Homebrew Wolfkind Species Details

 

Wolfkind

 

Bar-zen Nightwalker moved silently towards the bandit encampment, his black fur blending with the night. He unsheathed his dagger, and silently killed the two thugs on watch. Moving swiftly, he hugged the shadows and reached the tent of the tribe chieftain. His head would pay handsomely.

-Shane Kelly, Soldiers of Fortune

 

Wolfkind, as their name suggests, bear a striking resemblance to wolves.

BURLY YET GRACEFUL

One of the most prominent features of a wolfkind’s personality is their innate love to hunt. This is reflected in their physique, with most males standing around 6 and 7 feet and covered in rippling muscle, usually weighing in at about 150 to 200 pounds. Females usually stand between 5½ and 6 feet and weigh in at about 125 to 170 pounds.

Wolfkind fur comes in the same shades as actual wolves, namely black, white and grey. Some dye their fur with ornate patterns, similar to the way humans tattoo themselves. While this practise is more common amongst males, some females do decide to join in with this tradition.

Wolfkind eyes come in a variety of shades, ranging from icy blue to warm hazel/gold, and rarely blood red.

Despite their bulky frames, wolfkind move with a fluid, animal grace, and are able to spring quickly into motion.

LOYAL AND BRAVE

Second only to a wolfkind’s loyalty is their bravery, an aspect that makes them valued mercenaries in armies the world over. Tales exist of wolfkind charging into battle against overwhelming odds without a second thought to cover a retreat or buying time for fellow adventurers fleeing from a dragon.

IMPOSING OUTSIDERS

While wolfkind are valued members of the military and found in barracks around the globe, their appearance is often too frightening for members of other races to comfortably deal with. This negative perception has pushed many packs to become bandits, pirates, thieves, gangsters and the like. However, the few packs that have left the dens and lead an honest life make valuable contributions as world-class smiths, merchants, trainers and entertainers.

 

FOR GOLD AND GLORY

Wolfkind decide to become mercenaries and adventurers for a variety of reasons, but the most common is that they want to become engraved on the pack mural, so that their tales of heroism will be told for generations to come. Another large motivator is often the pursuit of gold or better yet, platinum. Regardless of the reason, wolfkind will pursue adventures with great zeal and earnest.

Wolfkind Names

Wolfkind have family names and earn their given name from an elder in their clan once their personality becomes more apparent. Clan/Family names are often inspired by celestial bodies, and given names can range from anywhere from flowers to even names inspired after members of other humanoid races that stood out to them.

Wolfkind Special Quirks

D6 Attitude
1 You miss your family and complain endlessly about the hot weather, even in winter.
2 You find trouble trusting others.
3 You like to chase objects that move.
4 Your tail always betrays your inner thoughts.
5 You pant loudly when you are happy.

6

You are quick to anger.

 

VARIANTS  Based on where your character's origins are closest to, select one of the three variants listed below : frost, forest, or mountain.                                                                                       

Wolfkind Traits

Your Wolfkind character has the following racial traits.

Ability Score Increase

Your Constitution score increases by 1, and your Strength score increases by 1.

Age

Wolfkind mature to adulthood in their late 20s to early 30s, but can live to be up to 200 years.

Alignment

With a strong bond to protect their fellow kin, Wolfkind tend to lean towards good. Evil Wolfkind are rarely heard of.

Size

Wolfkind are typically over 6 feet tall, with some standing over 7 feet. Your size is Medium.

Here’s how to determine your height and weight randomly, starting with rolling a size modifier:

Size modifier = 2d10

Height = 5 feet + 6 inches + your size modifier in inches

Weight in pounds = 180 + (2d6 × your size modifier)

Speed

Your base walking speed is 35 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.

Bite

Natural Weapon. 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.

Hunter

You have proficiency in one of the following skills of your choice: Athletics, Intimidation, Perception, or Survival.

Languages

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

Wolfkind (Forest Wolf)

Forest Wolf

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

Ability Score Increase. Your Dexterity score increases by 1.
Master of the Forest. You have advantage on Wisdom (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 d6 and reduce the damage taken by the amount rolled. This die increases as you gain levels to a d8 at 6th level, a d10 at 11th level, and a d12 at 16th level. 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.

Ability Score Increase. Your Dexterity score increases by 1.

Ability Score Increase. Your Dexterity score increases by 1.

Master of the Forest

Master of the Forest. You have advantage on Wisdom (Survival) checks made in woodland or jungle terrain.

Instinctual Dodge

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 d6 and reduce the damage taken by the amount rolled. This die increases as you gain levels to a d8 at 6th level, a d10 at 11th level, and a d12 at 16th level. 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.

Wolfkind (Frost Wolf)

Frost Wolf

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

Ability Score Increase. Your Wisdom score increases by 1.
Snowy Fur. You have advantage on Dexterity (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 1d8 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 1d8 when you reach 6th level(2d8), 11th level(3d8), and 16th level(4d8). Once you use your freezing howl, you must complete a short or long rest before you can do so again.

Ability Score Increase. Your Wisdom score increases by 1.

Ability Score Increase. Your Wisdom score increases by 1.

Snowy Fur

Snowy Fur. You have advantage on Dexterity (Stealth) checks made in snow or icy terrain.

Freezing Howl

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 1d8 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 1d8 when you reach 6th level(2d8), 11th level(3d8), and 16th level(4d8). Once you use your freezing howl, you must complete a short or long rest before you can do so again.

Wolfkind (Mountain Wolf)

Mountain Wolf

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

Ability Score Increase. Your Strength score increases by 1.
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 1d6 thunder damage, and it is knocked back 10 feet from you. The thunder damage increases to 2d6 at 6th level, 3d6 at 11th level, and 4d6 at 16th level. Once you use your booming howl, you must complete a short or long rest before you can do so again.

Ability Score Increase. Your Strength score increases by 1.

Ability Score Increase. Your Strength score increases by 1.

Powerful Build

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 once per long rest, 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 Strength modifier (STR DC {{savedc:con}}) for 1d6 Thunder Damage [6th] 2d6, [11th] 3d6, [16th] 4d6. On a failed save, a creature takes 1d6 thunder damage, and it is knocked back 10 feet from you. The thunder damage increases to 2d6 at 6th level, 3d6 at 11th level, and 4d6 at 16th level. Once you use your booming howl, you must complete a long rest before you can do so again.

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