Homebrew Wolfkind Species Details

 

Although they might be lawful and honorable with codes, its best you be careful when near one of them wolfkind, you ought to stay away from their wanted lists or else be hunted down by some of the most elite trackers in the wild.

Physical Description

Big, strong, fast, lethal and wise, wolfkin are humanoids with the wolf face and their whole body covered by fur. Their feet and hands are similar to those of the paws of their wolf ancestors, but their hands have evolved to be able to hold items.

History

The Wolfkind are a race that swore to defend their pack at all costs. Few can remember how they came about but the pack elders say that it was during a time of great turmoil in the world that their kind were brought about. The elders tell stories of great battles, with both victories and defeats, and to these stories the younglings listen most eagerly.

Society

Even with their brutal appearances they are a people who cherish the lives of all good creatures and defend them as if they were their own. Their society functions much like the humans, however they only kill another of their kind in ritualistic situations or in self-defense or if their fellow wolfkin has succumbed to evil.

Names

A wolfkind's name is a rite of passage. A special ceremony is held to give a young wolf their name when they are old enough to finally help provide food and protection for the clan. As such, their names are neither male, nor female as to not show favor to either sex.

Names: Leslas, Ukrim, Ildrun, Daomri, Tusbo, Irvas, Naumdrik, Helgros, Urvas, Nagram

 

Wolfkind Traits

Wolfkind characters have these traits.

Ability Score Increase

 Your ability scores for constitution, dexterity and strength increase by 1.

Age

Wolfkin reach adulthood in between late 30s and early 40s, but they can live up to 400 years old.

Alignment

 Wolfkind tend toward lawful alignments. The best and the worst are found among them.

Size

Wolfkind vary widely in height and build, from barely 6 1/2 feet to well over 8 feet tall. Regardless of your position in that range, your size is Medium.

Speed

Your base walking speed is 35 feet.

Languages

You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.

Hunter

You gain proficiency in the following skills: Investigation, Perception and Stealth.

Natural Weapon

Your sharp teeth make your bite a powerful weapon for unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier.

Keen Senses

You have advantage on Wisdom (Perception) checks regarding hearing or smell.

Frost Wolf

Frost wolfkind living in the high white snowy mountains and forests usually tend to be more reserved with their wisdom.

Snowy Fur

The frost wolf excels at hiding in its own territory with its light grey and silver fur.

Ability Score Increase

Your Wisdom score increases by 1

Freezing Howl

As an action, you can unleash a magic-laced howl to debilitate those nearby. Every creature within a 15 feet sphere centered on you must make a Constitution saving throw. The DC for this saving throw equals 8 + your Wisdom modifier + your proficiency bonus. On a failed save, the target takes 1d8 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(2d8), 11th level(3d8), and 16th level(4d8). Once you use your freezing howl, you must complete a short or long rest before you can do so again.

Mountain Wolf

Strong, powerful, and well built. Mountain Wolves are often seen as the leaders, or alphas of their pack.

Ability Score Increase

Your Strength score increases by 1

Powerful Build

You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Booming Howl

As an action, you unleash a magical howl to debilitate those nearby. The howl can be heard 300 feet away. Every creature within 5 feet of you must make a Strength saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus.

On a failed save, a creature takes 1d6 thunder damage, and it is knocked back 10 feet. The thunder damage increases to 2d6 at 6th level, 3d6 at 11th level, and 4d6 at 16th level. Once you use your booming howl, you must complete a short or long rest before you can do so again.

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