Homebrew Worg Species Details

WORGS IN SOCIETY

The worgs found in civilization be it in orcish tribes or elven kingdoms find life as comfortable as a sentient beast would. For the most part worgs are seen as equals and can do whatever job they are physically able to perform. Most worg will find a companion that they trust to aid them where needed. While the people they live with see them as equals, the worgs have distain for those that still live in the wild, and those that live amongst the orcish tribes hate those that live with humans and elves. Most worgs find work in the military, perform jobs as couriers, work as paid beasts of burden, and some even find jobs as scholars and teachers. Worgs that have learned magic tend to find work in more varied fields by letting their magic do most of the chores that they would otherwise have difficulty with.

 

Worg Names

A  worg   has   a  given,   a  heraldry  name,   and possibly a nickname. Heraldry names  are treated like a surname and are passed  down through the generations.   Worgs   hold   great   pride   in  their  heraldry and look down  on other  worgs of lower birthrights.

MalNamesAndross, Antoc, Coriddian, Cern, Eldious, Emrich, Faldon, Ferden, Lakus, Lourmell, Merric, Persis, Roland, Soggart, Wheldon

FemalNamesAudrey, Ambrose, Corla, Coslynn, Erin, Elda, Korin, Lydia, Nozria, Ophellia, Racquel, Tommora, Whaltly 

HeraldrNamesOldbourne, Rustmane, Stormshadow, Sunwashed, Twilightmaw, Stormsha, Wildfang

 

 

Worg Traits

Your worg character has a number of traits in common with all other worg.

Ability Score Improvements

Your Strength and Dexterity scores increases by +1 and you may choose to increase your Intelligence or Wisdom score by +1. 

Darkvision

You have Darkvision of 60 feet allowing you to see in non-magical darkness but in only shades of grey. 

Keen Hearing and Smell

Worgs have a sensitive nose and their ears give them a superior advantage when it comes to hearing. You gain advantage on perception tests that rely on sound or smell. 

Natural Weapons

You can perform a bite melee weapon attack. It has a range of 5 feet and you can target one creature. You use your Strength when attempting to hit with this weapon and deals 1d6 piercing damage. You always count as proficient with this weapon. You may also perform a claw melee weapon attack. It has a range of 5 feet and can target one creature. You use your Dexterity when attempting to hit with this weapon and deals 1d4 slashing damage. You always counts as proficient with this weapon. Your claw attack can be made as a two-weapon fighting action. When using two-weapon fighting with your claws, you may add your proficiency to both attacks. 

At 5th level your Bite and Claw attacks are counted as magical for the purposes of getting past resistances. 

Your bite attack increases to 2d6 at 6th level, 3d6 at 12th level, and 4d6 at 18th level.

Your claw attack improves to 1d6 at 6th level, 1d8 at 13th level, and 1d10 at 18th level. 

 

Barding

As a quadruped, you don't share the same anatomy of that of a humanoid. As such, you instead must have custom armor known as barding. It costs 15gp to modify light armors, 30gp to modify medium armors, and 45gp to modify heavy armors. Any armor that you gain as starting gear is considered already modified. (The DM may choose to increase the base values of the armors by their modified amount.) 

Weapon Restrictions

Due to your animal based body, you are unable to wield melee and ranged weapons. Furthermore, whenever attempting an action that would require fine motor skills with your paws, you do so with Disadvantage. 

Languages

You're able to read and speak Common, Goblin, and Orc. You are capable of writing such languages if aided with spells like mage-hand. 

Alignment

Most worg lean towards neutral alignments. Those worg that spent most of their lives living in a pact lived in a tooth and nail world and lean toward neutral evil. Worg that go about their lives following laws of the orcish tribes or by laws of the human and elven kingdoms lean towards true neutral alignments. While uncommon there are worg that have neutral good or chaotic good alignments.

Size

Worgs are large quadrupeds and as such live their lives on all fours. Worgs count as large for their overall size and for carrying weight, however they only take up as much space as a medium sized creature. Your size is Large.

Speed

Worgs are quadrupeds allowing them to move extremely fast and with their large frames they maintain a wide gait. Your base speed is 50 feet.  

Natural Weapon - Bite

You use your powerful jaws and sharp teeth to perform a melee weapon attack.

Natural Weapon - Claws

You can use your sharp claws to make a melee attack against a target. If you use the two-weapon fighting technique you may add your proficiency bonus to the off-hand attack. 

Age

Worgs reach adulthood at the age of 3 and live on average to 40 years old. 

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