Homebrew Wolfman v.2 Species Details
A mysterious figure, a folklore that got gossip throughout every town living near the forests. It say whenever the full moon is out, the wolfman will howl in harmony with their pack...
Stand with two feets, body covered in furs. They hunt at dusk and return to the pack at dawn. Although sharing the same structure as human but they also share a lot of similarities with their canine neighbor.
They rarely go out to the world and only known through fairytale that parents told their children at night. But if any adventurers have the courage to venture deep in the woods they will encounter this mysterious being. Though beware: they are very protective when it's come to marking rules...
Source of origin is still unknown, but if you can prove them you mean no harm, they'll be happy to welcome you to the pack. Don't betray their trust, unless you have a death wish...
Wolfman v.2 Traits
Wolf's blood run through your veins, you and the canine species sharing similar traits.Languages
As a Wolfman, you can speak common languages where you live. You also can hear and understand Canine language.
Speed
Your base walking speed is 50 feet. When you're running on four, you can go twice as much.
Age
The Wolfman grow as a same rate as a Human. They live to be around 90.
Size
Wolfman are taller and heavier than humans, standing well over 6 feet tall and averaging almost 250 pounds. Your size is Medium.
Ability Score Increase
Your Dexterity score increases by 2, your Wisdom and Constitution increase by 1.
Keen Hearing and Smell
The Wolfman has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics
The Wolfman have advantage on an attack roll against a creature if at least one of the Wolfman's allies is within 5 feet of the creature and the ally isn't incapacitated.
Lethal Bite
You jump and grab your target. Your target must do a Strength saving throws. If failed, it will be grab and knock prone. After that you will bite your target, deal 2d6 piercing damage to it. The target then can do Strength saving throw to push you out. If failed, you can choose to throw it 10ft away or continue to pin it down. If you choose to continue to pin it, you and your target are considered as prone.
Only works on target has size equal or smaller than you.
Damage will change according to the level: 2d6 on level 1, 3d6 on level 5, 4d6 on level 15.
Claws
Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Previous Versions
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11/13/2022 6:12:41 PM
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1
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Coming Soon
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Posted Mar 9, 2024been really enjoying this race, im using it in a campaign atm but surely the race should have dark vision like a werewolf or hybrid does?
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Posted Jul 15, 2025I have been working on a homebrew of my own for this.
The speed is way too high.
Lethal Bite is insane. Make it work more like a lion which has a 20 ft distance it has to move in line to target then it can knock the enemy prone. The base damage is too high.
Way too many permanent advantages. Make them limited to number of times per day equal to proficiency modifier. REMOVE pack tactics.