In the mists of the First Age, a new god arose from Eoris, the Dawn Land. He had been a great archmage, unlike anything anyone had ever seen before. He is known as Lupus, the Omniscient Creator, and it was he who awakened the wolves of Eoris, imbuing them with a desire for knowledge and the will to leverage it, and he taught them how to harness their minds and instincts, birthing within them a psionic power. They were given the long lives of the elves, the energy of the humans, and the primeval cunning of a wolf. Then the first wolfling stood, his name, Gelenthar, echoing from the heavens. Lupus retreated into the Astral, watching his creations develop. Ever since they invented their language, they have meticulously kept track of all events in their history. Wolflings appear to be bipedal wolves, most often with gray or white fur covering their bodies. They are blessed with a cunning beyond that of the average human, but are easily able to fit most any role. However, they most often are found as wizards, artificers, blood hunters, and fighters, but most every class is common enough among their cosmopolitan cities. They judge others based on their knowledge and how they use it. A wolfling might despise a paladin who destroys an ancient library because of the fiendish texts within, but applaud a necromancer who figures out the process to lichdom without the guidance of Orcus or Vecna. They also listen to everything, trying to figure out any seed of truth.
Racial Traits:
Ability Score Increase: +2 Intelligence, +1 Any
Age: Wolflings mature at about 150 or so, and can live to a thousand years. They don't show signs of aging until their last decade of life.
Alignment: Wolflings are usually neutral, as they seek out knowledge and ways to use it for their own gain.
Size: Wolflings are about 6-7 feet tall and 150 lbs. Males are taller and heavier than females, but not by much.
Speed: Your base walking speed is 30 ft.
Darkvision 60 ft
Wolfling Psionics: You can cast mage hand at will with this trait, and the hand is invisible. At 3rd level, you can cast detect magic once, and regain the ability to do so when you finish a long rest. At 5th level, you can do the same with detect thoughts .
Wolfling Specialization: You are proficient with two martial weapons of your choice, two skills of your choice, or two artisan's tools of your choice. Alternatively, you can choose to be fluent in 2 additional languages of your choice.
Languages: You are fluent in Common and Wolflinga.
I had no idea what to do with names, but I have ideas for linguistics (ie, y is used like i is in the word "in", etc)
I feel somehow reminded of those weird wolf mutants from Kipo and the Age of Wonderbeasts...
I see nothing particularly wrong or overpowered with this race, although I suspect I'd have to know more about the setting to appreciate their place in it. Reading the idea like this seems a little bland, to be perfectly honest.
You could possibly add something about how other people treat them and what they associate them with.. If werewolfs exist in your setting, maybe people would mistrust Wolflings, much like they mistrust Tieflings for resembling devils?
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You get a wonderfull view from the point of no return.
In my setting, wolflings are the founders of a confederacy of seven cities, five of which each correspond to two arcane traditions (including EGW and leaving out war magic), one of which has colleges of every type of arcane magic (sort of like Oxford and Cambridge) and the seventh has a university for artificers as well as a Patent Authority. Each of the first five also has a university, and other people immediately associate them with these universities. Attending one is a dangerous process, as the cities of the Vulfen Confedracy are hidden in an ancient forest that was corrupted by a curse laid upon them by the elven king at the end of the war between the Confederacy and the elves of Aerolaes. Now the Deepwood (as it is known) is infested with demons and undead. The safest way to get to a city is by airship, but if you can't afford it, there are roads guarded by an ancient sect of rangers and druids known as the Eyewardens who ensure the safety of these routes. Inside the cities, however, it is not much safer. Instead of getting mugged, you might have your memories or your identity stolen because intrigues and plots are everywhere. The Nachtvulfen (secret police) preemptively assassinate people who they think are a threat to the city, and have a duty to keep violent crime off of the streets. The Confederacy is similar to Zilargo and Sarlona in Eberron, and (to an extent) Halruaa in the Forgotten Realms.
Other races have intriguing relationships with the wolflings. Most elves despise wolflings, with the drow (who don't worship Lolth) and the Shadar-Kai being a notable exception. Humans have varying opinions, but tend to be cautious with what they think about when they see a wolfling. Dwarves think of them as being to invested in knowledge, but respect the wolflings' skill in battle (they are the original bladesingers in my setting).
