Pets - Dogs

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Man's Best Friend - Dog Abilities

Finding your forever dog

The dog's listed below are all pure breeds (except the mutt of course). Players must find a breeder to be able to purchase any of the dogs below. Most large cities have dogs breeders were you can buy a trained dog.

Dog Groups and Breeds

Below is a chart of the seven primary dog groups and the specific breeds that are available in most cities:

Groups Breeds Cost
Terrier American Staffordshire, Bull, Fox, Rat, Russell 150 gp
Toy Chihuahua, Havanese, Papillon, Poodle, Pug 100 gp
Working Akita, Boxer, Doberman, Rottweiler, Husky 250 gp
Sporting Brittany, Wirehair Pointer, Labrador Retriever, Pointer, Weimaraner 150 gp
Hound Beagle, Bloodhound, Foxhound, Greyhound, Wolfhound 150 gp
Non Sporting Boston Terrier, Bulldog, Eskimo, French Bulldog, Shiba Inu 50 gp
Herding Border Collie, Corgi, Collie, German Shepherd, Sheepdog 250 gp

The Mutt

The mutt is that special breed of dog that everyone loves, but no one knows what it is. Mutts can be found wandering some cities looking for scraps and if fed it may follow the character in hopes of getting more food. Players wishing to have a mutt as a pet must make a DC 12 Animal Handling check, as they are naturally wary of people.

Mutts have the chance of having skills that they have developed from their life on the streets. When a character befriends a mutt, the DM can roll on the chart below to see what ability, if any, the lovable mutt may have. Most mutts will have no basic abilities (See The Basics).

Roll Ability
01-50 None
51-65 +2 to all attacks on medium creatures or smaller
66-85 Advantage on all Intimidation & Persuasion Checks
86-99 Knows Sit, Pretty/Beg Ability + 4 additonal abilites
00 Speaks common

The Basics

While trained dogs will know many of the commands listed below, not all dogs will know all these skills. If you find a mutt (See "The Mutt") and decide to train it yourself, it will know none of these basic abilities. All trained dogs will know the following - Sit, Stay/Come, Pack up, Bark, Release, Heel, Take It, Leave It, Bring It and Leap. To determine if you were successful in training your pet, you will make an Animal Handling check after each Downtime Day to see if that day was a success (This chart can also be found in the Downtime days Article).

Ability Downtime Days Animal Handling DC Description
Sit 1 10 Sit on command
Stay/Come 1 10 Stay/Come on command
Crawl 1 10 Crawl on command
Pack Up 2 13 Go into a predesignated spot
Play Dead 2 13 Pretend they died
Dance 2 13 Shake your groove thang
Shake 1 10 Shake off all that water
Human 2 10 Stand on their back paws and walk around
Count 3 16 Learn simple math tricks
Kiss 1 10 Licks your nose
Bark 1 10 Barks on command
Roll Over 1 10 Shows their belly
Spin 1 10 Circles around itself
Release 2 13 Lets go of an object
Heel 2 13 Sticks to your feet
Take It 2 13 Grabs an object
Leave It 2 13 Avoids an object
Bring It 2 13 Brings an object
Learn Names 3 16 Learn simple names for generic objects
Leap 1 10 Can jump over a low wall
Jumping People 2 13 Jumps & stands on your back
High Five 1 10 Gives you a high five
Sit Pretty/Beg 2 13 Begins begging
Back 2 13 Walks backwards
Bow 2 13 Takes a bow
Limp 2 13 Pretends an injury

Group Skills

While all dogs have a natural set of skills, each group of dogs comes with its own special abilities. Some dogs are expert trackers while others can help you hunt for food. A trained dog will have one of the skills found in its group. These skills apply to the dog only, not its owner.

If a player wants a dog to have more than one skill, the cost of the dog is double what is listed above. No dog may know more than two skills.

Group Skill
Terrier +2 to Wisdom (Survival) checks when tracking underground
Terrier +2 to Wisdom (Survival) checks when foraging for small game
Terrier Advantage on Attack rolls when fighting tiny beasts
Toy +1 to Charisma (Persuasion) checks when speaking with humanoids
Toy Advantage on Charisma (Persuasion) checks when speaking with nobility
Working Advantage on Charisma (Intimidation) checks
Working Max HP on all Hit Dice used during a short rest
Working +3 damage on all Bite Attacks
Working Cannot be surprised
Sporting +2 to Wisdom (Survival) checks when foraging for small game
Sporting +1 to Wisdom (Insight) checks on all humanoids
Sporting May be used as a mount for small humanoids
Hound +2 to Wisdom (Survival) checks when tracking outdoors
Hound Pack tactics apply if two or more are present
Hound (Greyhound only) 2x the speed of a normal hound
Non Sporting Knows all Basic Abilities
Non Sporting +2 to Charisma (Persuasion) checks when speaking with humanoids
Herding Advantage on Wisdom (Insight) checks
Herding Negates Pack Tactics abilities of enemy creatures medium or smaller

Negative Effects & Flaws

Certain groups of dogs have negative effects associated to them no matter how much training they received. Sometimes you just can't take the dog out of the dog. Not only that, but every dog is unique and they all have something just a bit off about them. The GM can roll on the table below, or create their own for your future forever dog.

