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Wolfen (5e Race)

Revision as of 17:52, 23 June 2019 by Dingobabee (talk | contribs) (addressed some balance issues and made some clarity edits)
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Author: Dingobabee (talk)
Date Created: 6/22/2019
Status: Tweaking Mechanics
Editing: Conservative edits only
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Wolfen

A race of people who soul bind to animal companions and take on appearances similar to them.

Appearance

Wolfens look similar to humans in build. They have animalistic ears and tails that match those of their animal companion that they are soul bound to. Females have longer incisors than males that often stick out beyond their lips.

Wolfens have a tradition of covering one of their eyes with their hair, uncovering it only in intimate moments or to make a life or death shot.

Personality

Wolfens tend to have extreme personalities that are balanced out by the complimentary personalities of their soul bound companions.

Relations

Wolfens hate vampires with a passion and will go out of their way to slay any they come across. Conversely, they have a healthy respect for lycanthropes and have a rich history and legends surrounding them.

Society

Wolfens have a matriarchal society with a great focus on craftsmanship. The ideal wolfen is the best at what they do and proud of it. They live all over the Island of Velch which has a variety of ecosystems. Wolfens adapt and build wherever they find room to grow.

Wolfens protect their lands jealously, wary of outsiders they have successfully defended their lands from invasion on countless occasions

Adventurers

Young wolfens often go out and explore the world before returning home as adults. Thus, adventurers are very common. From those that are out seeking their bonded companion as they move from teenager to adult, to those that found purpose in helping others and decided to stay out in the world, wolfens are well suited to the adventuring life.

Wolfen Names

Wolfen names are an enigma to outsiders, as they often have three syllables or more and have meanings that only speakers of the Wolfen language will understand.

Male Names: Amanuen, Damien, Kashikoi

Female Names: Katiana, Sumati, Vythica

Family Names: Fañerka, Shlander, Tittelek

Wolfen Traits

'

Creature Type. Humanoid
Ability Score Increase. Dexterity +1, Wisdom +2
Age. Wolfens go out to find their companion at 13 years of age, reach full physical maturity at the age of 17 and live to about 100, possibly significantly more if they bond to a particularly long lived companion.
Alignment. The most common alignment for Wolfens is Lawful, though where they fall on the rest of the spectrum varies wildly.
Size. Your size is Medium.
Speed. Your base speed is 30 feet.  
Darkvision: Wolfens have keen senses usually only found in the animal kingdom, with this comes the ability to see in the dark. 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. 
Dual Minded. Wolfens get +2 to Wisdom and Intelligence saving throws 
Claws. Wolfens get two natural claw attacks and are always considered armed. 
Weapon Familiarity. Wolfens are Proficient with daggers and bows 
Broken Bond. A Wolfen who's bound companion dies must make a DC20 Wisdom saving throw or become stunned. They may make additional saves every hour, or if the source of the death is nearby, every round. A Wolfen who makes the saving throw can then take a week to learn how to transform into their lost companion twice a day.
Languages. You can speak, read, and write Common and Wolfen



Companions

Every Wolfen is soul bound to an animal companion. This lifelong bond effects certain physical and mental traits of the Wolfen, such effects only strengthen over time.

The Bond
Animal Type Benefit
Reptile Add 2 Natural Armor*
Bird Add 2 to Perform
Feline Add 2 Acrobatics
Canine Advantage to perception when smelling
Arachnid Advantage on checks to craft objects
Auatic Swim speed 30feet
Rodent Add 2 Stealth
Deer/Horses Add 5ft extra speed
Venemous Add 1d4 Poison damage added to natural attacks
Insects Add 2 Natural Armor*
Bats Blindsight 30 feet
Mustalids Minus 1 Stealth, Add 2 intimidation
  • Natural Armor stacks with unarmored defense but not with armored defense




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