Wolfkin Perks Species in Realm of the Blind God | World Anvil
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Wolfkin Perks

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Race Overview

Inherent Abilities:
  • You have advantage on checks made to track and navigate.
  • You may speak telepathically with non-evil Wolves within a range of 1 mile. Wolves do not speak a complex language and speak by sending mental images. You can also tell roughly which cardinal direction the wolves are in.
  • You may, as an action, switch between your Humanoid form and your Wolf form. While you are in your Wolf form, you use the statblock of a wolf with a few exceptions. While in your wolf form you keep: Your AC, Health, Temporary Health, Proficiency Bonus, Skill and Saving Throw Proficiencies, Walking Speed Bonuses, and your INT, WIS, and CHA scores. While in your wolf form, you cannot verbally communicate or cast any spells.
  • Both while in your Humanoid and Wolf form, you have a darkvision of 60 ft
  • When you change, anything you are carrying or wielding transforms with you (unless you were carrying it in your mouth) with you. If you die or go unconscious, you stay in your present form.
Point Balance: 20
Size: Medium
Speed: 30ft
Language: You know International and either Northlander or Southlander Common.
Age: Wolfkin are considered mature at 15 years old and usually live around 60 years.
Physical Description: Wolfkin look similar to Humans in just about every way, except for their golden or orange eye color. Because of their relative isolation, those from Arulosion have dark brown hair and paler complexions. Those from Isan, on the other hand, tend to be a lot more diverse.
Social Difficulty: 3. While Wolfkin appear almost exactly like humans, their eyes are easy enough for anyone to notice. Many people confuse Wolfkin for lycanthropes and treat both groups with the same fear and disgust. Expect to receive many gifts of garlic from people wanting to drive you away. Among Einarans, your social difficulty drops to 1 as your kind are respected in their society. Among Chevelians, your social difficulty drops to 2 as your kind are known of and tolerated in their society.

General Perks

Perk Cost Boon
Intermediate Form 0 You lose your wolf form for a form between man and beast. As a Bonus Action, you can adopt a more bestial appearance. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a Bonus Action. When you adopt your Intermediate Form, you gain Temporary Hit Points equal to your level + your Constitution modifier (minimum of 1 temporary hit point). Any Perks or Effects that affect your Wolf Form also affect your Intermediate Form. Once you adopt this form, you can’t do so again until you finish a Short or Long Rest.
Natural Leader 1 You have Advantage on Charisma-based skill checks with Wolves. This applies to both your Human and Wolf form.
Dreamstrider 3 While you are asleep, you may cast Sending on another creature who is asleep. The creature must make a DC 10 Wisdom save to remember and understand the message after waking up. They have Advantage on this save if they have done this before. Once you use this ability, you may not use it again until after you have completed a Long Rest.
Thick Fur 3 You are resistant to Cold damage and acclimated to cold weather, as long as it is not below -40F in both your Human and Wolf form.
Wild Walker 3 You are unaffected by nonmagical terrain both in your Human and Wolf form.
Mastery of Three Forms 4 If you have the perk "Intermediate Form," you do not lose access to your Wolf form.
Winterborn 6 You are Immune to Cold damage and acclimated to cold weather.

Intermediate Forms

Some Wolfkin abandon their Wolf form in favor of an Intermediate Form between man and beast. Such an act is considered taboo among Wolfkin society, and in Arulosion, these individuals are hunted down and slain by fellow Wolfkin. In Einar, they are much more organized and exist within the Ulfhednar, an elite guard and shock troop who serve as mercenaries and pirates. The Ulfhednar, however, are not allowed in normal society like other Wolfkin are in Einar. While the risk is great, the power associated with an Intermediate Form is too strong a temptation for some to turn down.
You must have the perk "Intermediate Form" to choose anything from this list.
Perk Cost Boon
Strong Hide 4 Whenever you adopt your Intermediate Form, you gain 1d6 additional Temporary Hit Points, and while shifted, you have a +1 bonus to your AC.
Swift Strider 4 After adopting your Intermediate Form, your walking speed increases by an additional 10 feet. Additionally, you can move up to 10 feet as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn’t provoke opportunity attacks.
Rending Maw 5 While in your Intermediate Form, you can use your elongated fangs to make an Unarmed Strike as a Bonus Action. If you hit with your fangs, you can deal Piercing damage equal to 1d6 + your Strength modifier.
Sharpened Wit 6 While in your Intermediate Form, you have Advantage on Wisdom checks, and no creature within 30 feet of you can make an attack roll with Advantage against you, unless you're Incapacitated.
Origin/Ancestry
Unknown, but possibly Kretathian
Lifespan
60 years

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