Homebrew WolfKind Species Details
"Some people will tell you werewolves can only shape change under a full moon, but people also say there's no such things as ghosts." -Patricia Briggs the Dwarvish Bard
For centuries, WolfKind were often mistaken for the bloodthirsty werewolf. Because of this common mistake, WolfKind were very quickly hunted to near extinction. Many wished to stay as far away from humans as possible, while others wished to show that they were not a threat, and even some wished to turn to straight violence, to consume all that had put them into such a horrible situation. In any case, WolfKind are only very rarely accepted into societies, and while some people may accept them, others take care to keep a weapon on their person while near one of these creatures. A WolfKind must be extremely careful to not make a mistake, otherwise they could easily be killed right on the spot.
Physical Description
WolfKind are often described as humanoid-like creatures, with the face of a wolf and a body covered in fur. Their hands are much like a human, able to grasp and perform just like humanoid beings can. They often have different colored furs, with varieties such as black, white, grey, orange/red, and painted. They also have different colored eyes, but always have a soft glow despite the color.
WolfKind also have tails that they take pride in. Often their tails are their main way of expression, as they use it often to display how they are feeling. Those that have lost their tails in one way or another often keep to themselves, ashamed to have a missing piece of them that their clans often present proudly.
While WolfKind are often feared because of their sharp teeth and long claws, some WolfKind have the privilege of living within cities and taking part within their societies. Other WolfKind choose to stay outside and live within the wilderness, to avoid all the stares and carefully placed weapons along the guards sides and backs.
Society
Most WolfKind live alone in the wilderness, communicating with one another through sharp barks and growls, or the common chilling howl. Some WolfKind live together in packs, but these packs rarely reach numbers above 10, as they are forced to hunt for their food, and do not wish to kill all the creatures in the area, for fear of starvation. Many WolfKind adorn their fur with feathers and pinecones along the ground, as well as bright colored dyes and mushrooms. The Alpha of the small packs are often seen wearing a skull over their head of some kind, as a display of their bravery.
Some WolfKind live among other races within the cities. However they must always be careful to not show any aggression or commit crimes of any kind, as often the punishment is far greater than what would happen if a common citizen were to commit the same crime. If WolfKind within the city are found guilty of a crime, they are either killed or stripped of everything and immediately cast out of the city, never to return.
Race Names
WolfKind are given names straight at birth, granting them passage into the pack. Those WolfKind that are no accepted are given no name, and are often time outcast to die alone in the woods.
Male Given Names: Aaron, Anduin, Azuil, Bandel, Bar-zen, Cooper, Cord, Eldon, Grim, Grigor, Immeral, Ivellios, Morgan, Rurik, Sudeiman, Thorin
Female Given Names: Amber, Arveene, Arizima, Atala, Bai, Caitlyn, Dona, Enna, Felosial, Jillian, Lidda, Vistra
Pack Names: Al-Zoar, Amarok, Fenrir, Illoquolm, Illum, Kaza-Dûm, Li-zin, Lupus, Makee, M’Dama, Mordred, Narsïl, Obzaar, Ornvaal, Ragnarok, Vadam
WolfKind Traits
Depending on the build and fur color of the wolfkind, each can have a different variety of traits.Age
WolfKind usually reaches adulthood at age 7. Usually they live a lot longer than the average humanoid being, the oldest recorded WolfKind being 200 years old.
Alignment
WolfKind are usually all over the board with their alignments. Many tend to lean towards evil, as that is always what they have been seen as, therefore they decide to embrace it. Others decide to lean towards good, to try and make peace with the cities and other races. Many simply rely on their instincts, and prefer to be alone.
Size
WolfKind are larger humanoids, typically 6-9 feet tall. Your size is Medium.
Speed
WolfKind are slightly more nimble and have longer strides than the average humanoid. Your base walking speed is 40 feet.
Bite
WolfKind are known for their crushing jaws of brute force. Your bite is a natural weapon, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Darkvision
You can see dim light as if it were bright light, and you can see in darkness as if it were dim light for 60 feet. You can't discern color in darkness, only shades of gray.
Keen Senses
WolfKind senses are heightened based on their sensitive noses and alert ears. You have proficiency in the Perception skill relying on hearing or smell.
Wolf Movement
You can choose to move on all fours and double your movement speed. However, you cannot hold anything when you do this. In addition, while running on all fours, you forgo any chance of stealth, running down your target with unmatched speed. While in this state, you have disadvantage on acrobatic and stealth checks.
