Homebrew Wardenfolk Species Details
Do not mistake us for those cursed abomination! Our gifts are not a curse, but a blessing! A blessing bestowed upon our kin by the land itself, so that we may use our strength and our fury to defend it!
Very little is known of the Wardenfolk. Their culture is secretive and insular, and they generally avoid contact with the outside world. They consider their natural lycanthropy a gift from the land itself, and have built their civilization and religion around the worship and protection of the land itself. Despite this, there are always some who possess a curious or adventurous soul. Those rare individuals seek adventure beyond the borders of their hidden villages, though even they respect the secrecy of their people, and rarely reveal their true nature to outsiders.
Gifts of the Wild
Whether they are right about the origins of their gifts or not, it is undeniable that the Wardenfolk have extraordinary abilities. They are a stable society of natural born werewolves. Unlike their cursed kin, their souls are not driven to evil. Also, their bites do not run the risk of transmitting lycanthropy.
Secret Guardians
Wardenfolk consider themselves the guardians of the wild places. They seek to protect the wilderness from encroachment by the more "civilized" races. Despite their powers, they try to work in secrecy. They understand that they are few in number compared to any of the other races. What's more, they are aware that most outsiders will mistake them for cursed lycanthropes, and will attack them on sight. As such, they have endeavored to keep their civilization hidden from most other people. The few younger Wardenfolk who venture out into the world are admonished to keep their people's secrets at all times.
WARY GUARDIANS
Wardenfolk view most other races with suspicion. In their minds, their civilizations all encroach on the unspoiled perfection of the pristine wilderness. They do, however, respect members of any race that choose to follow the druids' calling.
Dwarves. “They sully nature's beauty with worked stone and iron. Were it up to them, they would pave over ever forest. Watch them.”
Elves. “They respect the wild places, it's true, but they are much too flighty to properly guard them. Also, I never trust anyone who might take a century to decide whether a threat is real or not.”
Halflings. “Their homes may be quaint and small, but they still chopped down an entire forest to build them.”
Humans. "The worst of the lot! They've taken the dwarves' love of stone and steel and combined it with the goblins' capacity for breeding! Their cities and roads are scars upon the land, and their empires engulf entire forests faster than anyone could have foreseen!"
Wardenfolk Traits
Wardenfolk have the following traits.Ability Score Increase
Your Strength increases by 2.
Age
Wardenfolk reach adulthood in their late teens and, on average, live around 150 years.
Alignment
Most Wardenfolk tend to be chaotic, their lycanthropic nature can result in very strong emotions. They are often good.
Size
In their humanoid form, Wardenfolk resemble humans, and thus vary widely in height and build, from barely 5 feet to well over 6 feet tall.
Speed
Your base walking speed is 30 feet.
Languages
You can speak, read, and write Common and Sylvan. Wardenfolk learn the language of the fey spirits of the forest.
Shapechanger
Wardenfolk can use their action to polymorph into a large wolf-humanoid hybrid or into a wolf, or back into its true form, which is humanoid. Its statistics, other than its size and the traits outlined below, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.
Tough Pelt. Wardenfolk beast forms have particularly tough hides. They receive a +2 natural armor bonus to AC while in hybrid or wolf form.
Fast Hunter. Wardenfolk gain +10 speed while in wolf form
Tooth and Claw. Wardenfolk gain bite and claw natural attacks while in hybrid or wolf form. Attack and damage rolls for these natural weapons are based on Strength. The bite attack has a chance to knock the target prone if it fails a strength save DC 8 + your proficiency bonus + your Intelligence modifier.
Keen Hearing and Smell
Wardenfolk have advantage on Wisdom (perception) checks that rely on hearing or smell.
Regeneration
Wardenfolk regain twice their proficiency bonus in hit points at the start of their turn. If they take damage from a silvered weapon, this trait doesn't function at the start of the Wardenfolk's next turn. If a Wardenfolk starts its turn with 0 hit points and doesn't regenerate, their regeneration does not reactivate until they regain consciousness, and they must make death saves as normal.
Nature's Wrath
Wardenfolk in their hybrid form can channel the power the flows through their veins to enter a feral frenzy.
On your turn, if you are in your hybrid form, you can enter a feral frenzy as a bonus action.
While in this frenzy, you gain the following benefits:
- You have advantage on Strength checks and Strength saving throws.
- While in a frenzy, all your natural weapons are treated as magical for the purpose of overcoming damage resistance and immunity.
- When you make a melee attack using your natural weapons, you gain a bonus to the damage roll equal to your strength modifier
- For the duration of your frenzy, you may make a single natural weapon attack as a bonus action on each of your turns after this one.
If you are able to cast spells, you can’t cast them or concentrate on them while in a frenzy.
Your frenzy lasts for 1 minute. It ends early if you are knocked unconscious, if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then, or if you leave your hybrid form for any reason. You can also end your frenzy on your turn as a bonus action.
You may use this ability a number of times equal to your constitution modifier plus one (minimum 1.) After this, you must finish a long rest before you can use this ability again.
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