Dogfolk
Dogfolk culture is ruled by a rite of passage called The Hunt. At the age of 2, Dogfolk enter The Hunt. Your success in this rite of passage determines your social status. The most successful Hunters become figureheads for the Dogfolk people, and those that are the least successful become outcasts.
Ability Score Increase. Your Strength score increases by 2.
Age. Dogfolk have evolved to mature quicker than humans, so they can begin hunting faster. Dogfolk reach maturity at 1-2 years old, and die at the age of 40.
Alignment. Dogfolk live in a rigid pack structure, with each Dogfolk supporting the other. The camaraderie, as well as the absolute order, makes the Dogfolk lean to Lawful Good alignments. Evil dogfolk are rare, but when they pop up, it is their pack’s responsibility to stop them. Unlawful or weak dogfolk are treated with banishment.
Size. Dogfolks’ size and weight are determined by their breed.
Speed. Dogfolks’ speed is determined by their breed.
Darkvision. Dogfolk have evolved to become masters of the hunt. 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.
Pack Tactics. If a creature within 10 feet of you attacks, you can use your reaction to give that player advantage on the attack roll. You can use this ability a number of times equal to half your proficiency bonus, rounded down, and regain all expended uses after a short or long rest.
Natural Weapons. Your claws serve as simple natural weapons with the Light property, which deal 1d4 slashing damage plus your Strength modifier on a hit. You are proficient with these weapons.
Languages. You can speak, read, and write Common and Doggish. Doggish is a spoken language only, a series of barks and growls.
Breeds
All dogfolk revere The Hunt, but many choose different ways to go about it. There are three main breeds of Dogfolk, each with their own traits to help them in The Hunt.
Houndfolk
Houndfolk believe that the greatest strategy to succeed in The Hunt is to track enemies down using their spectacular senses of smell.
Ability Score Increase. Your Wisdom score increases by 1.
Size. Houndfolk are usually around 5 feet tall. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Keen Senses. You gain advantage in any Perception check using smell or sound.
Tracking Instincts. If you succeed on a Perception check using smell to find an enemy that was in that area up to 24 hours ago, you can roll again without any modifiers to see if you can follow their trail. If you succeed, then you can follow their trail for up to 4 miles. You have a number of uses of this ability equal to your Wisdom modifier, and you regain all expended uses after a long rest.
Italian Greyfolk
The Italian Greyfolk are the smallest and fastest of all the Dogfolk. They are masters of quick strikes, followed by fast evasion.
Ability Score Increase. Your Dexterity score increases by 1.
Size. Italian Greyfolk are the smallest Dogfolk Breeds, ranging from 3-4 feet tall. Your size is Small.
Speed. The insane speed of the Italian Greyfolk is one of their biggest skills. Your base walking speed is 35 feet.
Nimble Attacks. If you use the Attack action against an enemy, you can use the Disengage action as a bonus action. You have a number of uses of this ability equal to your Dexterity modifier, and you regain all expended uses after you finish a long rest.
Bullfolk
Bullfolk are different from all other dogfolk, as they rely on their ability to shrug off hits to succeed in The Hunt. These dogs will charge opponents head-on, with no care for their own safety.
Ability Score Increase. Your Constitution score increases by 1.
Size. Bullfolk are around 5 feet tall. Your size is Medium.
Speed. Bullfolk are powerful, but not well-renowned for their agility. Your base walking speed is 30 feet.
Thick-Skinned. Bullfolk are mighty warriors, and they have evolved to take hits from their prey. When you take damage, you can use your reaction to subtract 1d6 + your Constitution modifier from the damage taken (Minimum of 1). You can use this ability a number of times equal to your Constitution modifier, and regain all expended uses after you finish a long rest.