Homebrew wolf-kin Species Details
đ Wolf-Kin
The Wolf-Kin are one of the oldest branches of the Kin-Folk, a family of anthropomorphic peoples that also includes Fox-Kin, Cat-Kin, and others. Where Fox-Kin are quick-witted and mercurial, Wolf-Kin embody endurance, loyalty, and the warmth of hearth and pack.
Appearance. Wolf-Kin resemble upright wolves with expressive tails, fur patterns that range from earthen grays and silvers to deep charcoals, and eyes that often shift tone depending on light. Their builds tend toward the strong and broad-shouldered, though individuals vary from lean to soft-framed. Tails are more than ornamental: theyâre part of social expression and even comfort, often wrapped around loved ones during closeness.
Culture. Wolf-Kin live by bonds. Their societies prize loyalty, shared meals, and protection of kin, be it blood-family or chosen companions. Many are drawn to roles as guardians, leaders, or anchors of wandering troupes. Compared to their Fox-Kin cousins, who thrive on mischief and spark, Wolf-Kin provide the stability that allows the wider kinfolk to flourish together. The two peoples are often found side by side, with marriages and bloodlines interweaving freely.
Relations. Among Kin-Folk, Wolf-Kin are seen as the heart of the family, while Fox-Kin are its fire. Cat-Kin, Bear-Kin, and other relatives add their own strengths, but Wolf-Kin are often the glue that holds disparate clans together. Mixed heritage is common, producing hybrid kinfolk who embody traits from both parents â such as the fox-wolf blends known for their adventurous streaks and playful warmth.
Adventurers. Wolf-Kin adventurers are often motivated by duty to protect, a desire to provide sanctuary, or the call of distant kin. Their strong connection to companions makes them natural allies, and their pack-oriented instincts shape how they bond with adventuring parties.
wolf-kin Traits
âStrength doesnât always roar. Sometimes, it holds you gently with furred arms and keeps watch while you sleep.âAbility Score Increase
Your Strength increases by +2 and your Wisdom by +1.
Age
Wolf Men mature slightly faster than humans, typically reaching adulthood around age 16. Most live up to 90â110 years, though some elders reach 130 in strong families.
Size
Wolf Men are tall and solidly built. Most stand between 6 to 7 feet tall with strong, broad frames. Your size is Medium.
Speed
Your base walking speed is 30 feet.
You also have a climbing speed of 20 feet due to your powerful legs and balance.
đŸ Optional Homebrew Upgrade: If you're playing in a campaign with physical or feral traits as a theme, your DM may allow a swimming speed of 20 feet as well, reflecting natural adaptability.
Keen Senses
You have proficiency in the Perception skill.
Natural Tracker
You have advantage on Wisdom (Survival) checks made to track a creature by scent or tracks.
Hearth Instinct
When an ally within 5 feet of you takes damage, you may use your reaction to move adjacent to them and grant them resistance to that instance of damage. You can do this a number of times equal to your proficiency bonus per long rest.
Tail Balance
You have advantage on checks to resist being knocked prone, and you may add +1 to Acrobatics checks. If you do not have a tail, you instead gain a steady core stanceâgain +1 to Athletics checks instead.
Languages
In addition to Common, you speak Lupinic, a cultural dialect of the Wolf-Kin rich in growls, tail signals, and emotion-driven inflection.
You also know Fey, the melodic and layered tongue of sylvan creatures, and Goblin, the snappy, slang-laced language of goblinoid kin. Your voiceâand your tailâbridge cultures with ease.
Darkvision
You can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light.
Lupine Physique
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You count as one size larger when determining carrying capacity and the weight you can push, drag, or lift.
Wolfâs Resilience.
Your inner strength and pack mentality make you hard to shake. Whether resisting fear or enduring hardship, you recover faster than most, shaking off both fright and fatigue more quickly.
Tail of Comfort
Your tail responds to emotional needs instinctively. When you rest with an ally within 5 feet, they gain temporary hit points equal to your proficiency bonus at the end of the rest.
Additionally, once per long rest, you may wrap your tail around a creature within reach to remove the frightened condition or stabilize a dying creature (as if casting spare the dying).
Tail Trip
Your tail can strike out with tactical precision. When a creature moves within 5 feet of you, you may use your reaction to attempt to sweep their legs out from under them.
The creature must succeed on a Dexterity saving throw (DC = 8 + your proficiency bonus + your Strength or Dexterity modifier) or be knocked prone. You can use this feature a number of times equal to your proficiency bonus per long rest.
Natural Communicators
Your culture and physiology are rich in nonverbal expressionâyour tail, ears, tone, and posture all contribute. You read people like open books and are hard to deceive, especially when your tail is visible and active.
Clawed Hands
Your clawed hands are natural weapons, shifting from blunt to brutal depending on your intent. You can fight bare-pawed with gentle strength, or unleash your claws to tear through your foes and scale sheer surfaces.
- Your unarmed strikes deal 1d6 damage + your Strength modifier.
- If your claws are retracted, the damage type is bludgeoning (punches, chops, shoulder strikes).
- If your claws are unsheathed, the damage type is slashing, and you can trigger bleeding.
- When you hit a creature with a clawed (slashing) unarmed strike, the target must succeed on a Constitution saving throw (DC = 8 + your proficiency bonus + your Strength modifier) or begin bleeding.
- A bleeding creature takes 1d4 damage at the start of each of its turns, until:
- It receives magical healing
- A creature uses its action to stanch the wound with a successful DC 10 Medicine check
- 1 minute passes (10 rounds)
- You may retract or unsheath your claws at will (no action required).
- While your claws are retracted, you have a climbing speed equal to half your walking speed.
- While your claws are unsheathed, you have a climbing speed equal to your full walking speed.
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