Lupine (5e Race)
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Lupines are a humanoid wolf race, bearing their ears, tail, and fangs. They're a very freedom-loving people that are close to their primal side while still overall maintaining a civilized culture. These beings can be rowdy but are usually good-natured unless you hurt their family members and pack.
Lupines are tall humanoids who possess a supple and lean body. They walk with simple grace, easy and fluid in most cases. The males of the race are usually larger and more muscled than the females, although they still tend to be lean. Their fur can be a multitude of colors, from white to black, though brown with shades of blonde and red in the fur are more common. Lupines' eyes range in color from gold to orange, and may even be green. They are blue at birth, changing color at around eight weeks of age.
Lupines as a race don't really have knowledge as to how they came to be. What is known about them is their love for connections with other people, mostly their families. The earliest know stories have always either had them as nomads or beings who lived in the forest. Many of them were thought to be bad, especially regarding the fact that they were first thought to have Lycanthropy and some people did try to kill them. Over the years though, they have become more stable and safe. With their knowledge, they were often invited to join wandering parties with people trying to be heroes, or even just walking off on their own to explore the world and lead their own lives.
Lupines are an open, fun and caring race, although they are also serious when it is needed. They do show similar hierarchy to that of an actual pack, with alphas and omegas. They have their own rules and such for safety purposes but they tend to go well with any standard of living. When meeting people they tend to be easy and friendly unless they are either proven to be bad or they have a feeling about the person that does not sit well. They usually prefer to pay attention to only one person at a time, but they can pay attention to multiple, switching eyes from each of them to another as they are spoken to. Some etiquette in dealing with lupines is to never touch their tails, since that is a personal thing for the lupines, and reserved for family members and close friends.
Lupines tend to name their kids after human names or other random ideas they get.
Male: Honduras, Tiber, Helonway, Kite, Yato, Viridian, Echo, Orion, Arthur, Haku
Female: Dex, Wanika, Heidi, Erika, Yona, Vermillion, Song, Riley, Rin, Artemis
A lupine is a wolf-like humanoid.
Ability Score Increase. Your Dexterity or Strength score increases by 2 and your Constitution increases by 1.
Age. Lupines mature a little slower than humans, going into their teens at around 16-19, and fully maturing at 25. They can live up to about 120 years and can stay quite active into old age.
Alignment. Lupines, living in harmony with nature, have little regard for rules, and so are less likely to be of lawful tendencies and more towards neutral and chaotic. More are good than evil, but quite a few evil-aligned lupines can be found among them.
Size. Lupines are taller than the average human. 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 cannot discern colors in darkness, only shades of gray.
Heightened Senses. You gain +2 on Perception checks that rely on sight and smell.
Wild Connection. Because of instincts and living among the wilds, lupines have proficiency in Survival.
Beast Ancestry. You're able to communicate simple ideas, information, and requests to wolves and similar beasts (Dire Wolves, Winter Wolves, wolves, etc. the DM determines if a beast is a wolf or not).
Moon Mad. While normal wolves are typically not negatively affected by the full moon, it can bring out savage instincts in lupines, causing them to lose control of themselves and attack indiscriminately. When your head is bathed in the moonlight of a full moon (occurs once a month for 1d4 nights), you must make a Wisdom saving throw, DC 15. On a success, you can walk around in the moonlight safely for one hour before you have to make another saving throw. During this time, you have disadvantage on attack rolls, ability checks, and saving throws while you are in the moonlight. On a failure, you are "moon mad" and will continue to be so until you have been out of the moonlight for one hour, has been incapacitated, or has succeeded on a Wisdom saving throw, DC 15, made once every hour. Below are the effects a lupine has while moon mad.
- You have disadvantage on attack rolls, ability checks, and saving throws.
- When you use an action to do something (anything other than move or talk outside of combat), roll a d10. On a 1-6, you fail to do what you want to do, and instead attacks the closest creature within 30 feet (you move up to them). If there is no such creature within range or you don't have enough speed, your turn ends. On a 7-9, you do nothing on your turn except for moving (you cannot talk either). On a 10, you can use your turn as normal.
- Every 1d10, you have a sudden impulse to howl as loud as you can to the moon. If you do not see the moon, make a Wisdom saving throw, DC 10. On a success, you can choose to find the moon or stay put. On a failure, you are driven to move to where you can see the moon, and then howl at it. This howl can be heard for 2 miles around, potentially attracting dangerous monsters.
Natural Weapons. Your claws are natural weapons in which you are proficient with. As an action, you can make a melee attack with your claws. On a hit, you deal 1d4 + your Strength or Dexterity modifier slashing damage.
Languages. You can speak, read, and write Common and Elvish.
Random Height and Weight
|5′ 10''||+2d6||175 lb.||× (1d6) lb.|
*Height = base height + height modifier