Homebrew Wolfkind Species Details

Coming from Valhalla, wolfkind is a race that swore to defend their clan at all costs.

After years hiding from other races, recent events have forced them to come out of their city hideouts.

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

See original source at dandwikicom/wiki/Wolfkind_(5e_Race)

Wolfkind Traits

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

Hunter

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

Natural Weapon.

Natural Weapon. You have a bite attack which deals 1d6 piercing damage. It is treated as a primary natural weapon that you are proficient in, and it has the finesse property.

Ability Score Increase. Your Constitution score increases by 1.

Ability Score Increase. Your Constitution score increases by 1.

Darkvision.

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.

Languages.

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

Size

On average Wolfkind stand over six feet tall and are of medium size.

Frost Wolfkind

Frost Wolfkind's fur is usually has a light gray or silvery tone to it.

Ability Score Increase. Your Wisdom score increases by 1.

Ability Score Increase. Your Wisdom score increases by 1.

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

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 feet sphere centered on 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.

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