Homebrew Wolfkind Species Details

Big, strong, fast and wise, wolfkind are wolf-like humanoids; with wolfen ancestors. Their feet and hands are similar to the paws of their wolf ancestors, but their hands have evolved to be able to hold items. They are covered in fur like their lesser kin. 

Wolfkind Traits

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

Ability Score Increase

Your Strength and Constitution score increases by 1

Alignment

With a strong bond to protect their fellow kin, wolfkind tend to lean towards good. Evil wolfkind are rarely heard of.

Size

An average wolfkind stands roughly 6'5" tall, but they are capable of reaching nearly 7 feet in height.

Speed

Your base walking speed is 35 feet.

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.

Wolfwalk

As a bonus action, you can transform into a wolf. Your wolf form has the same IntelligenceWisdom, and Charisma score as your true form and shares hit points with it. Your wolf form's StrengthDexterity, and Constitution are the same as the wolf statblock. You can revert to your normal form earlier by using a bonus action on your turn and you automatically revert if you fall unconscious, drop to 0 hit points, or die. You regain use of this trait when you finish a short or long rest.

Powerful Jaws

Your sharp teeth make a powerful weapon; as such, you can use your bite to make unarmed strikes. When you hit with it, the strikes deals 1d6 + your Strength modifier piercing damage, instead of the bludgeoning damage normal for an unarmed strike.

Keen Senses

You have proficiency in the Perception skill.

Languages

You can speak, read, and write Common and one other language of your choice. If your DM allows, you may speak and understand other canines.

Ultra Keen Senses

For a race known for its' sharp sense of smell and good hearing, you've found that in truth the average wolfkind is only beginning to tap into what their nose and ears can really do once honed.

You gain a blindsight range of 30 feet.

Additionally, you gain expertise in Perception, or whichever skill of InvestigationNature, or Stealth you selected when you chose this race.

Ties of the Pack

Considering that you're somewhere between 6 feet and 7 feet tall, you can bite hard enough to remove an arm or leg from most victims, and are a member of a race that's the subject of both fear and awe among many other groups... You really love all your friends! And you let them know it. (Note: It is recommended this feat is only permitted if you already play with the Flanking rules for gaining advantage, as it is otherwise too strong)

As part of a long rest, you can bond with up to four willing allies. You can have up to four bonded allies at a time.

When you make an attack roll against an opponent within 5 feet of a bonded ally, you gain advantage on the attack roll.

If a bonded ally within 30 feet takes damage from an enemy, you can use your reaction to move up to your walking speed towards that enemy and make a melee weapon attack. You can do this a number of times equal to your proficiency bonus, regaining all uses on a long rest.

Hunter's Evasion

Teamwork is essential to the success of any endeavor — this tenet is core to many Wolfkind's outlook on the world. Building upon this principle, you know that with the support of allies, you can stay nimble and keep each other much safer than if you stayed apart.

When you take the Dodge action, you can choose to also grant all friendly creatures within 10 feet of you the benefits of Dodge, as if they also took the action on their own turns. You can use this feature once, regaining use of it upon completing a short or long rest.

Additionally, whenever you are forced to make a Dexterity Saving Throw, you gain a +1 bonus to the roll for every party member within 10 feet of you (maximum of +5). After damage you would take is determined, reduce the damage you take by 2 points for every party member within 10 feet of yourself.

Forest Wolf

Tending to be more lean than the other subraces, Forest Wolves rely on their dexterous nature more often than not.

Ability Score Increase

Your Dexterity score increases by 1.

Master of the Forest

You have advantage on Wisdom (Survival) checks made in woodland or jungle terrain.

Instinctual Dodge

When you are hit by a weapon attack, as a reaction, you may attempt to dodge out of the way of the attack. Roll a d6 and reduce the damage taken by the amount rolled. This die increases as you gain levels to a d8 at 6th level, a d10 at 11th level, and a d12 at 16th level. You may use this trait a number of times equal to your proficiency bonus and you regain all uses of this trait after you finish a long rest.

Frost Wolf

Often originating in snowy plains, a Frost Wolf wolfkind's fur usually has a light gray or silvery tone to it. Many Frost Wolves are naturally light, an evolution form used to keep on top of most snow drifts. Despite this, Frost Wolves have powerful joints, ideal for plowing through particularly soft deep snow drifts.

Ability Score Increases

Your Intelligence score increases by 1.

Snowy Fur

You have advantage on Dexterity Stealth checks made in snow or icy terrain.

Freezing Howl

As an action, you can unleash a magic-laced howl to debilitate those nearby. Every creature within a 15-foot radius from you must make a Constitution saving throw. The DC for this saving throw equals 8 + your IntelligenceWisdom or Charisma modifier + your proficiency bonus. On a failed save, the target takes 2d8 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(3d8), 11th level(4d8), and 16th level(5d8). Once you use your freezing howl, you must complete a short or long rest before you can do so again.

Mountain Wolf

Strong, powerful, well built and have a very high tolerance, Mountain Wolves are often seen as the leaders. Mountain Wolves have evolved to have excellent balance due to precarious situations atop high mountains.

Ability Score Increase

Your Constitution score increases by 1.

Mountain Born

You have resistance to cold damage. You also naturally acclimate to high altitudes, even if you've never been to one. This includes elevations above 20,000 feet.

Booming Howl

When you take the Attack action on your turn, you can replace one of your attacks with an you unleash a magical howl to debilitate those nearby. The howl can be heard 300 feet away. Every creature within 5 feet of you must make a Strength saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. On a failed save, a creature takes 2d8 thunder damage, and it is knocked back 10 feet from you. The thunder damage increases to 3d8 at 6th level, 4d8 at 11th level, and 5d8 at 16th level. Once you use this ability, you must complete a short or long rest before you can do so again.

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