Wolfkin Playable Wolf Race PDF

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Languages you know common and Sylvan wolfkin

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

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