Doggo Inugami
Doggos have become the most numerous of the Inugami over the recent years, as they have flourished within
the urban landscapes of the world. While most would rather
refer to them as the inugami’s distant cousins because of
their contrasting disposition, they are inugami through and
through.
These common city dwellers are known to be amicable and devoted members of any community they mingle in. Their charming and outgoing nature makes sure that they often find themselves in the center of attention of social events and are generally considered welcome wherever they go.
Charming. You are proficient in Performance or Persuasion.
Helpful Ally. On your turn, you can use a bonus action to use the help action. You can use this trait a number of time equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Quality Time. When you take a short or long rest you can choose another allied creature that is resting. You spend parts of the rest in jovial conversation, play, or other similar uplifting activities. At the end of the rest you and the allied creature gain temporary hit points equal to your level + your Charisma modifier that remain until you finish a long rest. As long as a creature has temporary hit points gained from this trait, they have advantage on saving throws against being charmed or frightened.
These common city dwellers are known to be amicable and devoted members of any community they mingle in. Their charming and outgoing nature makes sure that they often find themselves in the center of attention of social events and are generally considered welcome wherever they go.
Charming. You are proficient in Performance or Persuasion.
Helpful Ally. On your turn, you can use a bonus action to use the help action. You can use this trait a number of time equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Quality Time. When you take a short or long rest you can choose another allied creature that is resting. You spend parts of the rest in jovial conversation, play, or other similar uplifting activities. At the end of the rest you and the allied creature gain temporary hit points equal to your level + your Charisma modifier that remain until you finish a long rest. As long as a creature has temporary hit points gained from this trait, they have advantage on saving throws against being charmed or frightened.
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