D&D General why do we lack a canine race?


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Because Lupin - Dogman or werewolf?
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In a world where dogpeople exist, would a werewolf basically be the equivalent of a "Jeckyll and Hyde" monster? That is to say, it's not the physical transformation that's scary, it's the "letting a person's inner evil take control" that's the basis of the horror? The physical transformation is just a visual representation of the change. Of course, this would mean a complete change to the tone and feel of werewolves both in terms of their traditional tropes and how they would fit into culture.

That's just riffing on the idea, though. In general, I prefer for all anthropomorphic races to be seen as something not available to PCs without special dispensation, and this type of discussion is why. It's not something you can just throw into a generic fantasy setting without significant consequences to the world building.
 


In general, I prefer for all anthropomorphic races to be seen as something not available to PCs without special dispensation,
What kind of special dispensation will a player need to play an anthropomorphic race? Either a DM will let them play as one, or they won't, and the DM will have to explain their latter decision.
 

Alzrius

The EN World kitten
What kind of special dispensation will a player need to play an anthropomorphic race? Either a DM will let them play as one, or they won't, and the DM will have to explain their latter decision.
It's because those races are DLC (DM Largess Cost), and so you have to buy the group pizza pay $9.95 in order to play one.
 



Minigiant

Legend
Supporter
I like the idea of some sort of powered up howl attack, or howling based abilities similar to something like Skyrim’s werewolves, but I’d more likely make it a werewolf thing as howling is more associated with wolves while barking is more of a dog thing. Maybe allow a canine PC species to unlock a couple of howls via a feat for those that tap into the raw power of their more primal ancestors, as a nod to how certain species of dogs are more prone to howling more naturally then others like the Siberian Husky
Breath Weapon. When you take the Attack action on your turn, you can replace one of your attacks with an magical howls or bark in a 15-foot cone. Each creature in that area must make a Constitution saving throw (DC = 8 + your Strength or Constitution modifier + your proficiency bonus). On a failed save, the creature takes 1d10 thunder damage. On a successful save, it takes half as much damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

You can use your Breath Weapon a number of times equal to your proficiency bonus, and you regain one expended use when you finish a short rest and all expended uses when you finish a long rest.

Dog of Summer
Prerequisite: Canis
Increase your Strength, Constitution, or Charisma score by 1, up to a maximum of 20.

When you use your breath weapons, you may choose for it to deal fire or radiant damage. If you do, the saving throw is a Dexterity saving throw.

Wolf of Winter
Prerequisite: Canis
Increase your Strength, Constitution, or Charisma score by 1, up to a maximum of 20.

When you use your breath weapons, you may choose for it to deal cold or necrotic damage. If you do, its damage is 1d12 and
increases by 1d10 when you reach 5th level, 11th level, and 17th level.
 

Tonguez

A suffusion of yellow
I'd much rather see Howling cause fear effects than overtly magical ones (Humanoid Winter Wolf lineage should be a separate creature imho)

Bark: As an action you can Bark, which generates a 15ft cone that causes anyone affected to make a constitution save or lose concentration and drop whatever it is holding.

Howl: As an Action you can Howl so that all enemies must make a Wisdom saving throw or become frightened. Frightened creatures have disadvantage on Ability Checks and Attack rolls while within 60ft of you.

Howl of Terror: (Level ?) As an Action you can use the Howl of Terror that taps in to primal fears of prey. All Enemies in a 60ft cone must make a Wisdom saving throw or become Panicked. A Panicked creature must drop anything it holds and flee at top speed along a random path. It can’t take any other actions. A Panicked creature that is cornered and unable to flee takes 2d10 psychic damage but can make another saving throw to end the effect.
 

Weiley31

Legend
That doesn't apply to cat people? Tabaxi can look much like domestic cat breeds...
The two flavours of Tabaxi:
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