Thursday, August 24, 2023

LUPINS

 A D&D 5e player race

Official D&D Fifth Edition currently allows player characters to choose from two types of cat people, three types of bird people, four types of reptilian, plus fish, elephants, insects etc etc. But no canine races! Where's the love for man's best friend? There are Shifters, but they're more "people with a doggy theme" than proper dog people. 

Second Edition had a canine race called the Lupin, originating from the Mystara setting, so here's my version of them for 5e. 


From the Mystara Monstrous Compendium: 

Lupins are canine humanoids who, despite looking much like werewolves, despise these true lycanthropes. Despite this fearsome appearance, lupins generally act friendly towards humans and other races. 

A fine coat of fur, typically ranging from black to light tan, covers a lupin's body and its canine face. The extremely rare pure white lupins usually possess gifts of extraordinary powers (spells, psionics etc). A lupin has a nonprehensile tail.

Lupins builds villages made of wooden lodges, constructed of bark attached to wooden frames. The lodges centre around a fire called the bg'tyr, which serves as the tribe's socialising and meeting place. Most lodges house a single pack, while some large ones hold up to three or four packs. Nomadic lupins prefer comfortable caves and build bg'tyrs to mark their locations. Lupins avoid human cities, which seem too big and too dirty for their taste. 

An instinctive hatred of werewolves runs strong in lupins. They normally employ weapons such as lances with silver heads, silver swords, and silver-tipped flight arrows against these foes. Some lupin packs consider the week of the full moon the most important time of the month. When the full moon shines brightest these packs form hunting parties known as Ah'flir, with the specific purpose of tracking down and killing werewolves.

All lupins start with the following traits:

Ability Score Increase. Your Constitution score increases by 2 and your Charisma score increases by 1.

Age. Lupins reach maturity around age 10 and rarely live past the age of 50. As they grow older, the hair on top of their head grows longer and whiter.

Size. Lupins are usually a similar size to humans, ranging from 5 to 6 ft in height, though some bloodlines are of a smaller stature. You size is Medium or Small.

Speed. You have a base walking speed of 30 feet.

Bite. You have a fanged maw that you can use to make unarmed strikes. When you hit with it, the strike deals 1d6 + your Strength modifier in piercing damage, instead of the bludgeoning damage normal for an unarmed strike.

Call of the Wild. As a bonus action while in combat, you let loose a howl that strengthens your pack's resolve. Any allies within 5 ft of you when you use this ability gain Advantage on attack rolls until the start of your next turn. You can use this ability a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

You cannot use this ability if you are unable to speak, for example under the effects of a Silence spell, and your allies cannot benefit from it if they have the deafened condition at the time you use it.

Keen Smell. Thanks to your sensitive nose, you have advantage on Wisdom (Perception), Wisdom (Survival), and Intelligence (Investigation) checks that involve smell.

Loyal. If a magical effect causing the charmed condition or a spell such as Command would make you do something to directly harm one of your allies, you can immediately make a new saving throw to dispel it. You can only do this once for each time you are charmed or controlled. It does not interfere with any normal saving throws you would make on your turn to end the effect.

Lycanphobe. Your innate antipathy for werewolves allows you to sense lycanthropy in people around you, by the way they make your hackles rise. As an action, you can make a Wisdom (Perception) roll to study all visible creatures within 30 ft of you with the following results.

  • DC 5 You can sense a werewolf in its animal or hybrid form.
  • DC 10 You can sense a werewolf in humanoid form.
  • DC 15 You can sense any other type of lycanthrope in its animal or hybrid form.
  • DC 20 You can sense any other type of lycanthrope in humanoid form.

The DM should automatically apply this to your Passive Perception score for any visible creatures within 10 ft of you.

When you use your sense of smell for a Wisdom (Investigation) check, a result of 10 or higher will tell you if any werewolves have been in the area you are investigating in the last 24 hours.

You are immune to the curse of lycanthropy, and cannot become a lycanthrope as a result of being wounded by one.

Languages. You can speak, read and write Common and Lupin.



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