lines of the world. This misnomer has often led to confusion among those less familiar with canitaur who call any breed “mountain” if tha t is where they meet them. This is more frustrating for the other breeds, mainly because the mountain canitaur care very little for the thoughts and goings-on of man. The breed is categorized by their full coats and hardened bodies. They live a life constantly on the move, always hunting and gathering. They are also accustomed to living through harsh seasons with little supplies in reserve, which has given rise to stories that they don’t need to eat at all. As little is known about this breed, they are at once the most interesting and feared of all canitaur. Children tell stories about mountain canitaur coming in the night for them. Superstitious folk believe the mountain canitaur are simply humans or elves who got lost in the mountains and changed at the ha nds of some primeval god. What is for certain is that the mountain breed has a strong distrust for man and their stories.
The mountain canitaurs don’t have a concept of “home” in the way most do. Home is a vague sense of territory and virtually no permanent structures of any kind. Some packs have set up seasonal villages that they migrate between, but most live in tents an d temporary houses built of rough lumber. More than anything, the mountain canitaur value independence and freedom. They move where the seasons take them, following game to hunt and weather that suits their tastes at the moment. This makes the mountain canitaur a very elusive breed that many never get to meet or study. Ironically this makes them the target of much interest and study by man.
CANITAUR PURIST While almost all breeds of canitaur have a healthy distrust for man, none take that as far a s the nomadic tribes of the mountains. This breed has a f ervent, almost radical hatred of man, viewing them as destructive and disrespectful of the land they hold dear. This makes for a very volatile situation if the t wo happen upon each other in the wild.
MOUNTAIN TRAITS Ability Score Increase. Your Constitution score increases by 2, and your Strength score increases by 1. Age. Mountain canitaurs are among the heartiest of canitaurs, living to be over 70 years old. Alignment. Mountain canitaurs find themselves at odds with most civilized races, tending towards neutral or chaotic alignments. Rarely evil, they still seek to do what is right, but one standard or another. Size. Mountain canitaurs measure up to 7 feet tall with heavy builds. They can weigh around 300 pounds with powerful bodies. Your size is Medium. Speed. Your base walking speed is 30 feet. Keen Nose. When you make a Wisdom (Perception) check based on smell, you are considered proficient in Perception. Double Coat. You have advantage on saving throws against cold and have resistance to cold damage. Hearty. You have proficiency on all Constitution skill checks. You can also go 1 additional day without food before becoming exhausted. Languages. You can speak, read, and write Common and Cannid. Cannid is the language of all canitaurs. It has similarities to a dog’s barks and growls but is more elaborate and structured. Canitaurs can understand dogs and wolves and can speak to them if they keep their words extremely simple.
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BULOG
BULOG TRAITS
This huge and impressive breed is a vision of pure strength and aggression. Viewed anywhere between wild warriors and monstrous killers, the bulogs reputation has kept them separated from most of the world rather than their own desire to stay away from man. They are impulsive, selfish, and have the brute strength to back up any claim they make. Bulogs are rarely seen in any civilized settlement, both because they are not welcome and b ecause these types of places rarely offer anything of interest to them. Bulogs are always looking for something to claim as their own, a trophy or pleasurable experience that they can use to mark their short life as successful.
Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1. Age. Bulogs lead the shortest life of all canitaurs, usually only living to 55 years. Some die younger due to their violent lifestyles. Bulogs reach maturity at 10 years of age, but they don’t become an adult until they prove themselves in combat. Alignment. Living such a short life, Bulogs usually do whatever feels good to them in the moment, not wanting to waste any of their time. They tend to have chaotic or even evil alignments. Size. Bulogs are a truly imposing physical creature. They stand over 7 feet tall a nd are made of pure muscle. They weigh around 350 pounds. Your size is Medium Speed. Your base walking speed is 30 feet. Keen Nose. When you make a Wisdom (Perception) check based on smell, you are considered proficient in Perception. Smasher. You have proficiency with the battleaxe, warhammer, and any 2-handed club or mace. Imposing. You are huge and terrifying You have proficiency in the Intimidation skill. Strong Arm. You have advantage on grapple checks made against creatures your size or smaller. Languages. You can speak, read, and write Common and Cannid. Cannid is the language of all canitaurs. It has similarities to a dog’s barks and growls but is more elaborate and structured. Canitaurs can understand dogs and wolves and can speak to them if they keep their words extremely simple.
A SHORT AND FIERCE LIFE Having the shortest life span of all canitaurs, the bulogs have fostered a culture of taking what one desires and not looking back. Life for a bulog is too short to be wasted on pleasantries and bumbling social norms. To this end, bulogs appear to man as similar to wild orcs or barbarian clans in the sense that they appear driven only by their base urges. While there is a little more complexity to their behavior, this assessment is good enough for most. The lesson here is to never come between a bulog and what they desire. The never ask a second time, if they ask at all.
