Wolfkind (5e Race)
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Big, strong, fast, lethal and wise, wolfkin are humanoids with the wolf face and their whole body covered by fur. Their feet and hands are similar to those of the paws of their wolf ancestors, but their hands have evolved to be able to hold items.
Wolfkin are a race that swore to defend their clan at all costs. Few can remember how they came about but the pack elders say that it was during a time of great turmoil in the world that their kind were brought about. The elders tell stories of great battles, with both victories and defeats, and to these stories the younglings listen most eagerly.
Even with their brutal appearances they are a people who cherish the lives of all good creatures and defend them as if they were their own. Their society functions much like the humans, however they only kill another of their kind in ritualistic situations or in self-defense or if their fellow wolfkin has succumbed to evil.
A wolfkin's name is a rite of passage. A special ceremony is held to give a young wolf their name when they are old enough to finally help provide food and protection for the clan. As such, their names are neither male, nor female as to not show favor to either sex.
Names: Leslas, Ukrim, Ildrun, Daomri, Tusbo, Irvas, Naumdrik, Helgros, Urvas, Nagram
Long-lived anthroporphic wolves, wolfkin are powerful hunters and fleet of foot.
Ability Score Increase. Your Constitution, Dexterity, and Strength score's increases by 1.
Age. Wolfkind mature to adulthood in their late 30s to early 40s, but can live to be up to 400 years.
Alignment. With a strong bond to protect their fellow kin, wolfkin tend to lean towards good. Evil wolfkin are rarely heard of.
Size. An average wolfkin stands roughly 6'5" tall, but they are capable of reaching nearly 7 feet in height. Your size is Medium.
Speed. Your base walking speed is 35 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. You gain proficiency in one of the following skills: Investigation, Perception, or Stealth.
Natural Weapon. You have a bite attack which deals 1d6 piercing damage. It is treated as a primary natural weapon that you are proficient in, and it has the finesse property.
Keen Senses. You have advantage on Wisdom (Perception) checks regarding hearing or smell.
Languages. You can speak, read, and write Common and one other language of your choice.
Subrace. Based on where your character's origins are closest to, select one of the three subraces below. (Frost, Forest, or Mountain)
A Frost Wolf Wolfkin's fur usually has a light gray or silvery tone to it.
Ability Score Increase. Your Wisdom score increases by 1.
Snowy Fur. You have advantage on Dexterity (Stealth) checks made in snow or icy terrain.
Freezing Howl. As an action, you can unleash a magic-laced howl to debilitate those nearby. Every creature within a 15 feet sphere centered on you must make a Constitution saving throw. The DC for this saving throw equals 8 + your Wisdom modifier + your proficiency bonus. On a failed save, the target takes 1d8 cold damage and its speed is halved until the end of its next turn. On a successful save, the target takes half as much damage, and its speed is not affected. This effect increases in damage by 1d8 when you reach 6th level(2d8), 11th level(3d8), and 16th level(4d8). Once you use your freezing howl, you must complete a short or long rest before you can do so again.
Tending to be more lean than the other subraces, Forest Wolves rely on their dexterous nature more often than not.
Ability Score Increase. Your Dexterity score increases by 1.
Master of the Forest. You have advantage on Wisdom (Survival) checks made in woodland or jungle terrain.
Instinctual Dodge. When you are hit by a weapon attack, as a reaction, you may attempt to dodge out of the way of the attack. Roll 1d6 and reduce the damage taken by the amount rolled. This die increases as you gain levels to a d8 at 6th level, a d10 at 11th level, and a d12 at 16th level. You may use this trait a number of times equal to your proficiency bonus and you regain all uses of this trait after you finish a long rest.
Strong, powerful, and well built. Mountain Wolves are often seen as the leaders, or alphas of their clan.
Ability Score Increase. Your Strength score increases by 1.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Booming Howl. As an action, you unleash a magical howl to debilitate those nearby. The howl can be heard 300 feet away. Every creature within 5 feet of you must make a Strength saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. On a failed save, a creature takes 1d6 thunder damage, and it is knocked back 10 feet. The thunder damage increases to 2d6 at 6th level, 3d6 at 11th level, and 4d6 at 16th level. Once you use your booming howl, you must complete a short rest before you can do so again.
Random Height and Weight
|5′ 6″||+2d8||120 lb.||× (2d6) lb.|
*Height = base height + height modifier