Wolfkin primarily speak Sylvan but all are taught common as to be
"always remember son we are proud, instinctual and loyal. able to speak with their ancestors instinctual but never tamed always be true to your self" Sub-race difference in environment and location have lead Beowolf leads his son down a long path back to their den to three types of wolfking Forest, Arctic, Mountain looking around and surveying the natural landscape, Rand look around he knew every tree every bush this was his pack territory, and one day he would be the alpha and all Forest wolf of this would be his as a forest wolfkin you are natuarlly suited to hunting in the wolfkin are proud and powerful race race of forest dense foliage and low light conditions, they are the most dwellers, their ancestral blood from the lyathi have led to common wolfkin type and normally around average size them being more intelligent then the normal wolf this new Ability score improvement your wisdom score is found intelligence has also led sightings of them to be rare or increased by 1 often mistaken Mask of the wild You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. natural protectors Stealthy you gain proficiency in the stealth skill Dark vision you gain darkvision out to 60 feet the wolfkins territorial senses and strong family bond lead them to having well established boundarys and territories between packs often driving out those who disrupt their home or way of living, Arctic wolf damage to a area of the wolfkins homelands is often left the arctic wolfkin live in the harsh frozen north and have unhunted and undisturbed to aid the natural recovery of the adapted to hunting and living in the vast white lands, they lands and its inhabitants, sometimes going to the extant of tend to be smaller then forest wolfkin guarding the area from humans and the like to maintain the Ability score increase your intelligence score is increased balance by 1 Winter coat you have resistance to cold damage Brave you have advantage on savingthrow vs being Wolfkin names frightened Frozen breath you know the cantrip ray of frost, wolfkin names are separated by the age of the age of he intelligence is you spellcasting ability for it wolfkin normally given a simple name as a cub then gaining a more complicated name when they reach adulthood, upon reaching adulthood most wolf kin are given their standing in the pack this will normally form what other races Mountain Wolf would call a title The mountain wolfkin are hardened by the tough lands the Cub names timber, Snowy, Blizzard, Frosty, kuu, silver, red, hunt in making them larger and more sturdy then the other shadow, tonka, runt breeds of wolfkin Male adult names Beowolf, rand, faolan, lobo, graywind, Ability score increase your constitution score is increased ghost, rendell, seff by 1 Female adult names lady, summer, Nymeria, Alusia, luna, Savage Attacks. When you score a critical hit with a melee silvermoon, renn, weapon attack, you can roll one of the weapon’s damage dice pack standings aplha, beta, omega, elder, outcast, lone one additional time and add it to the extra damage of the critical hit. Relentless Endurance. When you are reduced to 0 hit racial traits points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long your wolfkin heritage lead to a set of common traits rest. Ability score increase. your dexterity scores is increased by 2 Age. due to the wolfkins lyathi blood they grow to adulthood in around the age of 10-15 years and live to be around 100 to 120 years Alignment. wolfkin tend towards neutrality with most leaning towards lawful rather then chaotic Size. wolfkin are low and long standing at 2'6 to 3 foot tall but 5 to 7 foot long and way between 80 to 130lb Speed. 35 your faster the most due to being on all fours Keen smell you gain advantage on wisdom (perception) check made that rely on smell Animal instincts. you gain proficiency ion the survival skill Bite. using your sharp fangs to attack, your unarmed strike deal 1d6 peircing damage No hands due to the wolfkin having no hands they cannot wear armor made in the traditional ways, but wolfkin have developed a series of belt fasted and clip latch armor styles allowing them to don armor and doff armor at the same rate as other races, and a similar modification for holding weapons in there mouths while completely unable to use ranged weapons needing two hands wolfkin can wield two handed melee weapons, these modifications cost 50gp for weapons and 100gp for armor the weapon modification make non wolfkin have disadvantage when using the weapon all starting gear for the wolfkin come with these modifications without charge but any obtained weapons or armor magic or otherwise must be altered to work for them at the stated cost