Wolf Clan Traits in Sjonderwold | World Anvil
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Wolf Clan Traits

The Wolf Clan society favors those who can prove themselves with words or with steel, and their god Ullfr helps them find success in whatever endeavor they try.  

Clan Trait

All members of the Wolf clan have the following trait:   Ullfr's Gift. When you make an ability check, attack roll, or saving throw, you may choose to roll with advantage. Once you use this feature, you can't use it again until you finish a short or long rest.  

Basic Traits

Creature of the Court. You gain proficiency in Insight or Deception.   By Blade and Word. Choose either compelled duel or charm person. You can cast that spell without expending a spell slot. Your spellcasting ability for this feature is Charisma. Once you cast the spell in this way, you cannot do so again until you finish a long rest.   Lone Wolf Fighting. If no allied creature is within 15 feet of you, you gain a +1 bonus to attack and damage rolls.   Nobleborn. When you enter a settlement controlled by the Wolf or by organizations that respect Wolf nobility, you know the name and rank of the local ruler, as well as a number of close family, trusted advisors, and/or courtly rivals and dissidents equal to your Charisma modifier plus your proficiency bonus.   Pack Jaws Fighting. If you are within 15 feet of at least one allied creature, you gain a +1 bonus to your AC. If an allied creature within 15 feet of you also has this feature, the bonus to AC increases to +2.   Strike First. You gain a +1 bonus to your initiative rolls.  

Advanced Traits

Demanding Duelist. Your proficiency bonus is doubled for determining the saving throw DC of compelled duel. When you begin a duel, whether by use of the compelled duel spell or through other means, you and your opponent are both affected as though by the sanctuary spell, except that you targeting your opponent and your opponent targeting you do not require Wisdom saving throws. The DC for this ability is equal to 8 plus twice your proficiency bonus plus your Charisma modifier.   Honed Reflexes. You gain a bonus to your initiative equal to your proficiency bonus.   Lone Wolf Veteran (Requires Lone Wolf Fighting). If there is no allied creature within 15 feet of you, you gain a bonus to your AC and saving throws equal to half your proficiency bonus, rounded down. If you deal damage to a creature that does not have this feature while you benefit from this feature, you add the bonus to the damage you deal.   Pack Jaws Leader (Requires Pack Jaws Fighting). When an allied creature within 15 feet of you deals damage, it deals additional damage equal to half your proficiency bonus, rounded down. Creatures affected by this feature have advantage on attacks against creatures within 5 feet of you, or that you have damaged since the beginning of your previous turn.   Patrol Captain. You are granted command of a number of humanoid creatures equal to your Charisma modifier plus your proficiency bonus. Work with your DM to determine the appropriate type and number of creatures for this ability. None of the creatures under your control can have a challenge rating higher than 1/2, and only a number equal to your Charisma modifier may be of the highest available challenge rating.   The creatures arrive at your location fourteen days after you activate this ability, which must be done in the presence of a Wolf leader. The creatures remain under your control for up to seven days, and are not replaced if slain. These creature follow your orders and act on your turn in initiative, but they expect you to lead them into obviously dangerous situations. Once you use this ability, you cannot use it again for twice as long as you had command over the creatures, to a minimum of two days.   Ullfr's Chosen. When you make an attack roll, ability check, or saving throw, you may treat the result as if you had rolled a 20 on a d20. Once you use this feature, you can't use it again until seven days have passed.   Widening Influence. When you cast charm person, you may target additional creatures equal to your proficiency bonus without increasing the level of spell slot used. If you cast /charm person/ using By Blade and Word, you can instead choose to focus on a single creature. If you do, the duration of the spell increases to a number of days equal to your Charisma modifier, to a minimum of one.

Exemplary Traits

Adamantine Control. You may cast geas without using a spell slot, except the creature must succeed on a Charisma saving throw instead of a Wisdom saving throw. Your spellcasting ability for this feature is Charisma. Creatures normally immune to being charmed, or to spells that require a saving throw, instead make the saving throw with advantage. As a reaction when a creature affected by your geas takes psychic damage from the spell, you may establish a telepathic link to the creature, learning what caused the damage.   Once you cast the spell in this way, you cannot cast it again until ten days have passed. When the duration of the spell expires on a creature, you may use an action and the use of this ability to re-cast the spell on the same creature, who must make their saving thrown with disadvantage.   Ring-Giver (Requires Patrol Captain). The highest challenge rating of creatures you can command with Patrol Captain increases to 2, the maximum number of creatures you can command doubles, and the creatures arrive at your location seven days after you activate the ability. The creatures remain under your control for up to thirty days, or until you dismiss them or they are slain.   Pack Alpha (Requires Pack Jaws Leader). If there is at least one allied creature within 15 feet of you, your AC increases by an amount equal to 1 plus half the number of allied creatures within 15 feet of you, minimum 1, up to a maximum of +6. You gain a bonus to attack and damage rolls, as well as the saving throw DCs of your spells, equal to half the bonus to your AC gained by this trait.   Pack of One (Requires Lone Wolf Veteran). If there are no allied creatures within 15 feet of you, you gain a number of additional reactions equal to your Dexterity modifier or the number of creatures you threaten, whichever is lower. You may only use these reactions to make opportunity attacks, and you may make an opportunity attack against creatures that target you with attacks or spells.   Savage Duelist. When you begin a duel, whether by use of the compelled duel spell or through other means, you have advantage on all attacks, ability checks, and saving throws made during the first round of the duel. If your opponent in the duel does not have this feature, the first attack of yours during the duel that hits is a critical hit.   Ullfr's Champion (Requires Ullfr's Chosen). You may use Ullfr's Chosen again after you finish a long rest.

Legendary Traits

Bannerlord (Requires Ring-Giver). The highest challenge rating of creatures you can command with Patrol Captain increases to 12. The maximum number of creatures you control increases to an amount equal to your Charisma modifier times 100, and the creatures arrive at your location within one day of you activating the ability. The creatures remain under your control for up to a year or until you dismiss them or they are slain. Seven days before your control over the creatures ends, you can extend the duration of your control by an additional year if you succeed a DC 30 Charisma check.   Complete Wolf (Requires Pack Alpha and Pack of One). You ignore distance requirements for Lone Wolf Fighting, Lone Wolf Veteran, and Pack of One, and you double the distance affected by Pack Jaws Fighting, Pack Jaws Leader, and Pack Alpha.   You use your proficiency bonus to determine the bonus to attack and damage rolls granted from Lone Wolf Fighting, AC and saving throws from Lone Wolf Veteran, and number of additional reactions you receive from Pack of One. The bonus to AC you gain from Pack Jaws Fighting doubles. You use your full proficiency bonus to determine the bonus you grant to allies affected by Pack Jaws Leader.   Unquestioned. When you cast geas, you always treat it as if it had been cast using a ninth level spell slot. You maintain a constant telepathic link with creatures affected by your geas, and the psychic damage done by the spell may occur each turn, rather than once per day. When you cast charm person using By Blade or Word, you may either affect any number of creatures you can see within 120 feet of you, or you may choose a number of targets equal to twice your charisma modifier, for whom the duration of the spell is 90 days.   Peerless. You have advantage on all attacks, ability checks, and saving throws made during a duel. If your opponent does not have this feature, all of your successful attacks are critical hits, and the first attack you make each turn automatically hits.   Ullfr's Unending Bounty (Requires Ullfr's Champion). You may use Ullfr's Chosen again after you finish a short or long rest. If you roll a 20 on a d20 for an attack roll, ability check, or saving throw without the use of Ullfr's Gift, you may use this ability an additional time.

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