Homebrew Wolverinoids Species Details

Wolverinoids are a medium sized bipedal race evolved from the wolverine animals. They are approximately 4 feet tall, walk on two feet and have a thick brown, silver and yellow fur. Like their animal counterparts, wolverinoids are known for their strength, tenacity and fierceness. They are cunning and fearless. They are very muscular and can take on enemies twice their size utilizing their semi-retractile long sharp claws. Wolverinoids are extremely fast. When running or chasing their enemies the wolverinoids can reach speeds of up to 40 miles per hour before pouncing on their enemies. They are also excellent swimmers and climbers. They have an extreme ability to sustain high levels of exertion for long periods of time without needing to rest. 

 

Wolverinoids are pretty solitary, however they will travel in small groups and surround themselves with a select few close friends. Mates tend not to be long term. Wolverines are known for having multiple mates and children with all of them. Although wolverinoids are solitary and adventurous, traveling frequently, male wolverinoids are excellent fathers and will always return to visit their offspring. 

 

A bitter sweet trait of Wolverinoids is their scent glands that produce a pungent stinky substance. This is much like the scent glands of a skunk and has earned the wolverinoids the nickname, skunk bears. This can have a negative impact on the ability to keep friendly company, however this trait has its benefits. When a wolverinoid is attacked, they instantly release a disabling scent that can distract and disable their attackers.

Racial Traits

 

ABILITY SCORES: 

  • +2 Strength
  • +2 Dexterity
  • - 2 Charisma

 

 

TRAITS: 

  • Darkvision 60 feet
  • Feral Senses 
  • Feral Instinct 
  • Feral Mindless Rage
  • Feral Frenzied Speed
  • Feral Grapple
  • Feral Pungent Scent Glands

 

Wolverinoids Traits

Wolverinoids are strong, tenacious and fierce solitary creatures.

Ability Scores Increases

Wolverinoids are very strong and can easily take down an enemy twice their size. They are very fast, athletic and acrobatic. They are able to sustain high levels of exertion for long periods of time without needing to rest. 

+2 Strength
+2 Dexterity

Darkvision

Wolverinoids have the ability to see well in the dark. Their darkvision helps them see in darkness as if the darkness were dim light, so areas of darkness are only lightly obscured as far as that creature is concerned.

Feral Senses

Wolverinoids have feral keen senses and have a natural proficiency in the Perception skill.

Feral Instinct

Wolverinoids have an advantage on initiative rolls. Also, if a wolverinoid is surprised at the beginning of combat but not incapacitated, they can act normally on their first turn if they enter a rage before doing anything else.

Feral Mindless Rage

As a bonus action wolverinoids can enter a rage much like a barbarian for up to 1 minute (10 rounds).

Wolverinoids gain advantage on STR checks and saving throws (not attacks), +2 melee damage with STR weapons, resistance to bludgeoning, piercing, slashing damage. They can't cast or concentrate on spells while raging.

A wolverinoids rage ends early if they are knocked unconscious or if their turn ends and they haven’t attacked a hostile creature since their last turn or taken damage since then. They can also end their rage as a bonus action.

Feral Frenzied Speed

Wolverinoids have significant mobility. During short spurts, wolverinoids can double their speed for short spurts of time. During this time wolverinoids gain the ability to dash doubling their traveling speed, gain an extra attack, and gain Advantage on Dexterity saving throws. 

They are able to perform this as a bonus action lasting for two rounds, once per day at 1st level, twice times per day at5th level, three times per day at 7th level and 4 times per day at 9th level. 

 

Feral Grapple

With substantial semi-retractable claws, wolverinoids have a feral ability to grapple their enemies. When attempting to grapple their foe, they gain advantage on attack rolls and a +2 to their Athletics or Acrobatics check when attempting to grapple.

Ability Score Decreases

Wolverinoids have a difficult time retaining friendly company due to their pungent scent glands. 

-2 Charisma

Feral Pungent Scent Glands

When attacked or provoked, a puff of noxious gas emerges from a wolverinoid's scent glands. Any creature caught within range of the noxious pungent gas must succeed on a Constitution saving throw or take 1d12 poison damage. 

The damage increases to 2d12 at 5th level, 3d12 at 11th level and 4d12 at 17th level.

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