Homebrew WolfKind Species Details

 

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.

 

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.

 

WolfKind Traits

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

Racial Feat

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 Investigation, Nature, 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 per short, and 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.