Ability Score Increase: Your Constitution score increases by 1.
Age: Due to their canine heritage, Lupan are shorter lived than most races. They mature into adulthood at the young age of 12-14 years and live to be around 60 to 75 years.
Alignment: Due to their strong pack mentality, most Lupan are Lawful. As hunters, most tend towards neutral, with the majority of others being good.
Size: An average Lupan stands between 6'5“ to 7' tall. Your size is Medium.
Speed: Your base walking speed is 30 feet.
Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Natural Born Hunter: You gain proficiency in one of the following skills: Perception, Stealth, or Survival.
Keen Senses: You have advantage on Wisdom (Perception) checks regarding hearing or smell.
Natural Weapons: You have a bite attack which deals 1d6 piercing damage. It is treated as a primary natural weapon that you are proficient in; and it has the finesse property.
Pack Tactics: You instinctively excel when hunting or fighting in a pack. You gain advantage on all melee attacks when an ally is within 5ft. of you.
Languages: You can speak, read, and write Lupan and one other language of your choice. Lupan writing is a syllabic pictograph script.
Subrace: Over time, differences in environment due to their seclusion have lead to three distinct subraces of Lupan - Arctic, Timber, and Mountain.
Ability Score Increase: Your Wisdom score increases by 1.
Winter Coat: You have advantage on saving throws and ability checks against cold and frost effects. You have resistance to cold damage.
Icy Breath: You can use a bonus action to exhale a freezing breath in a 15ft. cone. When you use your icy breath, each creature in the area of exhalation must make a Constitution saving throw. The DC for this saving throw equals 8 + your Wisdom modifier + your proficiency bonus. A creature takes 1d8 cold damage on a failed save, and half as much damage on a successful save. The damage increases to 2d8 at 5th level, 3d8 at 10th level, and 4d8 at 15th level. You can use this ability a number of times equal to your Constitution modifier (a minimum of once). You regain any expended uses when you finish a long rest.
Ability Score Increase: Your Dexterity score increases by 1.
Woodland Stride: You can pass through nonmagical plants, including dense forests, without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.
Hunter's Pounce: As a bonus action, you can teleport up to 15' in any direction in order to come within 5' of an opponent. Your next action must be an attack against the opponent whom you teleported next to; but you gain advantage on your attack roll. You can use this ability a number of times equal to your Wisdom modifier (a minimum of once). You regain any expended uses when you finish a long rest.
Ability Score Increase: Your Strength score increases by 1.
Thick Fur: You have a thick coat of fur that can safely absorb some damage. When you take damage, you can use your reaction to roll 2d4. Subtract the number rolled from the damage. You can use this ability a number of times equal to your Constitution modifier (a minimum of once). You regain any expended uses when you finish a long rest.
Eerie Howl: As an action, you can let loose a frighteningly eerie howl into the air. The howl can be heard a as far as a mile away; but any opponents within 60 feet of you must make a Charisma saving throw or become frightened. The saving throw DC is 8 + your Strength modifier + your proficiency bonus. Opponents who succeed on their saving throws suffer no effects and become immune to your howl. Opponents frightened by your howl can attempt another saving throw each round thereafter; if you are within line of sight of them, they have disadvantage on the saving throw. If the subsequent saving throw succeeds, they are no longer frightened; but they remain susceptible to future howls. If the subsequent saving throw fails, they remain frightened. If you are reduced to 0 hit points, die, or become incapacitated in any way, while within line of sight of a frightened opponent, the condition ends. Once you use your eerie howl, you must complete a short or long rest before you can do so again.
from: https://www.dandwiki.com/wiki/Wolfkind_(5e_Race)
Physical Description
Big, strong, fast, lethal and wise, wolfkin are humanoids with the wolf face and their whole body covered by fur. Their feet and hands are similar to those of the paws of their wolf ancestors, but their hands have evolved to be able to hold items. History
Wolfkin are a race that swore to defend their clan at all costs. Few can remember how they came about but the pack elders say that it was during a time of great turmoil in the world that their kind were brought about. The elders tell stories of great battles, with both victories and defeats, and to this stories the younglings listen most eagerly. Society
Even with their brutal appearances they are a people who cherish the lives of all good creatures and defend them as if they were their own. Their society functions much like the humans, however they only kill another of their kind in ritualistic situations or in self-defense or if their fellow wolfkin has succumbed to evil. Names
A wolfkin's name is a rite of passage. A special ceremony is held to give a young wolf their name when they are old enough to finally help provide food and protection for the clan. As such, their names are neither male, nor female as to not show favor to either sex.
Names: Leslas, Ukrim, Ildrun, Daomri, Tusbo, Irvas, Naumdrik, Helgros, Urvas, Nagram Traits
Long-lived anthroporphic wolves, wolfkin are powerful hunters and fleet of foot. Ability Score Increase. Your Constitution score increases by 1. Age. Wolfkind mature to adulthood in their late 30s to early 40s, but can live to be up to 400 years. Alignment. With a strong bond to protect their fellow kin, wolfkin tend to lean towards good. Evil wolfkin are rarely heard of. Size. An average wolfkin stands roughly 6'5” tall, but they are capable of reaching nearly 7 feet in height. Your size is Medium. Speed. Your base walking speed is 35 feet. Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Hunter. You gain proficiency in one of the following skills: Investigation, Perception, or Stealth. Natural Weapon. You have a bite attack which deals 1d6 piercing damage. It is treated as a primary natural weapon that you are proficient in, and it has the finesse property. Keen Senses. You have advantage on Wisdom (Perception) checks regarding hearing or smell. Languages. You can speak, read, and write Common and one other language of your choice. Subrace. Based on where your character's origins are closest to, select one of the three subraces below. (Frost, Forest, or Mountain) Frost Wolf
Frost Wolf Wolfkin's fur is usually has a light gray or silvery tone to it.