Languages
You can speak, read, and write Common and Winter Wolf. Winter Wolf is commonly used as the language of WolfKind. Winter Wolf is full of harsh barks, growls, and howls, and contains large amounts of intonation and body language, similar to the way wolves communicate. Their tails are used quite often in their communication, which people without tails find it hard to learn the language, unable to fully communicate.
Wolf, Autumn WolfKind
Autumn WolfKind display orange or red colored furs, often with a cream colored underside. These WolfKind are usually seen adorned with feathers and jewelry with herbs and healing remedies attached to their clothing. Autumn WolfKind are quite knowledgeable on medicine and nature. Although they are more known for the calmer side of the WolfKind, Autumn WolfKind prefer to stay outdoors and away from cities to help perfect their skills.
Ability Score Increase
Autumn WolfKind are reserved and calm, making sure to perfect their knowledge. Your Wisdom score increases by 2, and your Constitution score increases by 1.
Natural Healers
Autumn WolfKind are quite skilled in mending wounds and healing injuries. You gain proficiency in Medicine.
Howl of the Gods
Autumn WolfKind are often thought to have a natural magic within them. As an action, you can grant 1 creature within 15 feet 10 thp. This additional thp lasts for 1 hour. You can only use this trait once. You regain this trait after you complete a long rest.
Wolf, Black WolfKind
Black WolfKind are usually nocturnal, blending in with the shadows of the night to stay hidden and quiet. Their fur color is often described as the darkest parts of the abyss. They are often of smaller builds, being able to slip in and out of buildings and alleyways without being seen.
Ability Score Increase
Black WolfKind are extremely agile. Your Dexterity score increases by 2, and your Constitution score increases by 1.
Enhanced Darkvision
Since Black WolfKind are more accustomed to the dark, their vision within the nighttime has significantly increased. Your darkvision increases by 30 ft.
Shadow Stalker
Black WolfKind are known for being silent in the dark. You are proficient in the Stealth skill and gain an advantage on Stealth rolls in the dark.
Wolf, Gray WolfKind
Gray WolfKind focus much on brute strength and intimidation to scare their foes into submission. Gray WolfKind are often the Alpha's of many packs, since they are able to easily overpower any that would dare challenge them. Yet as a result, many Gray WolfKind are often kicked out of cities for being hot-headed and having a short temper.
Ability Score Increase
Gray WolfKind are known for their brute strength and hot temper. Your Strength score increases by 2, and your Constitution score increases by 1.
Elite Training
Gray WolfKind have an instinct for weapons and war. You are proficient in all martial weapons, as well as light and medium armor.
Intimidating Gaze
Gray WolfKind are normally taller and stronger than the other WolfKind. Because of this, other races do well to stay wary of them. You gain proficiency in Intimidation.
Wolf, Patched WolfKind
Being the most extravagant and outgoing of the WolfKind, Patched WolfKind are often seen with bright colored dyes and exotic jewelry such as horns or spiked manes. They are also known for being silver-tongued, able to talk their way out of almost any situation.
Ability Score Increase
Patched WolfKind are quick thinking and charming with their words. Your Charisma score increases by 2, and your Constitution score increases by 1.
Sly Instincts
You gain proficiency in Deception, being able to lie your way through almost anything.
Painted Distraction
As an action, you can choose to become the center of attention for each creature you choose within a 20 foot radius. All the creatures you choose must succeed on a Charisma saving throw or immediately notice you, and are drawn to listen to you talk or perform. The DC for this saving throw equals 8 + your Charisma modifier + your proficiency bonus. If a creature you select is hostile, they will change targets and attack you instead. You can use this ability once per long rest.
Wolf, White WolfKind
White WolfKind are some of the more intelligent of the WolfKind. Many of these WolfKind pride themselves on learning magic, and practice their skills often. These WolfKind are also quite accustomed to colder temperatures, able to stay outside through blizzards and harsh snowstorms.
Ability Score Increase
White WolfKind are known for their smarts. Your Intelligence score increases by 2, and your Constitution score increases by 1.
Winter Coat
White WolfKind are known for their thick winter coats. You gain resistance to cold damage.
Attuned with Ice
White WolfKind enjoy learning about spells. Since they are resilient to the cold, you know the Ray of Frost Cantrip which does not count against your set number of Cantrip spells. Intelligence is your spellcasting ability for this spell.
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