Homebrew Wolfkind Species Details

History

The wolfkind are a race that swore to defend their pack at all costs. Few can remember how they came about but the pack elders say that it was during a time of great turmoil in the world that their kind were brought about. The elders tell stories of great battles, with both victories and defeats, and to these stories the younglings listen most eagerly.

Society

Even with their brutal appearances they are a people who cherish the lives of all good creatures and defend them as if they were their own. Their society functions much like the humans, however they only kill another of their kind in ritualistic situations or in self-defense or if their fellow wolfkind has succumbed to evil.

Names

A wolfkind's name is a rite of passage. A special ceremony is held to give a young wolf their name when they are old enough to finally help provide food and protection for the clan. As such, their names are neither male, nor female as to not show favor to either sex.

Names: Leslas, Ukrim, Ildrun, Daomri, Tusbo, Irvas, Naumdrik, Helgros, Urvas, Nagram

Wolfkind Traits

Long-lived anthroporphic wolves, wolfkind are powerful hunters and fleet of foot.

Natural Weapons

Your sharp teeth make your bite a powerful weapon for unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier.

Keen Sense

You have advantage on Perception checks regarding hearing or smell.

Languages

You can speak, read, and write Common and one other language of your choice.

Ability Score Increase

When determining your ability scores, increase ome ability by 2 and another by 1 or increase three different scores by 1

Size

An average wolfkind stands roughly 6'5" tall, but they are capable of reaching nearly 7 feet in height. Your size is Medium.

Speed

Your base walking speed is 30 feet.

Darkvision

You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Hunters

You gain proficiency in one of the following skills: InvestigationPerception, or Stealth.

Forest Wolf

Tending to be more lean than the other subraces, forest wolves rely on their dexterous nature more often than not.

 

Master of the Forest

You have advantage on Survival checks made in woodland or jungle terrain.

Instinctual Dodge

When you are hit by a weapon attack, as a reaction, you may attempt to dodge out of the way of the attack. Roll a d10 and reduce the damage taken by the amount rolled. You may use this trait a number of times equal to your proficiency  bonus and you regain all uses of this trait after you finish a long rest.

Master of The Forest

You have advantage on Survival checks made in woodland or jungle terrain.

Instinctual Dodge

When you are hit by a weapon attack, as a reaction, you may attempt to dodge out of the way of the attack. Roll a d10 and reduce the damage taken by the amount rolled. You may use this trait a number of times equal to your proficiency bonus you regain all uses of this trait after you finish a long rest.

Frost Wolf

A frost wolf wolfkind's fur usually has a light gray or silvery tone to it.

 

Snowy Fur

You have advantage on Stealth checks made in snow or icy terrain.

Freezing Howl

As an action, you can unleash a magic-laced howl to debilitate those nearby. Every creature within a 15-foot radius from you must make a Constitution saving throw. The DC for this saving throw equals 8 + your Wisdom modifier + your proficiency bonus. On a failed save, the target takes 1d6 cold damage and its speed is halved until the end of its next turn. On a successful save, the target takes half as much damage, and its speed is not affected. This effect increases in damage by 1d6 when you reach 6th level(2d6), 11th level(3d6), and 16th level(4d6). Once you use your freezing howl, you must complete a short or long rest before you can do so again.

Snowy Fur

You have advantage on Stealth checks made in snow or icy terrain.

Freezing Howl

As an action, you can unleash a magic-laced howl to debilitate those nearby. Every creature within a 15-foot radius from you must make a Constitution saving throw. The DC for this saving throw equals 8 + your Wisdom modifier + your proficiency bonus. On a failed save, the target takes 1d6 cold damage and its speed is halved until the end of its next turn. On a successful save, the target takes half as much damage, and its speed is not affected. This effect increases in damage by 1d6 when you reach 6th level(2d6), 11th level(3d6), and 16th level(4d6). Once you use your freezing howl, you must complete a short or long rest before you can do so again.

Mountain Wolf

Strong, powerful, and well built, mountain wolves are often seen as the leaders, or alphas of their pack.

Powerful Build

You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Booming Howl

As an action, you unleash a magical howl to debilitate those nearby. The howl can be heard 300 feet away. Every creature within 5 feet of you must make a Strength saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. On a failed save, a creature takes 1d8 thunder damage, and it is knocked back 10 feet from you. The thunder damage increases to 2d8 at 6th level, 3d8 at 11th level, and 4d8 at 16th level. Once you use your booming howl, you must complete a short or long rest before you can do so again.

Powerful Build

You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Booming Howl

Booming Howl

As an action, you unleash a magical howl to debilitate those nearby. The howl can be heard 300 feet away. Every creature within 5 feet of you must make a Strength saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. On a failed save, a creature takes 1d8 thunder damage, and it is knocked back 10 feet from you. The thunder damage increases to 2d8 at 6th level, 3d8 at 11th level, and 4d8 at 16th level. Once you use your booming howl, you must complete a short or long rest before you can do so again.

 

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