HONOR IN COMBAT While they appear wild and without any thought process, there is some semblance of a social order among bulogs. They care greatly about their honor, for lack of a better word, and will do anything to defend it. With such short lives, their character and stories about their deeds are their greatest legacy possible. If you ever insult or otherwise offend a bulog, it’s probably too late to apologize. Retribution for a slight is often swift, absolute, and gruesome. Not only will a bulog punish the act itself, but they will make an example to all watching to prevent any future insults.
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BACKGROUNDS STRAY Whether through some atrocity or merely an unfortunate series of events you came to live with a race unlike your own. They took you in and cared for you, taught you their ways, and came to regard you as one of their own. You know little of your own race as a result which alienates you from the rest of canitaur culture. You have lost touch with your own race but gained a loving family. You can always return home, and your family has done everything they can to make you feel welcome. Even still, you felt uneasy as you grew. You started to notice the stares and hushed comments of those in the community. You could choose to stay locked in your family home forever or strike out and see what life you might make for yourself. Skill Proficiencies: Insight, Performance Languages: You cannot speak, read, or write Cannid, as you did not grow up in the p resence of other canitaurs. You can optionally know another language, presumably one that your adoptive family knows. Equipment: A family heirloom or item from your childhood like your mother’s ring or a small toy (or you may roll for a random trinket on the Trinkets table in chapter 5 of the Players Handbook), a set of common clothes, a small cook pot, and a belt pouch containing 10 gp.
ONE OF THE FAMILY The kindness of your adoptive family made you who you are today. Choose the race and background of your adoptive family or roll on the table below. d6
Adoptive Family
1
I was taken in by a poor farming family despite the strain it put on their stores.
2
I was adopted by a noble family who hopes to groom me as an envoy to the canitaur.
3
I lived with a widowed tradesman. He taught me his trade and how to make my own way.
4
I grew up in a foster home with children of all races. I know no culture other than the diversity of that home.
5
I was begrudgingly raised by an older couple. I was made to do chores and serve them.
6
I lived with an elderly scholar who rarely recognized my race. He taught me about the world and its people.
FEATURE: ASSIMILATED CULTURE To fit in with your adoptive family you learned their ways and customs. You know when important holidays fall on the calendar and how to properly celebrate them. You know several ways to properly greet others of your family’s race, and even more ways to insult them. When you are with those of the same race as your adoptive family, you already know the basics of their culture. For more obscure facts, you can add your proficiency bonus to either History and Religion checks when recalling facts about that race. Additionally, if a member of your family was a prominent figure in the community, or was highly skilled in a trade, you gain this benefit to all checks related to their field of work or study as well.
SUGGESTED CHARACTERISTICS Stray canitaur are as diverse and unique as anyone, given their unusual appearance and learned culture. Many of their defining characteristics stem from the struggle between being loved by a family but never knowing your true heritage. This leads many strays to a life of soul searching and overcompensating for their perceived lack of self. Choose a personality trait, ideal, bond, and flaw for your character or roll on the following tables.
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d8
Personality Trait
d6
Flaw
1
I am uncomfortable with silence and sometimes speak just to fill the space.
1
I hate being the center of people’s curiosity and sometimes I lash out.
2
I lose my temper whenever anyone draws attention to me being a “stray”.
2
I will do anything to gain the acceptance or approval of others.
3
I secretly regret leaving my family behind.
3
4
I am desperate for friendship and am sometimes too trusting of new people.
I will defend those who are like my family to my own detriment.
4
5
I feel people’s sadness as if it were my own.
I pretend to know more about canitaur culture than I actually do.
5
I can’t resist a challenge to prove my worth.
6
I have a positive outlook and always find the silver lining in situations.
6
7
I see myself in the eyes of children and will do anything in my power to help or protect them.
I am still mostly ignorant of human culture and very gullible as a result.
8
I am angry I am cut off from other canitaur.
d6
Ideal
1
Charity. Everyone deserves a helping hand at some point. (Good)
2
Loyalty. Trust is earned through good deeds and a true heart. (Lawful)
3
Curiosity. I want to see more of this world than my parents’ house. (Neutral)
4
Anxiety. I won’t get stuck like my family. I will always seek a new opportunity. (Chaotic)
5
Greed. No one looks out for me but me. I take what I want when I want. (Evil)
6
Values. Family is the most important. I will always remember what they taught me. (Any)
d6
Bond
1
I wronged the family that took me in. I must make it up to them before I can return home.
2
I loved my adoptive mother – I will find her killer and make them pay dearly.
3
I must repay the kindness my adoptive family showed me. I will make my fortune and return home to take care of them.
4
I left home to rejoin the canitaur. I must prove I am one of them.
5
I left home with my sibling, but we were separated. I need to find them and make sure they’re safe.
6
I fell in love with someone and will be with them despite what others think.
