Homebrew Fenrir Species Details
Wolves of the frigid north
The fenrir live in the harsh environments of the cold north. and have a strong connection the the spirits and natural wildlife that live there. They are ferocious hunters and wise shamans that live in harmony with the elements and nature. the result is a traditionalist and isolationist society that disdains the "civilized" outsiders of the flatlands. To the Fenrir even controlling the ways of magic through books, study and draconic knowledge is against the natural order of things. And its direct manipulation by celestials or fiends is abominable. Fenrir who do travel, are slightly more open minded, and see how the ways of the outside world can be used to enhance their own lifestyle.
Farstriders and relentless challengers
The Fenrir always wish to prove themselves against the outside world. with almost limitless pride and a healthy amount of confidence, they challenge the foremost spellcasters, warriors and artisans to their craft. Searching far and wide to prove not only themselves, but their ways against that of the lowlanders. In turn, they respect masters and teachers, seeing them as wise elders who have much to teach them. As a result, finding Fenrir in temples, academies or taking root as apprentices is not uncommon.
Spirits and Ancient ways
The Fenrir believe in seniority and wisdom as prerequisites for respect. As such spirits and ancestors whose voices remain to teach and guide are deserving of the ultimate respect. Fenrir will always ask for an elders advice, and trust the word of spirits or the guidance of their ancestors. However, not all spirits are benign, and young Fenrir have been known to fall for their deceptions.
Fenrir Traits
Your Fenrir character has the following racial traits. These traits are also suitable for Fenrir in other D&D worlds where theie ancestral spirits may differ.Blood of Fenris
once per long rest, or as a bonus action, you may invoke your Lycan lineage to enter a rage state. granting 3*lvl temp hp, +1 damage on melee attacks and +5 movement speed. furthermore, whenever you hit with a melee attack, you may move 5ft as a free action. this movement will not trigger attacks of opportunity.
However, while in this state you have -1 wisdom, -1 intelligence and while enraged you cannot use items(apart from melee weapons or natural weapons), cast spells or communicate with others. Though you can still hear them. While enraged, you count as being unwilling for the purpose of all enchantments and spells, even if they would normally be beneficial. The rage ends when the temporary hitpoints run out, or if you pass a wisdom saving throw. DC=13. Allies who are within 15 ft may aid you, by calling your name or trying to reason with you. granting you advantage.
Ability Score Increase
Your Strength score increases by 2, and your Wisdom score increases by 1.
Alignment
Fenrir are often neutral or good. Though, thanks to a social naiveite towards spirits and fey, can be coerced into doing evil acts if they believe it is for a greater good.
Size
Fenrir average over 6 feet in height, and they have stocky builds. Your size is Medium.
Speed
Your base walking speed is 30 feet.
Claws
Your claws are natural melee 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.
Languages
You can speak, read, and write Common and Primordial.
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