Homebrew Worg Species Details
Out of the Wild
Worgs that join with adventuring parties tend to have either have been orphaned, or have escaped or been liberated from goblin camps. They are savage and predatory by nature, and are not at home in urban or crowded environments. Still, a resourceful worg can find a place among the civilized races, where they often find work as couriers, trackers, or soldiers. Adventuring worgs usually fall into the role of barbarians, rogues, monks, or druids, and can be a valuable addition to an adventuring company that is willing to take them on. Though not fully accepted by civilization, those worgs that manage to live among it know that they have achieved unparalleled freedom compared to their kin, as well as a substantial upgrade in their quality of living. Fighting to survive in the wild, or being whipped by a goblin master, is simply out of the question.
Wolf-kin
Though sharing traits of their smaller cousins, no one would mistake a worg for a normal wolf. They appear grotesquely large, and have an almost fiendish aspect to them, with glowing red or yellow eyes, pointed ears, and constantly raised hackles. Their fur is typically shades of grey, brown, or black.
Worg Names
A worg's name in their language is rarely pronounceable in the common tongue, and they actively shun names given to them by goblins. Worgs usually take a simple name from the humanoid culture in which they find themselves.
Worg Traits
Worg player-characters have the following traits in common:Ability Score Increase
Due to the worg's savage nature, your Strength score is increased by 2. Your Dexterity, and Constitution scores are increased by 1. However, your Intelligence is reduced by 1, and your Charisma is reduced by 2.
Keen Hearing and Smell
Worgs have advantage on Wisdom (Perception) checks that rely on hearing or smell.
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.
Natural Weapons
Your fangs and claws are natural weapons. When attacking any creature within 5 ft. of you, you can perform a bite attack for damage equal to 2d6 + your modifier, or a claw attack for 1d4 + modifier. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. Strength is your relevant ability for both these attacks (or Dexterity, IF appropriate to your class). Two claws, or claw-and-bite attacks can also be used with two-weapon fighting style, with bonuses added to both attacks.
At 3rd level, your Bite and Claw attacks are counted as magical for the purposes of overcoming resistances and immunity to non-magical attacks and damage.
Custom Barding
As a quadruped, you simply don't have the same anatomy as that of a humanoid. As such, you must have custom armor made for your frame. The cost of buying or modifying light armor is increased by 15%, medium armor by 30%, and heavy armor by 50%. Starting armor is considered to have been already modified, at no increased initial cost.
Obviously, a worg cannot use a shield.
Weapon and Spellcasting Restrictions
Due to your lupine body, you are unable to wield melee and ranged weapons. Furthermore, whenever you attempt an action with your paws that requires fine motor skills, you do so with Disadvantage. This also applies to the manipulation of material spell components, that cannot be substituted with a worn spell focus, and it will require a Dexterity check at Disadvantage to perform the spell.
Vicious Predator
Due to your predatory nature, you are proficient in the Athletics, Intimidation, and Perception skills.
Size
When on all fours, a typical worg stands between 3-4 feet tall at the shoulder, with a body 5-6 feet in length, and weighs between 350-450 lbs. Your size is Large.
Speed
You are basically a wolf, the size of a pony. Your base movement is 50 feet.
Languages
Worgs are capable of speech, and speak their own language, in addition to Common, and Goblin. Depending on background, a worg may have learned to read, though any writing that isn't scratching in the dirt will require a Dexterity check, at Disadvantage.
Alignment
Worgs that live in packs, or are raised by goblins, tend to be Neutral Evil, while lone worgs often lean toward chaotic and neutral alignments. Good-aligned worgs, while possible, are virtually unheard of.
Age
Like wolves, worgs reach maturity around age 3. Unlike wolves, a worg can live up to about 20 years in the wild, though one raised in a more civilized environment could possibly live to see 40 or more years.
Natural Armor
Your thick hide gives you a natural Armor Class of 12. You obviously cannot use a shield and still gain this benefit, since you are a quadruped, and have no opposable thumbs!
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