Order of the Roll - Dungeons and Dragons Dogfolk - Order of the Roll

Dogfolk

Dnd Dogfolk Race

Dogfolk

The Dog­folk are a race of humanoid dogs that resem­ble all kinds of canine breeds, from slen­der grey­hounds to broad mas­tiffs. Some wear lay­ers of cloth­ing such as coats or vests, while oth­ers pre­fer to go with­out. What they all share is an excep­tion­al­ly sharp sense of smell, mak­ing them experts at track­ing scents, objects, and even lies.

Red Iron

They live along­side humans in the land of Red Iron, a king­dom unique for its eclec­tic mix of cul­tures and styles. Depend­ing on the region, one might find a Steam­punk, Wild West, or Medieval way of life. Both Dog­folk and humans are known for their eccen­tric and often impres­sive machines. Exam­ples include bizarre inven­tions such as the Church Tank (a rolling tank topped with a chapel) or the leg­endary Iron­cloud, a fly­ing air­ship pow­ered by steam tech­nol­o­gy.

Red Iron is divid­ed into twelve regions, but only six remain in the hands of the Dog­folk and humans. The oth­er six are occu­pied by Gob­lins, Orcs, and their ter­ri­fy­ing leader: an evil, shriek­ing mag­i­cal cat bent on world dom­i­na­tion. These hos­tile forces seek to seize the mys­te­ri­ous and pow­er­ful min­er­al Red Iron, the ener­gy source that pow­ers the kingdom’s machines. With­out it, their inven­tions would lit­er­al­ly grind to a halt.

Regions

The six free regions each have their own cul­ture:

  • Steam­punk Regions: Tech­no­log­i­cal­ly advanced, full of inven­tors, mechan­ics, and steam-pow­ered devices. Also home to ruth­less Mafia boss­es.

  • Wild West Regions: Rough, inde­pen­dent, and pas­sion­ate about firearms and per­son­al free­dom.

  • Medieval Regions: Tra­di­tion­al and dis­trust­ful of tech­nol­o­gy. Firearms are banned, and life con­tin­ues much as it did in the old­en days.

Humans

Humans pos­sess the traits one would expect: guilt, shame, and per­fec­tion­ism in addi­tion to basic emo­tions. Most humans in this world fol­low a Steam­punk lifestyle, dress­ing in cos­tumes such as fine suits or vin­tage dress­es. Play­ers can choose to be part of the Mafia or not. Alter­na­tive­ly, they may hail from the Wild West or Medieval regions and wear cloth­ing that bet­ter fits those cul­tures, such as cow­boy attire or knight­ly armor.

President Theodore “Teddy” Roosevelt Jr.

At the head of the free regions stands Pres­i­dent Theodore “Ted­dy” Roo­sevelt Jr., a just and coura­geous leader. Under his com­mand, Dog­folk and humans fight side by side in a war to reclaim their home­land and to pre­vent the evil cat from con­quer­ing the D&D uni­verse with its army of mon­sters and machines.

stats

  • Abil­i­ty score increase:Choose two of the fol­low­ing abil­i­ty scores: Strength, Con­sti­tu­tion, and Wis­dom. One of your cho­sen abil­i­ty scores increas­es by 2, and the oth­er one increas­es by 1.

  • Age: Young can­is grow quick­ly, reach­ing matu­ri­ty by 10 years of age, but only live for up
    to 80 years. Many canidae see dying as a result of old age as a sign of weak­ness, and as such, most canidae die in bat­tle or dur­ing their hunts.

  • Align­ment: Canidae tend to lean more towards chaot­ic align­ments giv­en their trib­al and nomadic lifestyle as well as their ten­den­cy towards bru­tal­i­ty and sav­agery when hunt­ing.

  • Size: Medi­um

  • Speed: 35 ft.

  • Lan­guages: Your char­ac­ter can speak, read, and write. Com­mon, Dog and one oth­er lan­guage that you want.

  • Race fea­tures:

  • Size: Canidae are taller and heav­ier than humans, stand­ing well over 6 feet tall and aver­ag­ing almost 250 pounds. Your size is Medi­um.

  • Dark­vi­sion: Accus­tomed to roam­ing under the night sky, you have supe­ri­or vision in dark and dim con­di­tions. 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.

  • Bat­tle Howl.When you roll ini­tia­tive and aren’t sur­prised, you can use your reac­tion to unleash a howl to ral­ly your allies for bat­tle. You can choose a num­ber of friend­ly crea­tures that can hear you equal to your Con­si­tu­tion or Wis­dom mod­i­fi­er (your choice). If any of those crea­tures are sur­prised, they’re no longer sur­prised, and they can move up to half their speed as a reac­tion. After you use your bat­tle howl, you can’t use it again until you com­plete a long rest.

  • Bite: Your fanged maw is a nat­ur­al weapon, which you are pro­fi­cient with. If you hit with it, you deal pierc­ing dam­age equal to 1d8 + your Strength mod­i­fi­er.

  • Canidae Ter­ri­to­ry:You grew up in a ter­ri­to­ry that grants you ben­e­fits. Choose one of the types of ter­ri­to­ries from the Canidae Ter­ri­to­ry table. You only need to sleep for 4 hours while per­form­ing a long rest in your ter­ri­to­ry, as you’ve adapt­ed to sur­vival there. Addi­tion­al­ly, you’re nat­u­ral­ly adapt­ed to the cli­mate asso­ci­at­ed with your ter­ri­to­ry, as described in chap­ter 5 of the Dun­geon Mas­ter’s Guide.
            Canidae Ter­ri­to­ry 
             Ter­ri­to­ryCli­mate
             Arc­ticExtreme Cold
             DesertExtreme Heat
             For­estHigh Alti­tude
             Moun­tain  
  • Unri­valed Hunter.When­ev­er you make a Wis­dom (Sur­vival) check relat­ed to smelling out a trail or fol­low­ing a crea­ture’s scent, you are con­sid­ered pro­fi­cient in the Sur­vival skill and add dou­ble your pro­fi­cien­cy bonus to the check, instead of your nor­mal pro­fi­cien­cy bonus.
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