Homebrew Wolfskin Species Details

Not much is known about the Wolfskin tribes, but it's believed that they owe their existence to an agreement between Silvanus, the god of wild nature, and Selûne, the goddess of the moon in ages past. Some Wolfskin tribes dedicate themselves to these pantheons, some consider their heritage a curse, and some land somewhere in the middle.

The Wolfskin are an uncommon and secluded race, normally sticking to small tribes in mountains, frozen tundra, or dense forests. Normally suspicious of strangers, they are accustomed to being confused for Werewolves and are often persecuted as such. Much like other beast tribes, Wolfskin have both a humanoid and beast form which they can switch between at will. Wolfskin naturally possess heightened senses compared to other humanoids and are excellent hunters for this reason. Wolfskin who choose to live in human settlements or cities risk being mistaken for a werewolf but can be found selling their hunted goods or contracting their services as guides for traveling merchants and nobles.

Their strong loyalty to those they respect make Wolfskin good life-long friends and guardians. Imprinting is rare but possible, especially if someone saves the Wolfskin from danger or demonstrates a feat of strength. A Wolfskin is typically very proud, but will yield if someone else proves to be more dominant.

Wolfskin Traits

AAAAAA HELP ME

Ability Score Increase

Your Wisdom score increases by 2, and your Strength score increases by 1.

Heightened Senses

You are naturally proficient in the Perception skill.

Age

Wolfskin age and mature at the same rate as humans do. It's very rare to see a Wolfskin older than 100 years.

Alignment

Wolfskin alignment can vary from tribe to tribe, but most are lawfully aligned.

Size

Your size is Medium.

Speed

Your base walking speed is 30 feet.

Languages

You can speak, read and write Common.

Speech of Beast

You have the ability to communicate in a limited manner with beasts. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.

Beast Form

 

Beast Form

Your connection to the Wild Gods is similar to that of Druids under the Circle of the Moon. You only have one wildshape, but it runs through your blood, and it exists to protect the wilds which house your tribe. The appearance of your wildshape is determined by your home environment.

Starting at 2nd level, you gain the ability to use Beast Form on your turn as an action.

Transform: As an action on your turn, you can transform into a large bipedal wolf-like creature, the details of which are listed below. Any armor, clothing or equipment you're wearing/carrying morphs along with your body. While in Beast Form, you lose the abilities and benefits of weapons or armor, and can't cast spells. You can choose to maintain concentration on spells you had cast before transforming, and you retain any effects of spells cast on you. You may use an action to revert back to humanoid form.

Starting at 6th level, you can use this feature as a bonus action on your turn instead of an action. 

Ability Score Increases and Decreases: Your Intelligence score decreases by 2 points and your Charisma score decreases by 1 to a minimum of 4.
Your Strength score increases by 2 points and your Constitution increases by 1 to a maximum of 24.

Speed: Your base walking speed is 40 feet.

Size: Your size is Large.

Keen Hearing and Smell: You have advantage on Wisdom (Perception) checks that rely on hearing or smell, but you have disadvantage on Perception checks that rely on sight

Prey Drive: While in Beast Form, you have a heightened prey drive that you have trouble controlling. While in combat, creatures that are size Small or smaller catch your attention and can distract you. You have disadvantage on attack rolls against Medium or larger sized creatures while a Small sized creature is within your line of sight.

Starting at 3rd level, you gain access to the following features:

Claw Attack: You become proficient in unarmed strikes and can use your claws as natural weapons.Weapon Attack:  (STR + Prof. Bonus) to hit, reach 5 ft., one target. Hit: (1d8 + STR) slashing damage

Bite Attack: Weapon Attack:  (STR + Prof. Bonus) to hit, reach 5 ft., one target. Hit: (1d12 + STR) piercing damage. If the target is a creature, it must succeed on a DC (8 +  Prof. Bonus + STR) saving throw or be restrained. On their turn, the target or somebody else can use their action to attempt another Strength saving throw to try and pry your jaws open, releasing the target.

Howl: As an action on your turn, you can let out a terrifying howl. Any creature within 30 feet of you that isn't regarded as friendly must succeed on a  DC (8 + Prof. Bonus + WIS) Wisdom saving throw, or be frightened of you for 1 minute.

While frightened, 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 effect ends for that creature.

Once you use this feature, you can't use it again until you finish a short or long rest.

Starting at 6th level, you gain access to the following features:

Primal Strike: You gain a +1 bonus to your Claw and Bite Attacks, and they count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage. This becomes a +2 bonus at 10th level, and a +3 bonus at 15th level.

 

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