Thinking of doing a wolfman race, but I'd like to workshop a couple of trait ideas.
Darkvision: For obvious reasons.
Bite: Also obvious. Not including claws because that's more a cat thing.
Keen Senses: Has advantage on Perception checks that utilize smell and hearing.
Thick Fur: Has advantage on saves against extreme cold and disadvantage on saves vs extreme heat. Can shed or trim fur to remove trait. Fur grows back after X number of months. Also toying around with fur providing cold resistance and fire vulnerability.
Let me know what you guys think or if you have any suggestions.
Hollow unbreakable arrows are the most OP common magic item, and my current method of coming up with insane combat shenanigans.
if you make a steel pipe with one end closed and a nozzle on the other, you can enlarge it, fill with any liquid, and then drop concentration, creating a high pressure squirt gun. (or a pipe bomb, depending if it holds)
Bite: Also obvious. Not including claws because that's more a cat thing.
Keen Senses: Has advantage on Perception checks that utilize smell and hearing.
Thick Fur: Has advantage on saves against extreme cold and disadvantage on saves vs extreme heat. Can shed or trim fur to remove trait. Fur grows back after 1d4 months.
What about fur providing cold resistance and fire vulnerability? Or is that too much?
I've also been toying around with the idea of subraces themed after coyotes, jackals, and winter wolves (they would have the thick fur).
I'd look at the 1e and 2e wolfwere (basically the opposite of a werewolf) for ideas...understanding they're not what you're intending, but there's probably ideas there.
I'd also look at the gnoll player race in 'Exploring Eberron' by Keith Baker if you have access to it...its not 'official' 5e, but it's as official as unofficial gets. I'd say giant manheynas are probably pretty close to manwolves.
I'd just google 'D&D races wolf' for other ideas...a ton of people have already done this, no need to reinvent the wheel, just take it and put it on your own car.
but:
keen sense: I'd do 'or', not 'and'
thick fur: I wouldn't bother with the whole shaving thing...just end it after 'extreme cold'. I'd treat it exactly like cold weather clothing (see the Extreme Cold section in Rime of Frostmaiden). The extreme heat issues are 'meh'...you're talking about a specific environmental condition as its not like they're going to see an azer and say 'but first, let me shave'. Its just super situational to really be a problem and not worth the hassle (imo). There's already several fury player races that don't have heat problems - so you're really just giving them a free set of winter clothes.
Sounds about right, the shaving thing comes off more like one of those optional rules.
Alright, I think the four traits are more or less good. I do have one last bit though:
For languages, my wolf race speaks Common, one other language (in a snag between Dwarven or Orcish; something tribal or Nordic sounding), and a special language centered around howling. It's inspired by how real wolves use howls to communicate over long distances. It's mostly used for simple words and concepts, but it's complex enough that it takes effort to learn. I'm tentatively calling this language "Wolfsong".
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Thinking of doing a wolfman race, but I'd like to workshop a couple of trait ideas.
Darkvision: For obvious reasons.
Bite: Also obvious. Not including claws because that's more a cat thing.
Keen Senses: Has advantage on Perception checks that utilize smell and hearing.
Thick Fur: Has advantage on saves against extreme cold and disadvantage on saves vs extreme heat. Can shed or trim fur to remove trait. Fur grows back after X number of months. Also toying around with fur providing cold resistance and fire vulnerability.
Let me know what you guys think or if you have any suggestions.
Maybe a 35 move speed and a trait allowing them to dash double the amount of rounds as normal before exhaustion sets in.
Also I would recommend the bite being STR + proficiency bonus + d6 and gaining a d6 at 5th (2d6) 8th (3d6) 12th (4d6) 16th (5d6) and 20th (6d6).
Possibly more damage at higher levels than what I stated but this is my idea.
Edit: I think the fur could grow back after 1d4 months.
Hollow unbreakable arrows are the most OP common magic item, and my current method of coming up with insane combat shenanigans.
if you make a steel pipe with one end closed and a nozzle on the other, you can enlarge it, fill with any liquid, and then drop concentration, creating a high pressure squirt gun. (or a pipe bomb, depending if it holds)
Alright, let's see...
Darkvision: For obvious reasons.
Bite: Also obvious. Not including claws because that's more a cat thing.
Keen Senses: Has advantage on Perception checks that utilize smell and hearing.
Thick Fur: Has advantage on saves against extreme cold and disadvantage on saves vs extreme heat. Can shed or trim fur to remove trait. Fur grows back after 1d4 months.
What about fur providing cold resistance and fire vulnerability? Or is that too much?
I've also been toying around with the idea of subraces themed after coyotes, jackals, and winter wolves (they would have the thick fur).
Just imo...
but:
Guide to the Five Factions (PWYW)
Deck of Decks
Sounds about right, the shaving thing comes off more like one of those optional rules.
Alright, I think the four traits are more or less good. I do have one last bit though:
For languages, my wolf race speaks Common, one other language (in a snag between Dwarven or Orcish; something tribal or Nordic sounding), and a special language centered around howling. It's inspired by how real wolves use howls to communicate over long distances. It's mostly used for simple words and concepts, but it's complex enough that it takes effort to learn. I'm tentatively calling this language "Wolfsong".