Cairnari
This is a Playtest Version. 2026.03.29
The Dungeon Master reserves the right to make any alterations to this in order to keep the game balanced and fun for everyone.
Description
The Cairnari are a humanoid canine people whose heritage is measured not by blood purity or rigid caste, but by inherited lineages that shape temperament, body, and talent. One Cairnari might be broad-shouldered and snow-maned, bred by generations of ice-road caravans; another might be lean and long-limbed, descended from fleet outriders of the open plains; a third might have the patient eyes and steady bearing of an old guardian line raised to keep the night watch over villages, shrines, and mountain passes.
Whatever their lineage, Cairnari are recognizable as one people. They are upright, sapient, tool-using humanoids with canine heads and features: expressive ears, furred bodies, mobile tails, strong muzzles, digitigrade or near-digitigrade posture depending on lineage, and a physical vocabulary as rich as spoken language. Their ears cant toward a speaker when listening. Their tails betray tension, delight, suspicion, or embarrassment. Their stance shifts from relaxed ease to sudden readiness with almost no visible effort. Even their silence has texture. A Cairnari can communicate reassurance with a low rumble in the chest, concern with a sharp breath, warning with a stillness more eloquent than a shout.
They are often described by other peoples as loyal, but that word is too small. Cairnari culture is built on reciprocity, memory, and presence. They remember kindnesses. They notice absences. They mark who showed up when weather turned bad, who carried the wounded, who kept watch when others slept, who ate last so the young could eat first. In many lands they are prized as scouts, wardens, couriers, trail-guides, marshals, drovers, hunters, rescuers, and diplomats precisely because they combine strong instinct with strong social intelligence.
Cairnari lineages are not separate species, nor isolated subraces pretending to be one people. They live together, intermarry, share settlements, and build households that often contain several lineages under one roof. A mountain-blooded grandmother, a river-line father, and a longstride daughter are all plainly Cairnari. Their lineages are understood as inherited patterns: ancient working traditions carried in body and temperament alike.
Appearance
Cairnari are humanoid, but unmistakably canine. Their faces have muzzles rather than human noses, their ears are mobile and highly expressive, and their tails contribute to balance and communication alike. Their coats range from dense double-fur to sleek hunting hides, from rough terrier scruff to dignified guardian mantles. Some are compact and wiry. Others are rangy, massive, or broad-chested. Their coloration varies widely: ash, sable, red-gold, cream, black, brindle, silver, spotted, piebald, or almost wolf-gray without truly resembling wolves.
They are built for endurance, awareness, and cooperation, not for ferality. They are not wolf-folk, fox-folk, jackal-folk, gnolls, or lycanthropes. Where wolves evoke the wild pack and the hunt, Cairnari evoke campfire roads, watchposts, homesteads, caravans, rescue lines, messenger relays, and communities that survive because their people remain alert to one another. They are domestic in the oldest fantasy sense of the word: not tame, but civilization-shaping.
Their movement tends to be efficient and economical. Even relaxed Cairnari often seem ready to move. They are rarely idle in a way that feels shapeless; even rest has attentiveness to it. Their voices often carry texture uncommon among other humanoids: soft growls of approval, clipped barks of warning, warm chest-laughter, and a remarkable ability to convey tone with very little change in volume.
Traits
- Creature Type. You are a Humanoid.
- Size. You are Medium or Small. You choose the size when you select this species.
- Speed. Your base walking speed is 30 feet.
- Age. Cairnari mature at about the same rate as Humans and usually live up to 80 years.
- Keen Ears and Nose. You have Advantage on Wisdom (Perception) checks you make that rely on hearing or smell.
- Packwise. When you take the Help action to aid another creature's ability check, that creature can be within 10 feet of you rather than within 5 feet of you, provided the creature can see or hear you.
- Steady Recovery. When you finish a Short Rest and spend one or more Hit Point Dice to regain Hit Points, you can reroll one of those dice. You must use the new roll.
- Lineage. You belong to one of the following lineages: Frostback, Reedwater, Hearthward, Stonejaw, Longstride, Brambletooth, Highwatch, or Trailnose. You gain the traits of that lineage.
- Languages. You can speak, read, and write Common and one additional language of your choice.
