Homebrew Wendigo Species Details
"Your hunger doesn't fuel you no more. You are one with the mortals once again."
-A forgotten sage and healer
The wendigos of Faraminis has eaten so much mortal flesh and gained the knowledge of their preys that during these days there are wendigos that has gained their humanity back. Now freed from their monstrous hunger and violent tendencies, they often attempt to reintegrate themselves back into civilized society, and work very hard to prove they are no longer the monsters they once were.
Physical Description
A wendigo's appearance reflects the bitter winters of the remote north and its presence is often signaled by sudden cold and wind. Though the appearance varies. greatly per wendigo, depending on its personality, region, and age, they are al terrifying sight 0 behold. Standing between 7 and 9 feet tall they easily tower over all creatures they encounter. They are gaunt o the point of emaciation, with desiccated skin pulled tightly over protruding bones. Their complexion is that of ashes with supperations littering their flesh. Long limbs. end in sharp, crooked claws. Yellow eyes are pushed back deep into their sockets and what lips it once had are tattered and blood. A strange and eerie odor of decomposition seems emit from each and every part of them.
No wendigo looks the same and yours too is unique: creature, shaped by the wilds it lives in, the hardships it has faced and the creatures it has encountered and consumed. A wendigo that live in an extremely cold climate may have patches of matted, ff white fur covering its body while another could be covered in mud and moss, with mushrooms growing in the crevices between their ribs. Branches could grow out of their skull and down their spine like manes. Some wendigo possess facial features that no longer resemble those of a humanoid but instead of a creature of the forest; it is rumored that wendigo with heads like deer stalk the. forests - their massive Horns giving them an impressive silhouette.
History
Be creative what area does your wendigo originate: from? Do they live in the tall cold pine forests or are they from a towering primordial forest, where starvation in winter i concept that has long since been forgotten?
The wendigos of Faraminis has eaten so much mortal flesh and gained the knowledge of their preys that during these days there are wendigos that has gained their humanity back. These wendigos has been able to resist their endless hunger for mortal flesh and are eating regular food once again. Sadly they never got their mortal shape back and have the appearance of a grotesque monster. Many sentient wendigos are looked down upon as just bloodthirsty beasts and are then in turn treated as tieflings are, like monsters that don't deserve to live. But even tho they are going through these hardships they stay rue to what they believe in, a life where they can live as a mortal once again. But the curse set upon them will always be there as they can not die from age.
Credits - This material is from a user named "Ok-Interview-9447" on reddit, go check them out and their latest homebrew if you enjoy this material. I did not create any of this material, upon the request of a friend who wanted to add this in his Dndbeyond collections to use in a game he is running, I have converted this material over to Dndbeyond Homebrew from author's original work as accurately as possible with only a few minor edits for compatibility, balance, and ease of use alongside the excellent character sheets provided by Dndbeyond.
Art Credits - The amazing artwork use both in the original homebrew and here is made by the talented artist "JunNguyenAnh" over at Deviantart.com. If you like this artwork, I encourage you to go check out his many other amazing pieces.
Wendigo Traits
As a wendigo, you have certain traits in common with your people. Having a higher number of strong racial traits at 1st level is exceptionally effective in certain circumstances and exceedingly dangerous in others. As a result, playing an wendigo requires special consideration by your DM.Ability Score Increase
Your Strength score increases with 2 and your Constitution score increases with 1.
Age
Age is not a physical concept for the wendigo but rather a mental one - the older they get, the larger and hungrier they become. You cannot die of old age.
Alignment
A sentient Wendigo generally lean towards a neutral alignment a they rather stay in a perspective where they don't have to act out of their comfort zone.
Size
Wendigos stand between 7 and 9 feet tall. Despite this size, they weigh as much as the average human at 140 to160 pounds. Your size is Medium.
Speed
A Sentient Wendigo is quick on their feet but not as Quick as their feral counter part. Your base walking speed is 35 and you have a climbing speed of 35.
Creature Type
Due to your found mortality and the beating heart in your chest you have been able to live in society once again. Your creature type counts as both Monstrosity and Humanoid.
Darkvision
You can see in dim light within 60 feet of you as if it were bright light, and in darkness a it were dim light. You can't discern color in darkness, only shades of gray.
Mimicry
You have the ability to mimic a voice or a sound you have heard. As long as you have been listening to the person speaking or to the sound for at least 10 minutes then you can mime the voice or sound perfectly.
Claws Made for Killing
You have claws on your hands that are as sharp as swords. When you make an unarmed attack you deal slashing damage equal to 1d6 + your strength modifier instead of bludgeoning damage if you choose to attack with your claws. If you make regular unarmed strike, you deal bludgeoning damage equal to 1d4 + your strength modifier.
Wendigo Traces
The thrill of the hunt and the smell of their fear is something that drives you. With an action you can try and drive fear into a foe that can see or hear you, or you can leave a trace of yourself (a tuft of bizarre matted hair, foul smelling ichor, bits of flesh in various states of decay, disturbing gashes etched by your claws or teeth, etc) to trigger the same effect on any creature that is aware of it and within 30 feet. The target must succeed on a wisdom saving throw. The DC is 8 + your proficiency bonus + your constitution modifier. If the target fails their save they will be frightened of you for 1 minute. They can repeat the save at the end of their turns. If they succeed on the save, breaking free of their fear, or the effect ends, then that creature can't be frightened by this ability for 24 hours. When you leave a trace of yourself, this ability remains active on it for as long as the trace remains; a physical piece of yourself used as a trace decays very slowly and lasts as long as it is not destroyed, and a physical mark left on a surface used as a trace lasts as long as the surface remains intact. Weathering and environmental factors could eventually breakdown your traces over time.
Keen Smell
You have advantage on Wisdom (Perception) checks that rely on smell.
Beast of the Wild
You are proficient in the Stealth skill.
Armor for a Monster
Armors for you are hard to come by. Most of the time you must have armors specially made for your body or get armors you find refitted. Due to this yo can not don a new armor until you get it refitted for your body.
Beastly Horror
You have a tendency to eat more then you expected due to your hunger being bigger then normal people. When eating rations for the day you must consume 2 rations instead of 1.
Nocturnal Hunter
You are used to roaming around during the night. Thanks to this you only need 4 hours of sleep during nights to gain the benefits of a long rest.
Languages
You can speak read, and write Common and Abyssal.
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