Proud and Independent Lupine-like Beings
The Wulven look a bit like their wolf descendents, save for manual dexterity in their claw-like hands and walking upright by default. Some look much akin to humans, save for strong canine features. However, they are still more than capable on running on all fours. Much like the Ursine, these beings were the creations of mad sorcery. Some suspect they have the blood of the werewolf in their veins, while others fear they’re crossbreeds created by some perverse lunatic. Despite these theories, the wulven have managed to live somewhat peacefully within their own tribes and towns… at least when outsiders aren’t too involved with their business. Their social structure is heavily driven by a sense of order and duty. Their elder council alongside their chief rule over all else, with castes of merchants, artisans, hunters, farmers, and the like. Due to their treatment at the hands of their creators, they tend to be superstitious toward magic and equally technophobic.
On the average, they tend not to be hostile towards outsiders, no matter how weary they are of their presence. While not willing to venture too far out of homeland, Wulven have set up checkpoints and outposts as a means of setting up trade and negotiations. Within their lands, Wulven hunt for food much like their ancestors, using as much of the prey as they can.
Devout Guardians and Devoted Warriors
Colonies of Markovia saw the wolf as a symbol of strength, much like how the bear and various others were used by Markovian mainland. Their canine sense of loyalty dates back to the rigorous training their descendents were put through by the colonist military. As time progressed, fierce and combat worthy traits were chosen as new generations were bred for war. Eventually, knowledge of the ursine experiments traveled from the homeland to offland colonies as their chief arcanists and scientists began to experiment on their lupine army. Much like their cousins in the mainland, they too mutated into something slightly humanoid. As warring kingdoms began to sack colonies, the Wulven found themselves more and more displaced, choosing to flee over fighting with their corrupt creators.
These new tribes set out to create a more positive order, rather than one ruled by cruel authority and corrupt intentions. More tribes branched out, vaguely united by a grand council. Several envoys were deployed to civilized areas in order to prevent miscommunication and ill will. Meanwhile, their knowledge of military training and combat has aided in them in bolstering defenses and creating armies of their own. While not obsessed with conquering or warfare itself, the Wulven remain a heavily militaristic society on the average. However, they are more than willing to follow reason and diplomacy over rash action and violence.
Ability Score Increase.
Your Strength increases by 2; your Dexterity increases by 1 (alternatively flip the two)
A Wulven reaches its adulthood by 12 years of age, living to about 55 years of age. Some live past their 60s however.
Wulven society is typically brought up on virtues of honor and loyalty. Lawful alignments are the most common, with others being uncommon.
Wulven have a speed of 30 ft.
Despite their intimidating looks and size, Wulven are medium creatures.
You have darkvision up to 60ft. due to your ancestors hunting deep into the night and through thick dark forests.
You are proficient in Wisdom (Perception) and Wisdom (Survival) checks. You also gain advantage to perception checks made to smell or hear. If there is any effect that would alter either sense, you do not get advantage for that sense. Anything that would normally induce disadvantage would cancel this out. Furthermore, anything that would deafen your hearing or block your sense of smell nullifies that advantage bonus until you take a short rest or long rest.
As an action, you can bite your target (5ft range, 1 creature). You are considered proficient with this attack and base damage is 1d4 piercing damage, using your Strength for attack/damage. This base damage increases to 1d6 at 6th level, 1d8 at 12th level, and 1d10 at 18th level. You may also use this attack as an “off-hand” attack as a bonus action.
The thrill of the hunt calls you! You rush on all fours as you gain a burst of speed. When you take the dash action, you gain an extra 10 ft. for that round. Alternatively, you can choose to drop to all fours as a free action. You gain a 5 ft. bonus to speed while on all fours, but take disadvantage on any attacks that aren’t your bite. Standing up consumes half of your base speed.
You can speak, read, and write Common and your native language, Wulven. You may communicate with dogs, wolves, and canine-like beings.
NEW FEAT – True Lupine
Prerequisite – Wulven race
You gain the following abilities:
- +1 bonus to your Wisdom Stat
- You may choose to use Dexterity instead of Strength for your natural weapons
- Bravery – Wulven are excellent warriors in battle, gaining advantage on all saving throws against being frightened.
- Pack Fighter – Your ancestors would hunt prey and attack foes in pack formation, you have learned to do the same. When next to an ally in combat, you have advantage on a target. Allies are not granted this bonus, unless they have a similar ability.
NEW FEAT – Wulven Mystic Warrior
Prerequisite – Wulven race, Wisdom 13
You gain the following ability:
- Wulven Mysticism – You may cast “Howl” (Vicious Mockery) as a cantrip and as well as cast Hunter’s Mark at-will. You may also cast each of the following: Heroism, Hunter’s Mark and Longstrider. Upon doing so, you must take a short or long rest before using these again. Wisdom is the ability score for casting these spells.
- While using Wild Hunter to run on all fours, you take the form of a wolf. Your stats remain the same, except your bonus to speed is increased by 10ft. instead of 5ft. while running on all fours.
NEW FEAT – Lycanthrope Hunter
Prerequisite – Wulven race (Alternatively, this can be granted to a character who hunts lycanthropes.)
You gain the following abilities:
- +1 bonus to your Wisdom Stat
- Sense Trueform – You can sense a lycanthrope in any form within 60 feet. This requires a perception check. Unless the check is really high, you only sense the general area of one or more lycanthropes. A really high check could possibly root out a potential suspect.
- Silvered Slayer – Both your weapons and any natural attacks you may possess are considered silvered, even if they are not.
NOTE: This feat was made to allow players to harken back to Mystara’s Lupin race, a huge inspiration for this creation.
ART CREDIT: Alera Codex Nasaug by Sandara
Made by Doctor Necrotic for Doctor Necrotic Media. All rights reserved.