Homebrew Wolfkind Species Details
Long-lived anthropomorphic wolves, wolfkind are powerful hunters and fleet of foot.
Ability Score Increase. Your Strength and Constitution scores each increase by 1.
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 7 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 are proficient in one of the following skills: Investigation, Nature, or 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.
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 are proficient 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.
Wolfkind Traits
TRAITS DEPEND ON VARIANTUltra 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, 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.
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 Increase. 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 Intelligence, Wisdom 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.
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