Homebrew Aura Wolf Species Details
Appearance
Due to their outer appearance, most races mistake them for werewolves and other types of wolf beasts when on all fours under the moon. They are mistaken for high intelligence werewolves when standing up when the moon is out. They can choose to in the day look like humans but only partially. They retain their ears and tails. They are slightly taller than humans ranging from 5 feet to 8 feet tall, and they are heavier due to size and fur being around 150-300 pounds. Females, however, are normally 5 feet to 7 feet tall weighing around 100-250 pounds. They can be a wide range of colors. It mostly depends on where they grow up. Its fur can be brown, blonde, gray, black, and white. Its tail can hold an item or wield a weapon if it needs to. Its fur has a natural affinity for detecting auras, magic, and other Aura Wolves around them.
Wolf Years
Aura Wolves live for 100 wolf years, which corresponds to 300 Human years as their times differentiate due to the sense of time. This helps Aura Wolves witness change and transformation of events in the world they live in, and help their cubs adapt to situations easier. Due to their aging process, danger rarely phases them as they trust their instinct and knowledge to help in combat.
Wolf Origins
Aura Wolves are very different depending on where they live. Each pack of Aura Wolves has unique abilities that have been gained through the years living in different areas. If a wolf grew up in a tundra it would be white-furred and probably be a ranger or a barbarian where one growing up in a city could be anything.
These origins prevent large packs from forming but it makes them normally stay in small groups to be able to defend themselves.
Wolf Reflexes
Aura Wolves have a keen sense of sight, smell, and hearing. Enabling them to adapt to any situation as quickly as they can spot danger. Their speed can only be matched by Tabaxi when running at full speed.
Wolf Names
Until they become 40 years old (120 Human years), they are considered 'Pups', or pre-adults. Aa the naming goes, the Wolf Rule is to apply 'Cub' after the designated name of the child.
Once they have reached adulthood, they are free to choose a different name with the same initials or stick with their birth name without the 'Cub', as per Wolven Rules. These names are more likely to be Human, to reflect on their Human ancestry, or could be a unique creative name.
Child Names: The names you give a child are to represent their behavior until they are adults. An example is that a hyper pup would be named Dash or Dart for their energy.
Adult Names: For adults, their caretakers name them, mainly the mom or dad, but if they are both unable to for some reason or they don't want to the pup picks his/her/its name.
Aura Wolf Traits
Ability Score Increase
Your Strength and Dexterity score increase by 2, and another stat of your choice increases by 1. (not including Strength and Dexterity)
Alignment
Aura Wolves are generally Neutral Good or Chaotic Neutral. If raised well they can be a Chaotic Good alignment at best. There are rarely any Evil Alignments for Aura Wolves but it can happen.
Size
Aura Wolves are 5 feet - 8 feet tall for males and 5 feet - 7 feet tall for females.
Speed
50 ft Walking, 15 ft Burrowing, 30 ft Climbing, and 25 ft Swimming
Languages
Aura Wolves know Common, Sylvan, and 2 languages of your choice. (They can also speak in howls, growls, and such between themselves. It's known as Wolfish to all races)
Nature's Pet
You have expertise in the Survival skill and Stealth skill.
Unfazed
You have advantages in saving throws against being frightened and petrified.
Endurance
When you are reduced to 0 hit points, but not killed outright, you may increase your hit points to 10 instead.
You can't use this feature again until you finish a long rest.
Tail Combat
When you attack, you may use your tail to attack with you, either using an unarmed strike or wielding a weapon.
They are treated as fully separate attacks. So your tail won't miss just because your first attack did.
Your tail does 1d4 bludgeoning damage + proficiency bonus, or does the weapon's damage die but without a proficiency bonus.
Aura Sphere
As a Bonus Action, you may launch a sphere of energy at a creature you can see within 30 feet. The creature must then make a dexterity saving throw of DC equals to 8 + Con modifier + Proficiency Bonus. On a failed save, the creature takes 2d6 bludgeoning damage and is either pushed back 10 feet and falls prone. On a successful save, it takes half damage.
At 6th level: 2d8
At 11th level: 4d6
At 16th level: 4d8
Can't be used again until after a short or long rest.
Wolf Senses
You have an advantage on rolls that include using your sense of smell and hearing and gain proficiency in Perception.
Aura Wolf Traits
(Complete)Darkvision
In the dark, you have no sense of color. Despite having no sense of color in the dark you can still see 100 ft in darkness and 150 feet in dim light. This is due to evolution to allow night hunting which is preferable to this race.
Ability Score Increase
Your Strength and Dexterity score increase by 2, and another stat of your choice increases by 1. (not including Strength and Dexterity)
Proficiency
You have proficiency in Stealth, Survival, and Perception
Previous Versions
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7/25/2020 10:46:22 AM
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7/25/2020 10:56:32 AM
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7/25/2020 11:37:39 AM
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7/25/2020 12:06:06 PM
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8/5/2020 10:13:35 PM
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Posted May 23, 2021I... LOVE... IT!!!!!!!!!!!!!!!! absolutely amazing!
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Posted May 25, 2021Thanks a lot!