Homebrew Wolvyr Species Details
Evolved from pure-blood wolves of Hestia's forests, Wolvyr are a tall and usually well-built humanoid canine race. Their heads and faces closely resemble that of their less evolved brethren and have digitigrade legs but humanoid arms and hands.
Commonly keeping wolves as pets, the Wolvyr have close relationships with their ancestors and revere them as honorable creatures. They worship Hestia devoutly for her blessing of the Bloodhunt- A ritualistic hunt known to be the proving grounds of young Wolvyr attempting to become true Hunters. These hunts determine whether or not a Wolvyr is truly worthy of the title of Bloodkin and the benefits in their society as an equal.
Common Wolvyr Features:
Age: Wolvyr reach maturity at 10 years of age and live to be as old as 60-70 years.
Appearance: Commonly a Wolvyr is between 5'10" and 7"0' tall and between 180-300 lbs. Commonly because of Wolvyr lifestyle in their Ysmeric Villages compared to the common human civilizations, Wolvyr tend to be generally well-built and durable.
Speed: you have a walking speed of 35ft and up to 70 feet when on all fours. Also, using your claws you have a climbing speed of 20 feet.
Darkvision: Wolvyr have darkvision up to 120ft
Languages: You can speak, read, and write Common and Sylvan
Wolvyr Traits
As a Wolvyr you have these following Racial Traits:Darkvision
You can see in complete, non-magical darkness out to 120ft and in dim-light to 240ft in shades of grey.
Keen Senses
Wolvyr have excellent canine senses of Smell and Hearing. You have proficiency in Wisdom (Perception) rolls when it pertains to smell or hearing.
Wolfkin
You have advantage on Wisdom (animal handling) checks when attempting to Calm, Command, or Tame a Canine Creature.
Gnashing Teeth
Instead of using your weapons you can use your action to make a Bite Attack. You add your strength to the attack modifier. The Bite scales with your level, 2d4 at level 1, 2d6 at level 4, 3d6 at level 8, 3d8 at level 12, and 3d10 at level 14.
Primal Movement
You may have hands rather than paws, but it doesn't take from your ability to tap into your ancestral ability to run on all fours. As a bonus action you can sheathe or put away anything in your hands and drop to your hands and haunches. Your base speed becomes 70 until you take another bonus action to stand up and unsheathe. Whilst on all fours you can still use your bite attack.
Timber Wolvyr
Timber Wolvyr come from the tundras and wooded forests of Mannaheim and Alftheim. Their ancestry runs back to the original Bloodhunters of the Mythic Era, hunters of an entirely different caliber. Typically smaller physically, these Wolvyr are master hunters and masters of ranged weaponry. These marksmans are a force to be reckoned with, especially in their favorite terrain.
Additional Features
Ability Score Increases: Rather than being as strong and hardy as most Wolvyr, timber wolves are quick witted and agile. You have a +2 to your Dexterity score and +1 to your Wisdom score
Geurilla Warfare: You have advantage on Stealth checks when outdoors.
Trained by Nature: You are proficient with Short bows and Long bows
Ancestor Spirits: As you howl to the skies, your ancestors listen. The Spirit of Trueborn wolves emerges from the ethereal plane as you summon a spectral wolf to fight for you for up to one minute. This creature uses the Wolf Stat block except it is considered to be an Undead Creature. This creature follows you in Initiative order. If the wolf dies prior to the end of the ability, you absorb its lifeforce and have advantage on Wisdom saving throws until the end of the effect.
Guerilla Warfare
You are able to use the world around you to blend in, you have advantage on stealth checks when outside or in the woods.
Trained by Nature
You are a master of the hunt, you have proficiency with Shortbows and Longbows
Ancestor Spirits
As you howl to the skies, your ancestors listen. The Spirit of Trueborn wolves emerges from the ethereal plane as you summon a spectral wolf to fight for you for up to one minute. This creature uses the Wolf Stat block except it is considered to be an Undead Creature. This creature follows you in Initiative order. If the wolf dies prior to the end of the ability, you absorb its lifeforce and have advantage on Wisdom saving throws until the end of the effect.
Ysmer Wolvyr
Ysmer Wolvyr live in the Ice wastes north of Mannaheim and in the far south below Alftheim and Tolfheimr. Ysmer in the mythic tongue means "Origin of Snow". Ysmeric became an adequate term to refer to most Humanoids that came from the ice wastes and now populate most of Mannaheim.
Thick Fur
You have Thicker fur than your southern kin. You have resistance to all sources of Cold damage, and advantage on CON saves against spells and attacks that would deal cold damage.
Ability score Increase
As a hardy Wolvyr from the Subzero temperatures of the Northern Ice Wastes, You have evolved to be stronger and more resilient then your southern kin. You have a Bonus of +2 to your Strength score, signifying your physical prowess. Alongside this you have a +1 bonus to your Constitution score from your ancestors time in the Wintery regions of Iskoldeyja.
Brilliance of the Northern Lights
The incredible sight of the northern lights inspires you in battle. As a bonus action you can Howl to the skies, calling on the primal nature of the northern lights. You emit a glowing radiance, as colorful as the lights you hail from. dim-light in 5 feet becomes normal light, darkness out to 10 feet becomes dim light. On your next successful attack you may choose to deal an 1d6 radiant damage to your target, expelling the light from your form to your weapon. At higher levels this damage increases. You deal 2d6 at level 5, 3d6 at level 10, and a max of 4d6 at level 15.
Ysmer Primitive
You are larger and stronger than most of the southern forms of Wolvyr. You have advantage on Strength (athletics) checks
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