Lineages
Frostback
Frostback Cairnari descend from sled-pullers, ice-road couriers, winter nomads, and caravan haulers. They are thick-coated, broad-pawed, and hard-eyed in bad weather. Many are restless when kept too long indoors and happiest when moving with purpose through bitter air.
- Cold Resilience. You have Resistance to Cold damage.
- Hauler's Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
- Snow Strider. Nonmagical snow and ice don't cost you extra movement.
Reedwater
Reedwater Cairnari come from river settlements, marsh hunts, and shoreline communities where patience, memory, and a willingness to plunge into cold water matter as much as strength. They are often cheerful, observant, and famously good at finding what others lose.
- Strong Swimmer. You have a Swim Speed equal to your Speed.
- Finder's Instinct. You have Advantage on Wisdom (Perception) and Wisdom (Survival) checks you make to locate a creature or object if you have examined its trail, scent, or description for at least 1 minute.
Hearthward
Hearthward Cairnari are the shepherd-lines, village-runners, camp-circlers, and boundary-keepers. They tend to be socially alert, quick to notice changes in mood or movement, and deeply protective of those under their watch.
- Interposing Step. When a creature you can see ends its movement within 5 feet of an ally of yours, you can use your Reaction to move up to 10 feet, provided you end that movement within 5 feet of that ally or the moving creature. This movement doesn't provoke Opportunity Attacks. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
- Watchful Heart. You have proficiency in the Insight or Animal Handling skill. You choose the skill when you select this lineage.
Stonejaw
Stonejaw Cairnari descend from guardian lines, fortress wardens, bodyguards, and battle-kennel stock refined for courage and stability. They are broad-headed, deep-chested, and difficult to move once they plant their feet.
- Brace. You have Advantage on ability checks and saving throws you make to avoid being pushed, pulled, knocked prone, or grappled.
- Hold the Line. When a creature you can see moves to a space within 5 feet of you, you can use a reaction to reduce that creature's Speed by 10 feet until the end of the turn. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
Longstride
Longstride Cairnari are descended from coursers, messengers, open-country hunters, and horizon-watchers. They are lean, long-limbed, and often seem built from tension and grace. Many prefer open ground, high visibility, and a clear route ahead.
- Swift Frame. Your Speed increases to 35 feet.
- Pursuit Burst. When you take the Dash action, Opportunity Attacks against you are made with Disadvantage until the start of your next turn.
Brambletooth
Brambletooth Cairnari come from earthworks, farmsteads, cellar-guards, vermin-hunters, and ruin-clearing crews. They are compact, tenacious, scrappy, and much harder to discourage than their size might suggest.
- Hard to Pin. You have Advantage on ability checks and saving throws you make to avoid or end the Grappled condition.
- Stubborn Heart. You have Advantage on saving throws you make to avoid or end the Frightened condition.
- Earthscrabble. Loose earth and nonmagical rubble don't cost you extra movement.
Highwatch
Highwatch Cairnari trace their heritage to mountain monasteries, avalanche roads, rescue camps, and cliffside keeps. They are calm under pressure, sure on treacherous ground, and known for going back into danger after others have already fled it.
- Sure-Footed on the Heights. You have Advantage on ability checks you make to keep your footing on ice, steep slopes, narrow ledges, or loose stone. In addition, nonmagical rocky difficult terrain doesn't cost you extra movement.
- Rescue Bearer. You count as one size larger when determining your carrying capacity. When you carry, drag, or lift a willing creature your size or smaller, your Speed is reduced by 10 feet instead of being halved.
Trailnose
Trailnose Cairnari are famed trackers, manhunters, wardens, bounty-runners, and seekers of the lost. They are patient, methodical, and often uncannily hard to deceive once they have a trail.
- Tracker's Training. You have proficiency in the Survival skill. If you already have proficiency in that skill, you instead gain proficiency in another skill of your choice from the following list: Animal Handling, Insight, or Perception.
- Unerring Trail. Your Proficiency Bonus is doubled for any Wisdom (Survival) check you make to track creatures.
- Read the Sign. If you spend 1 minute examining tracks, spoor, or a scent trail, you learn whether the trail was left by one creature or many, the approximate size category of the creature or creatures, and whether the trail is fresh within the last day.