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

Name Date Modified Views Adds Version Actions
11/13/2022 6:12:41 PM
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