Homebrew Wolfborn Species Details

Wolfborn look human in general shape and build, but lope on all fours to run. They stand around six feet tall, with male wolfborn being a few inches taller. They are not very muscular, but have a lean build. They have wolf-shaped heads, with low hanging tails that match the fur that lines their bodies. The fur on their bodies tends to be a bit thick due to their acclimation for northern climates. Their fur color is various, but generally turns grey as they get older. They primarily inhabit forests and are natural hunters.

Wolfborn Traits

Wolfborn characters share many similarities, but many have noticeable differences. Some look more feral, while others appear reserved. All have a family or pack bond.

Darkvision

You have a wolf's keen senses especially in the dark. 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. 

Claws

You get claws that deal 1d6 slashing damage on an unarmed strike.

Cold Endurance

Their fur allows wolfborn to withstand the cold. You have resistance to cold damage. You automatically pass Survival checks made to withstand extreme cold.

Keen Senses

Due to their lupine traits, Wolfborn have advantage on Perception skill checks when hearing or smelling.

Ability Score Increase

You choose Strength, Dexterity, or Constitution; add +2 to it. Increase Intelligence by +1

Alignment

Wolfborn tie themselves to the bonds of family and tradition, making them most often lawful in alignment. Good wolfborn are more common than evil folks, but most live a monastic life with a select group of kin, usually being neutral.

Lupine Magic

You know the ray of frost cantrip as a breath weapon. When you reach 3rd level, you can cast comprehend languages once with this trait. At 5th level you can cast silence. You require no material components to cast these spells. Intelligence is your spellcasting ability for these spells.

Language

Common and Canine

Pack Tactics

The wolfborn has advantage on an Attack roll against a creature if at least one of the wolfborn's allies is within 5 ft. of the creature and the ally isn't Incapacitated.

Skill Bonus

+2 Nature, +2 Perception

Name

Wolfborn usually take two names: One for when they interact in public, and one for family

Male: Any human name, with Paw, Claw, Fang, Pelt, and the color of their fur

  • Warg
  • Amarok (q)
  • Gmark
  • Greywind
  • Moro

Female: Any human name, with Paw, Claw, Fang, Pelt, and the color of their fur

  • Jenna
  • Eve
  • Njada
  • Ria

Height / Weight

An average wolfborn stands roughly 6'0" tall, but they are capable of reaching nearly 7 feet in height. Your size is Medium.

 

Frightful Howl

As a bonus action, once per short rest, a wolfborn can emit a howl in a 60-foot-radius spread that affects opponents who fail their Wis save. The affected creature must make a successful Wis save (DC 15) or become frightened. While frightened by this trait, 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 affect ends for that creature. Success indicates that the target is immune to that wolfborn’s frightful howl for one day.

Breath Weapon

You can use your action to exhale destructive energy in a 15 ft cone. When you use your breath weapon, each creature in the area of the exhalation must make a saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your breath weapon, you can’t use it again until you complete a short or long rest.