Homebrew Abyssinian Wolfkin Species Details
Abyssinian wolfkin are found in tropical monsoon highland regions and are noticeably smaller and thinner than all other wolfkin. They have thinner, lighter, builds with elongated and pointed jackal like features with much larger ears than all other wolfkin. Their fur is almost uniformly red or russet with white markings. Rare, all black, individuals are also rumored to exist. They also have vastly different hunting tactics and howls than their larger cousins but they are no less fearce.
Abyssinian Wolfkin Traits
Abyssinian wolfkin have traits similar to abyssinian wolves with a few exceptions.Ability Score Increase
Wolfkin possess great physical strength and agility like wolves.
Darkvision
Wolfkin can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. They can't discern color in darkness, only shades of gray.
Keen Hearing and Smell
The wolfkin has an advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics
The wolfkin has advantage on Attack rolls against a creature if at least one of the wolfkin's allies is within 5 ft. of the creature and the ally isn't Incapacitated.
Stealthy
Wolfkin are naturally stealthy hunters.
Bite
Wolfkin, like their wolf relatives can deliver a powerful bite as a bonus action each turn.
Claw
Wolfkin have hands with fingers ending in razor sharp claws they are able to use as weapons in place of a standard unarmed attack.
Natural Armor
Wolfkin have naturally tough hides just like wolves.
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Posted Mar 8, 2019Hey op, what the **** is this? I literally logged into this account to ask you where the numbers or mechanics are? Yknow like when you said "Ability Score Increase" which ability scores op and by how much? "Stealthy" yes they are naturally sneaky but does this add like +2 to stealth? Advantage in dim or dark lighting? Proficiency on stealth??? Please op
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Posted Mar 18, 2019Not the creator but I'd say plus two to either strength or dexterity, and a plus one to the other for ability score improvements. Proficiency in stealth for the stealthy race trait. Bite could use the same mechanics as a lizard folk bite, and claw could use a tabaxi claw mechanic. For the natural armor I don't know, maybe like a barbarian's unarmored defense or like, i dont know, 13+dex mod.
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Posted Jul 10, 2019Okay... I had to make a character using this just to find out what the numbers were and what these even mean... For those wondering, then the abilities are as follow:
ASI: +1 STR & +2 DEX
Darkvision: 60ft.
Keen Hearing/Smell: Advantage to Perception checks relying on hearing or smell.
Pack Tactics: Advantage to attack rolls if a conscious ally is within 5ft of target.
Stealthy: Advantage on all Stealth checks.
Bite: Costs 1 bonus action: Melee Natural Attack (Unarmed Strike?): +2 to hit, reach 5 ft., one creature(?). Hit: 1d4+1+STR piercing damage and target makes a DC 8 STR saving throw or be knocked prone.
Claws: Costs 1 action: Melee Natural Attack (Unarmed Strike?): +2 to hit, reach 5 ft., one target(?). Hit: 1d4+STR slashing damage.
Natural Armor: Get a +1 AC at all times; even if already wearing armor.
I only assume Bite and Claw are one creature and one target respectively because neither have a target/creature listing; and I don't see how you'd bite most non-creature entities like doors and walls.