Homebrew Faewolf Species Details

If the Werewolf is a human cursed to become a wolf, then a Faewolf is a fey, succumb to the same curse.  Lycanthropy affects fey differently than humanoids, and as such, have unique abilities that differ from their werewolf cousins.

Unlike werewolves who change between human and wolfen form either at will or in sync with the lunar cycles, the Faewolf is always in a half-fey half-wolf form.  They look like their original race, except larger, more muscular, with hair covering their torsos down, including a furred tail and paws for feet.  Their fur, instead of shedding, leaves faerie dust instead.

Faewolf Traits

Your Faewolf character has the following racial traits.

Ability Score Increase

When determining your character’s ability scores, increase one of those scores by 2 and a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy.

The “Quick Build” section for your character’s class offers suggestions on which scores to increase. You’re free to follow those suggestions or to ignore them. Whichever scores you decide to increase, none of the scores can be raised above 20.

Languages

Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of widespread languages to choose from. The DM is free to add or remove languages from that list for a particular campaign.

Creature Type

You are a Fey.

Every creature in D&D, including every player character, has a special tag in the rules that identifies the type of creature they are. Most player characters are of the Humanoid type. A race option presented here tells you what your character’s creature type is.

Here’s a list of the game’s creature types in alphabetical order: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, Plant, Undead. These types don’t have rules themselves, but some rules in the game affect creatures of certain types in different ways. For example, the text of the cure wounds spell specifies that the spell doesn’t work on a creature that has the Construct type.

Size

You are Medium.

Speed

Your walking speed is 30 feet.

Deep Darkvision

Your fey senses allow you to see in the dark.  As a Faewolf, you can see even further in these conditions.  You can see in dim light within 120 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.

In Plain Sight

You have proficiency in the Deception skill.  In addition, you can cast Disguise Self once per long rest.  If you take up spellcasting, both disguise self and Alter Self are added to your spell list.

Wallwalking

Your body can stick to most any surface.  You can move along any nonmetal surface, regardless of orientation, without falling, as if gravity is always pulling you towards the surface you are on.  Jumping will immediately cause gravity to affect you normally.

Feral Magic

You have the ability to manifest raw magical power when you fight.  As an action, once per long rest, you can call upon this power, making your fur glow and stand on end.  For 10 minutes, you gain access to a bonus action magic attack with a 30 foot range that deals 1d6 force damage, using either your Intelligence, Charisma, or Wisdom.  This attack has advantage against any creature you cast a spell against this turn.

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