Dog Characters

An optional playable species for lovers of Dogmeat! Players should note that classes and archetypes that work well with this species are limited, and Overseers should note that if this species is approved for use they may have to houserule some substitute features to resolve dysfunctional combinations.

Dog

Dogs make loyal and capable companions.

Dog Racial Traits

Ability Scores. +2 to Constitution, +1 to Strength. Your Intelligence can be no higher than 10.

Speed. 40 ft.

A Dog's Life. Your understanding of the world is that of a dog, with every limitation that entails. You can't speak, but you understand the emotions of allied creatures as well as simple ideas due to your comprehension of their expressions, tone of voice, and physical motions. Similarly, you can communicate emotion and simple ideas to your allies with a combination of expressions, barking, and physical motion. Additionally, you can comprehend and verbally communicate with other canines. The knowledge and awareness of your fellow canines is limited by their intelligence, but at minimum, they can give you information about nearby locations and creatures, including whatever they can perceive or have perceived within the past day.

You can't wield weapons and items, though you can carry an object in your mouth and you may wear clothes and armour if they are designed for your quadruped form.You cannot don or doff clothing and armour yourself, an allied creature must do it for you.

You are limited to classes, archetypes, and feats that offer features that are feasible for a dog, which may require some houseruling on the part of your Overseer. Particularly appropriate classes include the Barbarian, Fighter, and Ranger, or the Savage, Scout, Shepherd, and Soldier if your game uses classes from Wasteland Wanderers. You don't choose a background. You can only learn the following skills, which replace the normal list of available skill and tool proficiencies for your class: Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Nature, Perception, Performance, Persuasion, Stealth, and Survival.

In addition, any climb that requires hands and feet is especially difficult for you because of your canine limbs. When you make such a climb, each foot of movement costs you 3 extra feet, instead of the normal 1 extra foot.

Agile Defense. When you aren’t wearing armor, your AC is 12 + your Dexterity modifier. You can use your agile defense to determine your AC if the armor you wear would leave you with a lower AC, but any penalties to your maximum Dexterity bonus still apply.

Beg. You can usually persuade a friendly or indifferent NPC to part with one meal's worth of food without any need to roll, as long as you haven't behaved aggressively towards that NPC or they have seen you eating since your last long rest.

Bite. Your bite is a natural melee weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Canine Capabilities. Choose three of the following skill proficiencies: Athletics, Intimidation, Perception, and Survival.

Good Dog. You can Help as a bonus action.

Loyalty. When an allied creature you can see, hear, or smell loses hit points, you can spend your reaction to move half your speed towards them. If your movement ends adjacent to the hostile creature which just damaged your ally, you can immediately make a bite attack against them.

Hound

Size. Small.

Best Friend. When an allied creature is within 15 feet of you, they have advantage on saving throws they make against the frightened condition.

Radiation Resistance. The dogs of the wasteland have long since developed a tolerance for ambient radiation. You have resistance to radiation damage.

Mutant Hound

Size. Medium.

Mutant Physiology. You are immune to radiation damage, radiation sickness, and disease. You do not age physically.

Experimental Hound

Ability Scores. There are no limits on your Intelligence.

Experimental Subject. Unlike most dogs you are able to learn, understand, and speak languages. You can still communicate with other canines. You can choose any class, archetype, feat, and skill, though your ability to perform activities relating to your choices is still limited by your physical form.

Fallout is the sole intellectual property of Bethesda Softworks. This is purely a fan work. Rules presented work with D&D 5e. Text and game mechanics presented in this wiki are not Open Game Content and should not be reproduced or repackaged in any way.