ALPHA There are leaders and there are followers. You were never any good at following. Alphas are natural leaders, commanding obedience. Other canitaur respect this dominance and will respond accordingly. The rest of the world sees a strange and im posing creature and will stay out of your way. While your travels may take you far from oth er canitaur, you can always count on your posture and attitude to let anyone know that you mean to take the reins in any situation you deem necessary. Whether you work through fear and intimidation or kindness and leadership, you will always get your point across. Skill Proficiencies: Intimidation, Persuasion Equipment: A sign of your pack (a banner, tabard, or standard), a set of traveling clothes, a trophy or memento of a victory, and a belt pouch with 10 gp.
FEATURE: DOMINANT PARADE You have earned respect among your pack and your race. Just from the way you carry yourself you command the cooperation of those around you. When you make a display of dominance, creatures who can see you and try to resist your influence m ust succeed a Wisdom saving throw against a DC equal to 10 + your Charisma modifier + your proficiency bonus. Creatures who succeed their saving throw are immune to this feature for 24 hours. All people who fail their saving throw or give into your dominance willingly respect your leadership and won’t stand in your way or work against you unless you prove harmful to them or their goals. Canituar will also work to help you in your endeavors if they can safely, and members of your pack will put themselves in harm’s way to assist you.
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SUGGESTED CHARACTERISTICS
d6
An alpha canitaur is a proud creature. Their power comes from a carefully curated appearance of control and understanding of the world around them. Any flaws or misgivings they may have are buried under layers of learned behaviors. Only to those they truly love or trust are they ever their true selves. Choose a personality trait, ideal, bond, and flaw for your character or roll on the following tables. d8
Personality Trait
Bond
1
I will regain my honor and then take back my pack from the person who bested me.
2
I will track down and kill the person who slaughtered my pack.
3
I need to find a new home for my pack before it is too late.
4
I chose to leave my pack and aid an ally.
5
I disgraced myself and my family. I must atone.
6
I need to better understand the races of man if my pack is to survive.
1
I treat others with the honor and respect they deserve, even if I don’t like them.
2
I try to be the strong, silent type.
3
I show my emotions best when I’m in the heat of combat.
1
I lead with anger in almost every situation.
4
I act with passion but tend to sulk silently when things don’t go my way.
2
I won’t suffer an affront to my honor regardless of the consequences.
5
I am distrusting of anyone that hasn’t proven themselves in a fight.
3
I can’t stand between an ally and their foe. To do so would dishonor the battle.
6
I have no patience for subtlety and tactics.
4
I tend to invite conflict to prove my worth.
7
I am stoic until someone poses a threat to my allies. Then I act with rage and fury.
5
8
I think the two-legged races are inherently inferior to canitaurs.
I have a hard time showing my true emotions, distancing myself from those who might be my friends.
6
I value the lives of my allies above my own.
d6
d6
Flaw
Ideal
Existing Background Choices
1
Honor. A battle won dishonorably is not a battle won at all. (Good)
2
Law. I will remain true to my pack and my breed regardless of the outcome. (Lawful)
3
Glory. The frenzy of battle is the only true test of a person. (Neutral)
4
Wild. Win or lose, conflict will show us the proper path. (Chaotic)
5
Absolute. Those who do not follow me are against me. (Evil)
There are choices already in the Player Handbook that would fit a canitaur. Here are a few examples and h ow to integrate them into your ne w canitaur character. Folk Hero. You are a widely recognized figure in the canitaur community. Children are taught your name and criminals fear you. This notoriety is slowly spreading to other races as well. Hermit. Neither canitaur nor the other races suit your taste. You prefer the wild lands to any city and do just find for yourself. Outlander. Your travels have taken you far and wide and your personal customs and habits have grown as a result. You appear foreign even among your own kind. Urchin. Considered an outsider, you and your pack were forced to fend for yourself in a city that wanted little to do with you. You may not fit in, but the back alleys and hidden secrets of this city are yours to exploit.
6
Fearless. I seek to test myself against new enemies and challenges. (Any)
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CREDITS FEEDBACK Thank you for purchasing this sourcebook! It was a lot of fun to create and now I know way more about bears than I have any right to. If you have any feedback or suggestions for this sourcebook, please send it to me via email a t
[email protected] with the subject line “Canitaur Sourcebook Feedback”. Your input will help to make this sourcebook even better for future players!
IMAGE CREDITS Parchment Paper by DevonTT
THANK YOU! Thank you to everyone who helped make this sourcebook the best it could be, either by testing, proofreading, or providing much needed emotional support. Below are other testers and editors that I would like to thanks: • •
Garin & Dan (DnD Character Lab) YOUR NAME HERE!
ORIGINAL CONCEPT Credit for the original concept of “dogetaurs” goes to Nikita Orlov. His amazing art inspired all the content found here. Check out his dogetaurs and other great works: • •
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Not for resale. Permission granted to print or photocopy this document for personal use only . Canitaurs – A PC Race Sourcebook by Matthew Gravelyn
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