Wolflings:
In the mists of the First Age, a new god arose from Eoris, the Dawn Land. He had been a great archmage, unlike anything anyone had ever seen before. He is known as Lupus, the Omniscient Creator, and it was he who awakened the wolves of Eoris, imbuing them with a desire for knowledge and the will to leverage it, and he taught them how to harness their minds and instincts, birthing within them a psionic power. They were given the long lives of the elves, the energy of the humans, and the primeval cunning of a wolf. Then the first wolfling stood, his name, Gelenthar, echoing from the heavens. Lupus retreated into the Astral, watching his creations develop. Ever since they invented their language, they have meticulously kept track of all events in their history. Wolflings appear to be bipedal wolves, most often with gray or white fur covering their bodies. They are blessed with a cunning beyond that of the average human, but are easily able to fit most any role. However, they most often are found as wizards, artificers, blood hunters, and fighters, but most every class is common enough among their cosmopolitan cities. They judge others based on their knowledge and how they use it. A wolfling might despise a paladin who destroys an ancient library because of the fiendish texts within, but applaud a necromancer who figures out the process to lichdom without the guidance of Orcus or Vecna. They also listen to everything, trying to figure out any seed of truth.
Racial Traits:
Ability Score Increase: +2 Intelligence, +1 Any
Age: Wolflings mature at about 150 or so, and can live to a thousand years. They don't show signs of aging until their last decade of life.
Alignment: Wolflings are usually neutral, as they seek out knowledge and ways to use it for their own gain.
Size: Wolflings are about 6-7 feet tall and 150 lbs. Males are taller and heavier than females, but not by much.
Speed: Your base walking speed is 30 ft.
Darkvision 60 ft
Wolfling Psionics: You can cast mage hand at will with this trait, and the hand is invisible. At 3rd level, you can cast detect magic once, and regain the ability to do so when you finish a long rest. At 5th level, you can do the same with detect thoughts .
Wolfling Specialization: You are proficient with two martial weapons of your choice, two skills of your choice, or two artisan's tools of your choice. Alternatively, you can choose to be fluent in 2 additional languages of your choice.
Languages: You are fluent in Common and Wolflinga.
I had no idea what to do with names, but I have ideas for linguistics (ie, y is used like i is in the word "in", etc)
Please give me suggestions and feedback.
Thanks!
-Anders
I feel somehow reminded of those weird wolf mutants from Kipo and the Age of Wonderbeasts...
I see nothing particularly wrong or overpowered with this race, although I suspect I'd have to know more about the setting to appreciate their place in it. Reading the idea like this seems a little bland, to be perfectly honest.
You could possibly add something about how other people treat them and what they associate them with.. If werewolfs exist in your setting, maybe people would mistrust Wolflings, much like they mistrust Tieflings for resembling devils?
You get a wonderfull view from the point of no return.
-Terry Pratchett
In my setting, wolflings are the founders of a confederacy of seven cities, five of which each correspond to two arcane traditions (including EGW and leaving out war magic), one of which has colleges of every type of arcane magic (sort of like Oxford and Cambridge) and the seventh has a university for artificers as well as a Patent Authority. Each of the first five also has a university, and other people immediately associate them with these universities. Attending one is a dangerous process, as the cities of the Vulfen Confedracy are hidden in an ancient forest that was corrupted by a curse laid upon them by the elven king at the end of the war between the Confederacy and the elves of Aerolaes. Now the Deepwood (as it is known) is infested with demons and undead. The safest way to get to a city is by airship, but if you can't afford it, there are roads guarded by an ancient sect of rangers and druids known as the Eyewardens who ensure the safety of these routes. Inside the cities, however, it is not much safer. Instead of getting mugged, you might have your memories or your identity stolen because intrigues and plots are everywhere. The Nachtvulfen (secret police) preemptively assassinate people who they think are a threat to the city, and have a duty to keep violent crime off of the streets. The Confederacy is similar to Zilargo and Sarlona in Eberron, and (to an extent) Halruaa in the Forgotten Realms.
Other races have intriguing relationships with the wolflings. Most elves despise wolflings, with the drow (who don't worship Lolth) and the Shadar-Kai being a notable exception. Humans have varying opinions, but tend to be cautious with what they think about when they see a wolfling. Dwarves think of them as being to invested in knowledge, but respect the wolflings' skill in battle (they are the original bladesingers in my setting).
-Anders
Oh, wow, the scary secret police has something German in its name, sehr originell. ;)
Jokes aside, that sounds genuinely interesting and promises to be an interesting campaign.
You get a wonderfull view from the point of no return.
-Terry Pratchett
Thanks.
-Anders