Wolffolk (5e Race)

From D&D Wiki
Jump to navigation Jump to search

Wolffolk[edit]

When it comes to contemplation and quiet perspective, Korrikans need look no further than wolffolk. Strongly bonded to family and driven to the pursuit of improving themselves through various mental pursuits, wolffolk live up to their name in Beast Speech, which is known as neracathaan, the Beast Speech phrase meaning “we that understand”.

Jeniva_Prescott_TCG_WoE_117.jpg
A wolffolk female casting a spell, by Jeniva Prescott

Strong Minds, Lean Builds[edit]

Wolffolk look human in general shape and build. They stand around five and a half to six feet tall, with male wolffolk being a few inches taller. They are not very muscular, but have a lean build. They have wolf-shaped heads, with low hanging tails that match the fur that lines their bodies. The fur on their bodies tends to be a bit thicker than other beastfolk due to their acclimation for northern climates. Their fur color is various, but generally turns grey as they get older.
Wolffolk like quality clothes that are well-maintained and free of blemishes. Even those who live solitary lives keep their clothing in good order and actually view those with soiled clothing with mild disdain, viewing orderly apparel as the first step to perfecting the self.
Wolffolk are most strongly affiliated with the Herodotans and most of them make their home in Owl's Rest, though a respectable number of wolffolk can be found in Cyterria and the Haino Mountains.

Quiet and Calculating[edit]

Wolffolk are contemplative and careful in their speech. They really do look before they leap, and it is not unheard of for people to seek out wolffolk for advice, or even to hire them for such a function. Though they rarely accept it, wolffolk do enjoy any kind of mental challenge, be it magic, politics, inventions, or math equations, and these wolffolk are commonly recruited into the nine clans, with the Union of Gears and the Gullen Senate boasting the most wolffolk.
Though quiet in speech, wolffolk are not afraid to speak their mind when it is needed. They simply wait for the right moment, when they know their words and ideas will have the most value. It's not uncommon for people to quiet themselves to allow a wolffolk to speak. This lends them a cunning air, with a calm that exudes a serene outlook. This, in turn, gives them mixed relations with different people. Sages and scholars relish the opportunity to discuss the matter of great import with wolffolk, but those with simpler minds or a more oblivious outlook find them stuffy and arrogant.

The Pursuit of Perfection[edit]

Wolffolk are driven to improve themselves through intense mental pursuits. They have a grasp over simple magical and mental skills at the very least, and the pursuit of greater skills in these areas inevitably will draw wolffolk away from home to seek a life of adventure. Though leaving their family and former life is not something they do lightly, seeking the greatest of the world's magic is too enticing for a wolffolk to pass up, and that exceptional wolffolk who leave home are usually encouraged to leave to pursue the perfection of their art.

Wolffolk Names[edit]

Wolffolk given names are based on the Beast Speech language and are all gender neutral.

Common names: Cenaak (He/She Step), Crenaav (They Reveal), Renaas (You See), Vecathaan (I Understand), Venaar (I Step Forward)

Wolffolk Traits[edit]

Wolf-like humanoids strengthened by the bonds of family.
Ability Score Increase. Your Intelligence score increases by 2.
Age. The vast majority of wolffolk reach adulthood at around age 20. Most commonly, wolffolk live a little over 160 years, with their body fur turning grey within the last fifty years of life.
Alignment. Wolffolk tie themselves to the bonds of family and tradition, making them most often lawful in alignment. Good wolffolk are more common than evil folks, but most live a monastic life with a select group of kin, usually being neutral.
Size. Wolffolk are generally about the size of humans, averaging 5'6” to 6', and weighing around 130-190 lbs. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Cold Endurance. You are resistant to cold damage.
Lupine Magic. You know the ray of frost cantrip. When you reach 3rd level, you can cast comprehend languages once with this trait. When you reach 5th level, you can cast silence once with this trait. You require no material components to cast these spells. You regain the use of the last two spells when you finish a long rest. Intelligence is your spellcasting ability for these spells.
Languages. You can speak, read, and write Common, Beast Speech, and one other language of your choice. If not using a setting with multiple beastfolk races, you can substitute Beast Speech for Sylvan.
Subrace. Wolffolk are divided by two species, dire and wild, though these differences are more to distinguish demeanor. Choose one of these subraces.

Dire Wolffolk[edit]

It is not unheard of to find dire wolffolk aloof. They have a strong bond to family and the pack mentality resonates most strongly with them, but the direst wolffolk prefer to stay away from anyone not family, or at least a close friend, seeking a life in quiet solitude. The few times dire wolffolk venture into the outside world are to protect their family from some evil or power that threatens everything they know. Once roused, dire wolffolk are a force to be reckoned with.

Ability Score Increase. Your Wisdom score increases by 1.
Pack Alpha. You don't let others usurp your place. You have advantage on saving throws against being charmed.

Wild Wolffolk[edit]

Wild wolffolk are not exactly as they seem; they were simply labeled as such because ignorant Korrikans view wolves as savage and wild. That might be true of some wolffolk, but no more than the typical human. In reality, wild wolffolk are sociable and willing to open themselves to those who earn their trust, though that trust is not given lightly. Their way of life is sometimes rustic and crude, even in cities, but they prefer the simplicity of life over more base pursuits such as money and power.

Ability Score Increase. Your Charisma score increases by 1.
Lone Wolf. Sometimes, you're better off on your own. If you miss with an attack roll or fail an ability check or a saving throw, and you have no allied or friendly creatures within 5 feet of you, you can reroll the result. You must take this second result. You can use this trait a number of times equal to your proficiency bonus, regaining all use after you finish a long rest.

Random Height and Weight[edit]

Table: Wolffolk Random Height and Weight
Base Height Height Modifier Base Weight Weight Modifier
4′ 8″ +2d8 100 lb. × (1d6) lb.

Back to Main Page5e HomebrewRaces