Homebrew Wolkwalkers Species Details

Culture:  Wolfwalkers have very complex social standings that rule their societies. All members must contribute to the betterment of the pack, and weakness is not tolerated. However, so long as it's for the betterment of the pack any young Wolkwalker can go into any profession of their choice. They have a very strong sense of loyalty to their country, king, family, and pack. All wolves uphold the same belief that can be summarized by a simple:

"The Lone Wolf dies, but the pack survives".

While all settlements have an 'alpha' ruling over them, all alphas bow to the law of the Wolf King. The Wolf King's bloodline is probably one of the oldest around, having held the throne for hundreds of years. This specific bloodline produces the strongest Wolfwalkers of them all, some say that the bloodline was blessed by the goddess Akita herself, each generation is vigorously tested In the Trial of Four Winds for the right to replace their elders as King. It is the king who leads his men into battle and makes all decisions regarding the country and pack law. 

Religion: the Wolkfwalkers worship the goddess Akita, the guardian of the moon. She is depicted as a massive white wolf with piercing blue eyes, her fur carries a unique pattern of red, with ribbons extending from the back of her neck. She represents loyalty, courage, and honor to the Wolkwalkers.

 The main story that influences the Wolkwalkers culture is the Tale of Moon Dance. The story of Akita falling in love with another deity by the name of Jericho. However, when the moon was taken from the skies by great darkness, Jericho was forced to sacrifice himself to restore order. Forever trapping him on the moon, every full moon Akita's sorrowful tears fell for her love, and so the other gods banded together to create the race of Wolkwalkers, a pack for Akita to ease her sorrows. It is said that whenever there is a lunar eclipse that is Jericho descends from his duties to visit his love.

 Racial Traits

Your wolf features give you heightened senses. You have 30ft dark vision, +1 to perception. And Prof in insight.

 

Wolkwalkers Traits

Like the wolves they transform into, the Wolkwalkers have many abilities unique to their subclass and race.

Direwolves

The direwolves are a very special group of wolfwalkers. They only appear in the royal bloodline of the wolf king, a bloodline that has existed for centuries undisturbed. Direwolves are said to be the exact image of the goddess Akita and are considered alpha of the species.

Appearance: Similar to northern wolves. Direwolves usually have pure white coats, and are about 3 times bigger than a normal wolf. They sport tribal markings of red, and feathers of various birds of prey. Their bodies are huge big enough for a human to ride on in some cases.

Racial Abilities:

King of Wolves: You are a part of the wolf king bloodline, all wolfwalkers will obey you without question. +2 to Intimidation and Persuasion.

Bloodline: Your royal blood grants you the "Wolf Call" once per long rest you may spend an action to howl with such a force that any within a 10ft radius of you must make a dex save or be prone. +1 to strength.

Head on: You do not retreat. When under 10% health you gain the ability to Rage. Increasing your armor class by 4. You gain a point of exhaustion when the rage has ended.

Wolves of the Eastern Plains

The Wolves of the Plains are legendary for their speed and agility. 

Appearance: The Eastern wolves have slender bodies with long legs (picture a Maned wolf with the biology of a cheetah). They stand taller than all other wolves. Their bodies are specially built for speed and distance, and they are some of the fastest being around. Having to run down prey in the lush plains of their homeland, they are typically red, white, brown or black colorations with tribal paintings of blue or green. They typically sport feathers of falcons, hawks, or bluejays.

Racial Abilities:

Run with the Wind: Can use a dash as a bonus action. +1 Acrobatics. Can roll a dex check to add 10ft to their run distance (Receive 1 point of exhaustion on a failed check).

Fast Mind: Advantage on initiative rolls, Inherent Alert feat. Illusion magics affect you more (disadvantage on perception reguardig illusion spells: Ex. disguise self)

Prof in survival, nature and acrobatics. +1 to Dex.

Wolves of the forests

The Forests wolves have lived in the lush and plentiful forests for centuries, giving way to their magical abilities and odd appearances.

Appearance: These wolves are seen as great healers among the other tribes. They usually have green, red, or fox-like fur. They are the size of a normal wolf but with fox-like traits, such as a bushy tail. Many sport plants and branches grow from their furs that aid in spell casting. They have deep connections to nature, and their tribal patterns are often cyan, gold or blue in coloration. They sport all sorts of feathers, mostly from songbirds.

Racial Traits:

Nature's Blessing: You are connected to the natural world around you. +1 to Nature and Medicine.

The Grace of Gods: Once per long rest you can heal an ally for 1d6 health.

Listener: You can communicate with nearly all animals and some plants. +1 to animal handling.

Prof in intelligence and wisdom.

Wolves of the North

The Wolves of the North are a specific group/tribe of wolfwalkers that have adapted to life in the fridged mountains. They are the most physically strong of all the subraces.

Appearance: Northern Wolves are significantly larger than normal, their fur is extra thick and their bodies are heavily built for power. They make formidable fighters, some even being compared to the strength of dire bears. They typically have white or grey fur, their markings are usually red in coloration, and they tend to wear the feathers of snow owls or eagles.

Racial Abilities:  

Strength of a mountain: Advantage on contested strength checks. +1 to strength and advantage on strength saving throws.

Snow Fur: Do not get cold in snow/mountain environments. Suffer 1 point of exhaustion when in hot environments (desert/humid swamps, etc) +1 to constitution.

Lock Jaw: When doing a bite attack, the enemy must roll a strength save or be grappled in your jaws. The next turn should they fail their strength save you may choose to shake the target doing 1d6 slashing damage. 

Prof in intimidation and Athletics

 

 

 

Wolves of the Sand.

The sand wolves are adapted to live in the edges of the desert where food is scarce and the sun beats down upon the dunes constantly.

Appearance: The Sand wolves are much smaller compared to the other wolfwalkers, they are similar in appearance to coyotes with fur of white, light brown, or grey. They have darker skin underneath and padded paws to walk on the sands. Their fur is thinner than other wolves, and they sport markings of black or grey. With feathers of ravens, crows, or vultures adorning their ears.

Racial Traits:

Survival: From a young age you have trained to survive the harshest of conditions. +1 to wisdom and Prof in survival.

Heatwave: You can survive hot temperatures easily. Cannot take exhaustion points in hot enviroments. (Take 1 point of exhaustion in cold enviroments, mountains/snow, etc)

Scavange: You are skilled in taking from others. +1 to stealth and Prof in slight of hand.

Small: You aren't built for head on combat. -1 Strength

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