Fenrirborn (5e Race)
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|“||Your lives are hard, you shouldn't need to worry so much about hunting||”|
|—Fenrir, Book of Ice|
These noble warriors are humanoids from the north who have made a pact with a god to take the form of wolves. They have humanoid forms but retain many of their wolf-like qualities such as low light vision. They are always ready to defend their packs from any threat, be it a tribe of goblins, or a very angry red dragon the fenrirborns will always fight to the last.
Fenrirborn appear similar to regular humans in looks, keeping true to their physical variety except for wolf ears and tail giving away the fact that they are not completely human. Until they morph into their beast states one could easily disguise their true nature.
Old fenrirborn usually live in the most cold regions of any frozen wasteland. This is so they can constantly train their bodies to endure such harsh conditions, and allow their physical prowess to grow. For a fenrirborn, weakness is a cardinal sin; they will do whatever it takes to get stronger, because showing ones weakness will bring shame to their entire blood relation. Modern or younger fenrirborn may live hiding amongst human society, concealing their abilities and blending in with those around them. Their existence is usually very frightening to the normal human, as they are the descendants of one of the most powerful creatures, The Fenrir. The average fenrirborn surpass the power level of an average human, and the strongest of fenrirborn champions would fair along the lines of their very ancestor. Fenrirborn living amongst humans only reveal their abilities in dire situations where they are left with no other choice. Aside from hiding their powers, however, fenrirborn live just like any other normal human; be it as an adventurer, craftsman, or even a farmer. Fenrirborn may often have to move around, however, as their lack of aging and apparent immortality would clearly stand out if they remained in one place. Perhaps to compensate for their semi-immortality, fenrirborn have a very low reproduction rate, and often a new child is not born for several hundred years, especially when mating with other races. Alternatively, some fenrirborn try to form small groups and villages amongst themselves, where they have less fear of having their true nature exposed to the outer world. These villages can often be found deep in forests or in mountains, where travelers are less likely to accidentally come across them, and their residents may or may not be welcoming of other races staying for short periods to rest. Even amongst these fenrirborn-exclusive villages, the birth rate of children remains low, with perhaps one child every hundred years at best. Some fenrirborns may also turn to crime or exclusion, living as thieves, killers, or outcasts, using their innate powers to give them an edge in their chosen path in life. These so-called "wokin" are by far the most uncommon, due to the fact that most of them wind up dead in their early years, hunted down or cornered by humans.
Playing a Fenrirborn
Fenrirborn generally behave like wolves, seeing in terms of their pack and prey. Most fenrirborn form packs with their family, but if one joins the military, then they have a pack with their brothers and sisters in arms. Fenrirborn packs belong to a clan, which is governed by a Jarl. Each Jarl serves the High King of all of the fenrirborn who is chosen based on merit. If a fenrirborn joins with adventurers, then they will still act to bring honor to their clan and the Jarl. Unlike wolves, fenrirborn tend to prefer solitary fighting styles and lean towards a striker-style role.
Fenrirborn are protective of anything that they own or are related to. If a friend is insulted, a fenrirborn will come to their aid. Likewise, they refuse to back down from a challenge to their own honor. Fenrirborn also believe strongly in their own morals and will refuse to walk away from a situation that they believe goes against those morals.
Fenrirborn grew in number quickly and took control of the previous dwarf controlled lands that are bordered by wild tribes such as orcs and gnolls. The fenrirborn worked and have developed new forging techniques that have improved their blades and crossbows because of the dwarf forges and resources. The fenrirborn are almost constantly at war with one of their neighbors but do not hold grudges against the dwarfs and will trade with any who come into their lands, as compared to the practice of shooting orcs and gnolls on sight.
Fenrirborn believe that they are descendants of their god Fenrir who is the god of snow, death and the moon. They all know that they received their wolf sides from Fenrir and hold festivals when the moon is full celebrating him. The god opposite of Fenrir is Erlking, who represents the wilderness, steel, and water. The fenrirborn don't see their gods as good or evil, but as creatures with their own motives who often act for the benefit of the world. Fenrir and the Erlking both work to prevent demons from entering into the world according to the fenrirborn myths. The third major goddess is the Lady of Sorrow, who rules the underworld and is the keeper of secrets. Her actions fall in line with the balance of power and will act with and against Fenrir and the Erlking.
Names for fenrirborn revere that of wolves usually. The letters L and Z are usually present in some strange ways, but this is not a constant.
Male Names: Beowulf, Conan, Lyulf, Whitehurst, Raulf, Zev
Female Names: Adolfa, Ayame, Larentia, Louve, Rudi, Tate, Zeeva
The descendants of ancient and noble beasts, The Fenrir. Fenrirborns appear to be human in appearance, but their physical capabilities far exceed that of a normal human.
Ability Score Increase. Your Strength, Dexterity, Wisdom score each increase by 1.
Age. Fenrirborn reach full maturity at age 20, at which point they cease aging. They do not die of old age.
Alignment. Fenrirborn tend towards no particular alignment, although as a result of the necessity to hide, they often stray away from lawful alignments.
Size. Fenrirborn are generally between 4’7” and 6’4”. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. You can see in dim light within 60 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.
Hunter's Senses. You have advantage on Wisdom(Perception) checks that rely on hearing and smell.
Wolf Speaker. You have the ability to communicate in a limited manner with wolves and other canine creatures. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.
Frost-Touched. You are resistant to cold damage.
Full-Morph. As an action, you may polymorph into a wolf as per the polymorph spell and back into your true form as a bonus action. If you are reduced to 0 hit points in this form you revert back into your true form. Any damage you take in your changed form is transferred over to your own hit points.
Languages. You can speak, read, and write Common, and Sylvan.
Random Height and Weight
|4′ 5″||+4d6||60 lb.||× (2d6) lb.|
*Height = base height + height modifier