Homebrew Wolfwalker Species Details

My 'E' ky is jammd, so blam typos on that. sorry.

Wolf walkrs can change to and from a wolf at will. as a person, you are more wolflik, pack orientd, and wild than normal. your humanoid form is human.

you get your powers from the moon(there is a magic being called moonhost but its basically a wizard/sorceer moonborn, which I already made, so as much as I love Echo, I wont b putting moonborns in dnd.). in wolf form, you have the stats of a normal wolf but with your hit points and +2 to wolf strength score. you cant cast spells in that form, but your bite has a magical property, which you can decide with your dm, that is a spell. doesn't take a spell slot. its a first level spll such as sleep or charming. it deals normal damage. no limit to transformations.

if you're in a world where sunborn or moonborn exist, consider yourself as having sworn alligenc to the moon(so fallen moonborn sworn enemy, and may a few other things.). you have an advantage on charisma checks with moonborn(or whatever other moon or wolf connected race or individual. for example, a druid sworn algnence to the moon or a ranger raised by wolves(this applies to lionborn in relation to the sun).

(human form only) your strength score goes up by 1, and your wis, int, or cha(your choice) goes up 2. you're good at animal handling. you don't have normal human stats.

you probably have dogs, wolves, other wolfwalkers or maybe werewolves, or something else as a pack. if your pack is wolves or dogs, roll 1d6 and add the resulting number as animal companions, akin to a bastmaster rangers. you have a strong bond with each of them and you should detail each, including name, appearance, and personality, as well as anything else in other on your sheet. your pack in the pockt dimension would b much larger, but 100 wolfwalkers with you is unreasonable. you have telepathic links to all of the wolves/dogs when in 300 ft. they are not expendable to you. you see them as people, but more important to you than people.

Wolfwalker Traits

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Wolf Walk

you turn into a wolf. you gain the stats of a normal wolf but with +2 to wolf strength, the hit points of your other form, and a magic bite with a first level spell you and your dm work out togther.

Bite

Wolf form only, you bit someon and in addition to the damage, it casts a first level spell. work it out with your dm. it should b something like charm or sleep, something that isn't ranged, something that doesn't require follow up(such as command, which you need to give an order after). it could also be an effect of your choice, such as paralyzing the creature or blinding them for a set amount of time.

you don't have to roll a check or save, by hitting them with your bite attack you automatically succeed, unless spll specific your dm says othrwise.

you only have on spell. you cant change it.

Bind

at the age of 16 you are considered an adult(your average lifspan will be 60 yrs). you are bound to whatever plane your in and ar physically incapable of leaving until death. if ou somehow end up in another plane, you are automatically instantly teleported back. normally this is the walkers pocket dimension, but only young walkrs can come and go, none else can ntr and no adults can leave, so no adventurer will be bound there. you can go there, but you cant com back. and you would have to get to the feywilde to reach the gateway. 

Ability Score Increase

youre proficent in animal handling, you have +1 str and +2 of a spellcasting ability.

Allignment

you tend towards lawful alligments, particularly lawful neutral. you would sooner obey your alpha or anyone dominant in your pack(including your party if you see it as a pack) than the leader of a place. if your party leader said to break a law you would break the law. wolfwalkers are almost never evil(maybe a lone wolf variant, if I add that. tho exils gt turned into real wolves....) and rarely good. as an individual you probably align with the pack but may make small changes, if you believe the alphas decision is wrong, for example, you might be chaotic.

(Wolfwalkers are torn like republicins and democrats over if loyalty goes to the pack or the alpha and will defy the alpha for the good of the pack. you choose one and set it in the sheet, maybe in faith. if you choose pack you might be chaotic, if you choos alpha lawful. you arent the alpha, to op.)

Age

you age slightly fastr than humans. you appear average for your human age, but you ar an adult at 16 and the average life expectancy is around 60 years. the oldest recorded moonborn, Snow, died at 82.

Names

your name is a thing, often a perception or idea. for example, echo, frost, galaxy, first, talon, eagle, secret. doesn't always say anything about you. thres not much difference between men's and women names.

Pack

you hav an advantag on attack roles near allies because literally every wolf thing does.

if your pack is normal canins, either wolves or dogs, roll 1d6. reroll 1s if you like (if your pack ever has a litter of puppies roll 1d4 for number of puppies. my ranger who was raised by huskies pack had a litter with one cute pup). all the animals function as beast companions and can fight with you(xp goes to you. i believe they level up with you.).

within 300 ft you have a telpathic link. this doesn't function with humaniods or werewolves(in ithr form). it also doesn't apply to other wolfwalkrs, tho you can communicate in barks and howls and nobody but a wolf, wolfwalkr, werewolf, etc, or comprehend languegus can understand. 

Langagues

you speak wolf, but that dosnt show on the sheet. you speak common. only common. you arent in a position to b exposed to many others. extra languages come from your background only(so i wont mak a wolfwalker background for the ask of you having the option.)

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