Group Negative Effect
Terrier Disadvantage on stealth rolls when in forest terrain
Toy Dog must be carried, weight 10lbs
Working None
Sporting 5% chance to run away in forest terrain
Hound 10% chance that hound will howl/bark during a long rest, alerting nearby enemies to your location
Non Sporting Does not attack other creatures
Herding None
d10 Flaw
1 I think everything is a bone to bury
2 I like to mark all of my kills by urinating on them
3 Sometimes I just want to cuddle at the most inopportune times
4 I'm actually a coward at heart and will run away at the first sign of trouble
5 I get destructive when I'm bored
6 I only like my master
7 I'm not house broken, and I'm never going to be
8 Sleeping is the only thing I like to do
9 Clothes are tasty, especially sweaty clothes
10 No matter how nice I smell, a dead rat will always make me smell better

Dog Stats

Each group of dogs has it's own set of stats. These are general stats for each group of dogs ans are based on the averages of the dogs found within that group. Trained dogs will have slightly better stats than found in the Monster Manual.


Dog, Terrier

Small beast, unaligned


  • Armor Class 10
  • Hit Points 4 (1d6 + 1)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 12 (+1) 4 (-3) 12 (+1) 12 (+1)

  • Skills Perception +3
  • Senses passive Perception 13
  • Languages ---
  • Challenge 0 (10xp)

Keen Hearing and Smell. The dog has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Actions

Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage.


Dog, Toy

Tiny beast, unaligned


  • Armor Class 10
  • Hit Points 1 (1d4 - 1)
  • Speed 15 ft.

STR DEX CON INT WIS CHA
2 (-4) 10(+0) 8 (-1) 4 (-3) 10 (+0) 14 (+2)

  • Skills Perception +1
  • Senses passive Perception 10
  • Languages ---
  • Challenge 0 (10xp)

Keen Hearing and Smell. The dog has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Actions

Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 piercing damage.


Dog, Working

Medium beast, unaligned


  • Armor Class 12
  • Hit Points 6 (1d8 + 2)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 12 (+1) 4 (-3) 12 (+1) 7 (-2)

  • Skills Perception +3
  • Senses passive Perception 13
  • Languages ---
  • Challenge 1/8 (25 XP)

Keen Hearing and Smell. The dog has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (1d10) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength check saving throw or be knocked prone.


Dog, Sporting

Medium beast, unaligned


  • Armor Class 12
  • Hit Points 6 (1d8 + 2)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 12 (+1) 4 (-3) 10 (+0) 7 (-2)

  • Skills Perception +3
  • Senses passive Perception 13
  • Languages ---
  • Challenge 1/8 (25 XP)

Keen Hearing and Smell. The dog has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage. If the target is a medium creature of smaller, it must succeed on a DC 11 Strength check or be grappled.


Dog, Hound

Medium beast, unaligned


  • Armor Class 10
  • Hit Points 5 (1d8 + 1)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 4 (-3) 10 (+0) 8 (-1)

  • Skills Perception +3
  • Senses passive Perception 13
  • Languages ---
  • Challenge 1/8 (25 XP)

Keen Hearing and Smell. The dog has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.


Dog, Non Sporting

Medium beast, unaligned


  • Armor Class 10
  • Hit Points 5 (1d8 + 1)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 12 (+1) 10 (+0) 4 (-3) 10 (+0) 8 (-1)

  • Skills Perception +3
  • Senses passive Perception 13
  • Languages ---
  • Challenge 1/8 (25 XP)

Keen Hearing and Smell. The dog has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Nimble Escape. The dog can take the Disengage or Hide action as an bonus action on each of its turns.


Dog, Herding

Medium beast, unaligned


  • Armor Class 11
  • Hit Points 6 (1d8 + 2)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
12 (+1) 12 (+1) 12 (+1) 12 (+1) 8 (-1) 8 (-1)

  • Skills Perception +3
  • Senses passive Perception 13
  • Languages ---
  • Challenge 1/8 (25 XP)

Keen Hearing and Smell. The dog has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.

Slam. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.


Dog, Mutt

Medium beast, unaligned


  • Armor Class 10
  • Hit Points 9 (2d8)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 4 (-3) 12 (+1) 12 (-+1)

  • Skills Perception +3
  • Senses passive Perception 13
  • Languages ---
  • Challenge 1/8 (25 XP)

Keen Hearing and Smell. The dog has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Camouflage. The dog has advantage on Dexterity (Stealth) checks made to hide within an urban setting.

Actions

Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.

 

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