Homebrew Wolven Species Details

 

Proud and Independent Lupine-like Beings

The Wulven look a bit like their wolf descendents, save for manual dexterity in their claw-like hands and walking upright by default.  Some look much akin to humans, save for strong canine features.  However, they are still more than capable on running on all fours.  Much like the Ursine, these beings were the creations of mad sorcery.  Some suspect they have the blood of the werewolf in their veins, while others fear they’re crossbreeds created by some perverse lunatic.  Despite these theories, the wulven have managed to live somewhat peacefully within their own tribes and towns… at least when outsiders aren’t too involved with their business.  Their social structure is heavily driven by a sense of order and duty.  Their elder council alongside their chief rule over all else, with castes of merchants, artisans, hunters, farmers, and the like.  Due to their treatment at the hands of their creators, they tend to be superstitious toward magic and equally technophobic.

On the average, they tend not to be hostile towards outsiders, no matter how weary they are of their presence.  While not willing to venture too far out of homeland, Wulven have set up checkpoints and outposts as a means of setting up trade and negotiations.  Within their lands, Wulven hunt for food much like their ancestors, using as much of the prey as they can.

Devout Guardians and Devoted Warriors

Colonies of Markovia saw the wolf as a symbol of strength, much like how the bear and various others were used by Markovian mainland.  Their canine sense of loyalty dates back to the rigorous training their descendents were put through by the colonist military.  As time progressed, fierce and combat worthy traits were chosen as new generations were bred for war.  Eventually, knowledge of the ursine experiments traveled from the homeland to offland colonies as their chief arcanists and scientists began to experiment on their lupine army.  Much like their cousins in the mainland, they too mutated into something slightly humanoid.  As warring kingdoms began to sack colonies, the Wulven found themselves more and more displaced, choosing to flee over fighting with their corrupt creators.

These new tribes set out to create a more positive order, rather than one ruled by cruel authority and corrupt intentions.  More tribes branched out, vaguely united by a grand council.  Several envoys were deployed to civilized areas in order to prevent miscommunication and ill will.  Meanwhile, their knowledge of military training and combat has aided in them in bolstering defenses and creating armies of their own.  While not obsessed with conquering or warfare itself, the Wulven remain a heavily militaristic society on the average.  However, they are more than willing to follow reason and diplomacy over rash action and violence.

Wolven Traits

Your wolven character has an assortment of inborn abilities, part and parcel of the lycan nature.

Natural Bite

As an action, you can bite your target (5ft range, 1 creature). You are considered proficient with this attack and base damage is 1d4 piercing damage, using your Strength for attack/damage. This base damage increases to 1d6 at 6th level, 1d8 at 12th level, and 1d10 at 18th level.  You may also use this attack as an “off-hand” attack as a bonus action.

Wild Hunter

The thrill of the hunt calls you!  You rush on all fours as you gain a burst of speed.  When you take the dash action, you gain an extra 10 ft. for that round.  Alternatively, you can choose to drop to all fours as a free action.  You gain a 5 ft. bonus to speed while on all fours, but take disadvantage on any attacks that aren’t your bite.  Standing up consumes half of your base speed.

Languages

You can speak, read, and write Common and your native language, Wulven. You may communicate with dogs, wolves, and canine-like beings.

Ability Score Increase

Your Strength score increases by 2; your Dexterity score increases by 1 (alternatively flip the two)

Age

A Wulven reaches its adulthood by 12 years of age, living to about 55 years of age.  Some live past their 60s however.

Alignment

Wulven society is typically brought up on virtues of honor and loyalty. Lawful alignments are the most common, with others being uncommon.

Size

Despite their intimidating looks and size, Wulven are medium creatures, they stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium.

Speed

Your base walking speed is 30 feet.

Darkvision

You have darkvision up to 60ft. due to your ancestors hunting deep into the night and through thick dark forests.

Keen Senses

 You are proficient in Wisdom (Perception) and Wisdom (Survival)  checks. You also gain advantage to perception checks made to smell or hear. If there is any effect that would alter either sense, you do not get advantage for that sense. Anything that would normally induce disadvantage would cancel this out. Furthermore, anything that would deafen your hearing or block your sense of smell nullifies that advantage bonus until you take a short rest or long rest.

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