Homebrew Wrathrender Species Details

Otheron stood near the edge of the cliff, surveying the terrain. A particularly large breed of his kind, Otheron was Clanfang, the greatest of his tribe. His bulbous red eyes swiveled about, his keen nose sniffing the air through his bristling fangs. His hunt had led him near Helheiden's Gate, where a manticore was supposedly prowling. A faint breeze picked up, and a fresh scent wafted his way. He could make out the creature through the scent now. Massive, spined tail, razor-sharp teeth, humanoid facial features, and a pair of majestic leathery wings that could carry the creature for miles. His two sets of claws flexed in anticipation, adrenaline surging through his body, and Otheron involuntarily let out a low, guttural snarl that rumbled his lungs. The powerful Wrathrender rose to his feet, backing up as he heard those demonic wings stirring the air. His claws went to his trusted axes, yanking them from their scabbards. He roared again, hearing his call echo through the mountains, and let his primal fury take over. Those legs, thick as tree trunks, pushed Otheron forward with surprising speed, and he fearlessly lunged off the edge of the cliff.

--Findings of A Peculiar Race, Dahnsin Furlough

 

Mighty Hunters

Wrathrenders are the peak of physical strength and prowess. They have proved this time and again by hunting and killing the strongest beast around in order to establish their might, through both fear and respect. Extremely territorial, these humanoid beasts will easily lash out at those that enter their grounds without consent, a warning to stay away. Each Wrathrender has a hunting ground, belonging to it and it alone, and all that lay inside is theirs to claim, whether that be trouble or treasure. Wrathrenders develop a preference towards a certain enemy that brings them thrill to hunt. Some enjoy fighting aberrations, such as beholders, or monstrosities, like the mighty manticore. The call to the Hunt is irresistable to a Wrathrender, and each is quick to answer.

Survival Of The Fittest

When the first Wrathrenders settled in what would come to be known as The Beastlands, the area was ripe with monsters and beasts of all manner and nature. While they first hid away from such terrible things, the elders soon decided that the only way to live was not hiding in caves, but to carve away at the dangerous population by becoming monsters themselves. They quickly adapted to their surroundings, learning the layout of the land, and memorized every canyon, crevace, cliff and cave. Some found it easy to start small, with things such as direwolves or mammoths, while others went straight for the biggest opponent they could find. Soon, the Hunt was founded, a ritualistic tracking and killing of nearby threats, as a culling to the untamable lands. For hundreds of years, Wrathrenders have fought tooth and nail to claim their position as apex predators, and while countless scores have been injured or killed, to kill and to die is in their very blood.

Culture And Names

Each Wrathrender has a specific role within their collective tribe, big or small. When one is born, the first test begins. Should the newborn have any physical deformities, it is removed quickly. Weakness in the Beastlands leads to death. There are roles to be filled. The greatest of all are the hunters, who go out to clear the area of any threats, even venturing out into new lands to survey new exotic dangers. Those with lesser strength and/or limbs are in charge of harvesting the food and kills brought to them. Those that cannot do either are exiled or fed to the wildlife.

A Wrathrender stands 7 to 8 feet tall, towering over lesser races. They have heads similar to a dragonborn, but with a flat face and bristling fangs poking out from between their closed mouth. They have two sets of eyes on either side of their head, for maximum vision, and four extremely powerful arms that can throw a boulder. Wrathrenders also have dark-toned skin, ranging from blue to black, and while it is rare for a pale Wrathrender to be birthed, they are one and the same with their kin.

Wrathrenders do not assign names immediately, but save them until the individual has completed their first task, whether that be lifting a heavy stone or slaying a small creature. Their language is harsh and guttural, full of grating consonants, unpleasant to speak to the outside tongue.

Male Names: Ghultarsh, Asheraeak, Bulgruth, Veghsety, Ondoloh, Ushacdriog, Nalaks, Srunshounog, Tirishibod, Krustoth, Isairen, Redkrod, Rilgrend, Kidkrag, Brakubun, Ebundax, Kiargux, Ondeks, Garthag, Nidros

Female Names: Rolsu, Caldrai, Okti, Dansha, Elzux, Trilno, Tondraluz, Bokuthe, Domindez, Othizis, Bonhre, Zethszux, Khunshex, Phudhma, Sthalkeisu, Sinigrainh, Egtrath, Chekkaz, Ugtrisi, Cindeh, Baldrira, Theilgux

 

Wrathrender Traits

Wrathrenders are formidable opponents with an array of primal tactics.

Ability Score Increase

Your Strength, Constitution, and Wisdom scores each increase by 1.

Age

Wrathrenders live a mere 75 years, yet hardly any live up to that time. They finish growing up in their late teens, yet most die roughly within 20 years of full maturity. Grow, learn, evolve, and die fast.

Alignment

Wrathrenders do not involve themselves in any outside business, and most refuse to be involved in any way, making most of them lawful neutral. They are loyal to only themselves and those within their clan.

Size

Wrathrenders are between 7 and 8 feet tall and weigh between 350 and 500 pounds. Your size is Medium.

Speed

Your base walking speed is 30 feet, and you have a climbing speed of 20 feet.

Hunter's Ire

Choose a size of enemy: Medium, Large, or Gargantuan. On your turn, you can deal an extra 1d6 + your Wisdom modifier damage to your chosen prey. This d6 can be added to any Intelligence (History, Nature) or Wisdom (Survival) checks to recall information about your chosen prey.

In addition, you gain proficiency with the Survival skill, due to your ancestral heritage, and have advantage on any Wisdom (Survival) checks to track your chosen prey.

Powerful Build

You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. In addition, you have advantage on Strength (Athletics) checks due to your four-armed nature and strength. You may carry four weapons at a time, but can only attack once, or multiple times if your class has the Extra Attack feature.

Additionally, your claws are natural weapons,  which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. If you have at least one empty hand, you may make an attack with them as a bonus action. 

Languages

You can speak, read, and write Common and Snarltongue. A harsh and grating language, those not accustomed to speaking it find the language quite uncomfortable to speak.

Previous Versions

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