Homebrew Wolvenkind Species Details
Sheik dashed up to the tree, signaling for her partner to do the same. She pressed her back against the wood, her ears locking onto the sound of the mammoth's footsteps. It was very close. Nocking an arrow, she glanced over at Bord. He was doing the same, awaiting her signal. She took a deep, silent breath, paused to hear the crunching snow underfoot, blinked the soft wind away from her eyes, exhaled, then darted out in an instant and let the arrow fly.
HUNTERS AND TRAPPERS
Wolvenkind resemble human-sized wolves walking in erect form. They scatter the woods, hiding together in tribes where most cannot find them. They usually thrive in the winter months, where their knowledge of the terrain prevails over the snow, and allows them to hunt with ease. Their thick fur coats, which can range in color from white to black, protect their skin from the elements. As well, their keen hearing and sense of smell allow them to track their prey expertly. Despite their knowledge and efficiency, wolvenkind are not often seen with members of other races. They prefer to stay in the shadows and don’t always understand the cultural norms of other folk. However, while rare, some leave their tribes for assorted different reasons, like exile or curiosity.
SHARP MINDS, LARGE TRIBES
Wolvenkind are known to be very intelligent, and usually quite adept in their reactionary thought process. Their minds are trained to be ready from a very young age, always on the lookout for danger while also being acutely aware of one’s surroundings. Their social and cultural customs are relatively similar to most. They build complex civilizations and have governments set up, as well as trading with other tribes. They live like humans, and share similar social customs like friendships and family connections. Most tribes have a chieftain or leader who determines large decisions and oversees trade activity, similar to a monarch of any land. When a child comes of age, some families send the child out in the forest for up to weeks at a time to survive alone. This is known as an “awakening” process, where the young wolf is meant to find themselves and discover their true nature. While this is harsh, the child is welcomed back to the tribe with open arms and a large celebration for their success.
A LIFE OF SECLUSION
Wolvenkind see themselves as their own people, and don't often associate with others. Most wolvenkind who leave their homes are either exiled or have a unique wanderlust that draws them away from home. They share a slight apprehensive relationship with most races, since they often don't know much about them. The only other people they seem to truly enjoy the company of is wood elves, mainly because of shared territory. A wolvenkind feels a very close relationship towards their tribe, almost like an anchor that most find too heavy to lift away.
WOLVENKIND NAMES
Most wolvenkind are given a single name at birth as well as a tribal name. Tribal names are usually compound words that represent the environment around them, or the gods they may believe in. Their primary names often represent their personalities, with harder sounds and sharper letters being used for rougher folk, and softer sounds used to name more gentle souls.
Male Names: Argin, Aremont, Cal, Deztan, Delta, Fray, Gorn, Imblin, Jak, Jamerin, Morgan, Nalkai, Ryna, Reiner, Torm, Undor, Vernam, Yatracht
Female Names: Armin, Brin, Dana, Fey, Furma, Helvia, Jos, Moona, Malnia, Oona, Pele, Reishen, Stella, Varna, Wanda, Wilme, Zutria
Tribe Names: Deepsky, Featherwind, Graymoor, Lookbow, Overlook, Stargate, Snowtop, Vestview
Wolvenkind Traits
Most wolvenkind consider each other "brothers and sisters", similair to a large family. They share some things in common with each other, despite many different subraces scattered around the land.Alignment
Many wolvenkind are pushed towards lawful alignments, considering the safety and upkeep of their tribe as a first priority. There are a choice few who stray to an evil side, but nearly all walkers ere on the side of good. They hate to see others mistreated, and always enjoy the company of friends.
Size.
Wolvenkind tend to be slightly shorter than humans, ranging between 5 and 6 feet tall and roughly 150-200 pounds. Your size is Medium.
Speed.
You have a base walking speed of 30 feet.
Keen Hearing and Smell.
Living in the wild for so long, you've adapted to finding your prey with natural awareness. You have advantage on Wisdom (Perception) checks relying on hearing or smell.
Bite.
You come naturally equipped for danger with razor-sharp teeth and a strong jaw. You can bite as an unarmed strike with the Finesse property, dealing 1d6 + your Strength or Dexterity modifier (your choice) in piercing damage on a hit. You are proficient with this ability.
Languages.
You can speak, read and write Common and Sylvan. Sylvan is a language of the wild, shared among fey creatures as well as wild animals alike.
Ability Score Increase.
Your Dexterity score increases by 2.
Age.
Most wolvenkind reach adulthood by the age of 20. They live relatively short lives, usually passing on around the ages of 70.
Darklander
As a darklander, you were born in misty, mysterious woods. Perhaps the woods you came from are nearby a graveyard or other desecrated area, or maybe the land you came from is naturally dark and depressing. You've developed an adapted sense of the dark, working with it to keep yourself hidden and relying on stealth to hunt. Your fur is a deep black, and your eyes glow a dull yellow color.
Ability Score Increase.
Your Charisma score increases by 1.
Shadowalker.
You have Darkvision out to 60 feet, and can take the Hide action when you are obscured by shadows. You can't discern colors in darkness, only shades of gray.
Greenlander
As a greenlander, you were raised in an ordinary forest. Born on the dirt and raised among the trees, you feel a strong connection with nature. In your lifetime, you've likely had encounters with the Feywild, as well as certain wood elves and perhaps a few eladrin as well. You're well adapted to living among the greenery, and your fur is a light gray.
Ability Score Increase.
Your Wisdom score increases by 1.
One With Nature.
You can cast Speak with Animals once a day. At third level, you can cast Barkskin targeting only yourself. Wisdom is your spellcasting ability for this trait.
Highlander
As a highlander, you were born in a harsh, snowy tundra. Winter is what you've known for most of your life, and you feel more comfortable standing in snow rather than dirt. You tend to be on the bulkier side, having grown up in an environment where food often fights back, and your fur is thick and white. Highlanders tend to be on a slightly more animalistic side, leaning more towards chaotic alignments.
Ability Score Increase.
Your Strength score increases by 1.
Frozen Resistance.
As an animal of the arctic, you're well-adapted to cold climates. You have resistance to cold damage and ignore difficult terrain created by ice or snow.
Previous Versions
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