Wulven – A Beastly Race for D&D 5th Edition

https://i0.wp.com/orig07.deviantart.net/6de9/f/2011/168/a/1/alera_codex___nasaug_by_sandara-d3j50pu.jpg

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Proud and Independent Lupine-like Beings

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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.

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Devout Guardians and Devoted Warriors

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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.

Wulven Traits

Ability Score Increase.

Your Strength increases by 2; your Dexterity increases by 1 (alternatively flip the two)

Age.

A Wulven reaches its adulthood by 12 years of age, living to about 55 years of age.  Some live past their 60s however.

Alignment.

Wulven society is typically brought up on virtues of honor and loyalty. Lawful alignments are the most common, with others being uncommon.

Speed.

Wulven have a speed of 30 ft.

Size.

Despite their intimidating looks and size, Wulven are medium creatures.

Darkvision.

You have darkvision up to 60ft. due to your ancestors hunting deep into the night and through thick dark forests.

Keen Senses.

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.

Natural Bite.

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.

Wild Hunter.

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.

Languages.

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.

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9 thoughts on “Wulven – A Beastly Race for D&D 5th Edition

  1. I like this race as well. I may use it for my home games. Have you noticed if bite attacks get used frequently by players? I like that it draws from Mystara. I wish that I could find more information on the setting.

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    • Natural weapons are rarely used, which to me is a shame. I wanted the race to give players some incentive to use natural gifts, so to speak. In the end, they’re not much more powerful than weapons they could train in themselves, while making the player feel empowered. Plus, it compliments the monk and barbarian, if players really want to focus on their natural weapons. While the info on Mystara (especially their dogfolk race) is scattered, I plan on expanding upon my race’s lore for future projects. Once I get a setting (or at least a racial book) off the ground, I’m sure they’ll be more fleshed out.

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      • I have seen that bonus actions get eaten up by class features and dual wielding, which is unfortunate. I feel like it kind of stymies action economy, but I can see why it was not more permissive. I keep toying with animal-type races and whether having a bite or claws is going to be useful to more players than not.

        What kind of books do you have in the works?

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      • I’m hoping to build a science-fantasy setting (think like Titansgrave, albeit I had the idea far before I even watched Tabletop) once the OGL stuff for 5e is released. It’s a little bit Planescape, a little bit Shadowrun and a little bit Thundarr the Barbarian.

        As for making the natural weapons pretty strong, my reasoning was exactly because the class abilities mostly pertain to other abilities and weapons, leaving natural stuff left behind. Granted, there is probably some big oversight I’m missing.

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      • I’m curious to see what you come up with as a setting. I like the natural weapons, as you might have seen in my take on Fox Folk. I’m hoping that it parses out, and that someone doesn’t tell me that I’m doing it wrong.

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  2. I think this and the Ursine are my favorite races from you. I would definitely play one with the revised ranger. If I get wind of this and others of your animal races fro 5E becoming available in print and pdf, picking up that bundle would be a priority for me.

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      • And they deserve to be published. As I said, if you made a book of these races as a print and PDF offering I would want a copy as soon as I could afford it. Between this and the one kick starter I am waiting on I may just design a scenario for 5E to run at Furpocalypse next year. There is a lot you can do with an asylum theme.

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