Homebrew WolfKind (Mountain Wolfwalk) Species Details
Big, strong, fast and wise, wolfkind are wolf-like humanoids; with wolfen ancestors. Their hands and feet are similar to those of 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.
History
The wolfkind are a race that swore to defend their pack at all costs. Few can remember how they came about but the pack elders say that it was during a time of great turmoil in the world that their kind were brought about. The elders tell stories of great battles, with both victories and defeats, and to these stories the younglings listen most eagerly. The more popular of these stories is that the wolfkind descended from the first of wolf-like therianthropes, though not necessarily lycanthropes. It is a bit murky, as they are not related to the true lycans that are associated with the goddess Selune, but likely perhaps a terrestrial spirit or deity.
Society
Despite their brutal appearances; they are a people who cherish, and defend the lives of all good creatures as if they were their own. Their society functions similar to a typical society built by humans, however, they only kill another of their kind in ritualistic situations or in self-defense, if their fellow wolfkind has succumbed to evil, or disease.
Names
A wolfkind’s name is a rite of passage. A special ceremony is held to give a young wolf their name when they are old enough to finally help provide food and protection for the clan. As such, their names are typically unisex.
Names: Leslas, Ukrim, Ildrun, Daomri, Tusbo, Irvas, Naumdrik, Helgros, Urvas, Nagram
Traits
Long-lived anthropomorphic wolves, wolfkind are powerful hunters and fleet of foot.
Ability Scores Increase. You may add +2 to one score and +1 to another or +1 to three.
Age. Wolfkind mature to adulthood in their 16, but can live to be up to 800 years.
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 8 feet in height. Your size is Medium.
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.
Hunter. You gain proficiency in one of the following skills: Investigation, Nature, Stealth.
Wolfwalk. As a bonus action, you can transform into a wolf. Your wolf form has the same Intelligence, Wisdom, and Charisma score as your true form and shares hit points with it. Your wolf form’s Strength, Dexterity, 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. Every 4 levels increases usage by 1(max 5)
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.
Subrace. Based on where your character’s origins are closest to, select one of the three subraces below from frost, forest, or mountain.
Mountain Wolf
Ability Score Increase. You may select one score to increase by +1 and one by +2.
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. You may use this ability a number of times equal to you proficiency bonus, resetting on a short or long rest.
Pack Tactics. The wolf has Advantage on an attack roll against a creature if at least one of the wolf’s allies is within 5 feet of the creature and the ally doesn’t have the Incapacitated condition.
WolfKind (Mountain Wolfwalk) Traits
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.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.
Pack Tactics
The wolf has Advantage on an attack roll against a creature if at least one of the wolf’s allies is within 5 feet of the creature and the ally doesn’t have the Incapacitated condition.
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
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. You may use this ability a number of times equal to you proficiency bonus, resetting on a short or long rest.
Wolfwalk
As a bonus action, you can transform into a wolf. Your wolf form has the same Intelligence, Wisdom, and Charisma score as your true form and shares hit points with it. Your wolf form’s Strength, Dexterity, 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. Every 4 levels increases usage by 1(max 5)
Ability Score Increase
Your ability scores each increase by 1.
Languages
You can speak, read, and write Common and one extra language of your choice.
Age
Wolfkind mature to adulthood in their 16, but can live to be up to 800 years.
Size
Humans vary widely in height and build, from barely 5 feet to well over 8 feet tall. Regardless of your position in that range, your size is Medium.
Speed
Your base walking speed is 35 feet.
Darkvision
You have keen eyes and have darkvision out to 60ft.
Hunter's Sense
Hunter's Sense
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