Homebrew Frost Wolfborn (Rev) Species Details

A member of the Wolfborn which is keenly adapted to the cold.

Frost Wolfborn (Rev) Traits

A member of the Wolfborn which is keenly adapted to the cold.

Darkvision (60 ft.)

You have a wolf's keen senses especially in the dark. 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

Claws

You get claws that deal 1d6 slashing damage on an unarmed strike

Cold Endurance

Their fur allows wolfborn to withstand the cold. You have resistance to cold damage. You automatically pass Survival checks made to withstand extreme cold

Keen Senses

Due to their lupine traits, Wolfborn have advantage on Perception skill checks when hearing or smelling

Lupine Magic

You know the ray of frost cantrip as a breath weapon. When you reach 3rd level, you can cast comprehend languages once with this trait. At 5th level you can cast silence. You require no material components to cast these spells. Intelligence is your spellcasting ability for these spells

Pack Tactics

The wolfborn has advantage on an Attack roll against a creature if at least one of the wolfborn's allies is within 5 ft. of the creature and the ally isn't Incapacitated

Frightful Howl

As a bonus action, once per short rest, a wolfborn can emit a howl in a 60-foot-radius spread that affects opponents who fail their Wis save. The affected creature must make a successful Wis save (DC 15) or become frightened. While frightened by this trait, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the affect ends for that creature. Success indicates that the target is immune to that wolfborn’s frightful howl for one day

Breath Weapon

You can use your action to exhale destructive energy in a 15 ft cone. When you use your breath weapon, each creature in the area of the exhalation must make a Dexterity saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your breath weapon, you can’t use it again until you complete a short or long rest

Ability Score Increase

Choose 2 (STR,DEX,CON)

Previous Versions

Name Date Modified Views Adds Version Actions
1/9/2025 1:08:08 PM
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