Ability Score Increase. Your Wisdom score increases by 1. Snowy Fur. You have advantage on Dexterity (Stealth) checks made in snow or icy terrain. Freezing Howl. As an action, you can unleash a magic-laced howl to debilitate those nearby. Every creature within a 15 feet sphere centered on you must make a Constitution saving throw. The DC for this saving throw equals 8 + your Wisdom modifier + your proficiency bonus. On a failed save, the target takes 1d8 cold damage and its speed is halved until the end of its next turn. On a successful save, the target takes half as much damage, and its speed is not affected. This effect increases in damage by 1d8 when you reach 6th level(2d8), 11th level(3d8), and 16th level(4d8). Once you use your freezing howl, you must complete a short or long rest before you can do so again. Forest Wolf
Tending to be more lean than the other subraces, Forest Wolves rely on their dexterous nature more often than not.
Ability Score Increase. Your Dexterity score increases by 1. Master of the Forest. You have advantage on Wisdom (Survival) checks made in woodland or jungle terrain. Instinctual Dodge. When you are hit by a weapon attack, as a reaction, you may attempt to dodge out of the way of the attack. Roll 1d6 and reduce the damage taken by the amount rolled. This die increases as you gain levels to a d8 at 6th level, a d10 at 11th level, and a d12 at 16th level. You may use this trait a number of times equal to your proficiency bonus and you regain all uses of this trait after you finish a long rest. Mountain Wolf
Strong, powerful, and well built. Mountain Wolves are often seen as the leaders, or alphas of their clan.
Ability Score Increase. Your Strength score increases by 1. Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Booming Howl. As an action, you unleash a magical howl to debilitate those nearby. The howl can be heard 300 feet away. Every creature within 5 feet of you must make a Strength saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. On a failed save, a creature takes 1d6 thunder damage, and it is knocked back 10 feet. The thunder damage increases to 2d6 at 6th level, 3d6 at 11th level, and 4d6 at 16th level. Once you use your booming howl, you must complete a short rest before you can do so again. Random Height and Weight Base Height Height Modifier Base Weight Weight Modifier 6′ 2″ +2d8 120 lb. × (2d6) lb.
Height = base height + height modifier Weight = base weight + (height modifier × weight modifier)
from: DM's Guild 53 Wolfkin Accessory
Wolfkin “always remember son we are proud, instinctual and loyal. instinctual but never tamed always be true to your self” Beowolf leads his son down a long path back to their den looking around and surveying the natural landscape, Rand look around he knew every tree every bush this was his pack territory, and one day he would be the alpha and all of this would be his the wolfkin are proud and powerful race race of forest dwellers, their ancestral blood from the lyathi have led to them being more intelligent then the normal wolf this new found intelligence has also led sightings of them to be rare or often mistaken
natural protectors
the wolfkins territorial senses and strong family bond lead them to having well established boundarys and territories between packs often driving out those who disrupt their home or way of living,damage to a area of the wolfkins homelands is often left unhunted and undisturbed to aid the natural recovery of the lands and its inhabitants, sometimes going to the extant of guarding the area from humans and the like to maintain the balance
Wolfkin names
wolfkin names are separated by the age of the age of he wolfkin normally given a simple name as a cub then gaining a more complicated name when they reach adulthood, upon reaching adulthood most wolf kin are given their standing in the pack this will normally form what other races would call a title
Cub names
timber, Snowy, Blizzard, Frosty, kuu, silver, red, shadow, tonka, runt
Male adult names
Beowolf, rand, faolan, lobo, graywind, ghost, rendell, seff
Female adult names
lady, summer, Nymeria, Alusia, luna, silvermoon, renn,
pack standings
aplha, beta, omega, elder, outcast, lone
racial traits
your wolfkin heritage lead to a set of common traits
Ability score increase.
your dexterity scores is increased by 2
Age.
Due to the wolfkins lyathi blood they grow to adulthood in around the age of 10-15 years and live to be around 100 to 120 years
Alignment. wolfkin tend towards neutrality with most leaning towards lawful rather then chaotic Size. wolfkin are low and long standing at 2'6 to 3 foot tall but 5 to 7 foot long and way between 80 to 130lb Speed. 35 your faster the most due to being on all fours Keen smell you gain advantage on wisdom (perception) check made that rely on smell Animal instincts. you gain proficiency ion the survival skill Bite. using your sharp fangs to attack, your unarmed strike deal 1d6 peircing damage
Languages you know common and Sylvan wolfkin primarily speak Sylvan but all are taught common as to be able to speak with their ancestors Sub-race difference in environment and location have lead to three types of wolfking Forest, Arctic, Mountain Forest wolf as a forest wolfkin you are natuarlly suited to hunting in dense foliage and low light conditions, they are the most common wolfkin type and normally around average size Ability score improvement your wisdom score is increased by 1 Mask of the wild You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. Stealthy you gain proficiency in the stealth skill Dark vision you gain darkvision out to 60 feet Arctic wolf the arctic wolfkin live in the harsh frozen north and have adapted to hunting and living in the vast white lands, they tend to be smaller then forest wolfkin Ability score increase your intelligence score is increased by 1 Winter coat you have resistance to cold damage Brave you have advantage on savingthrow vs being frightened Frozen breath you know the cantrip ray of frost, intelligence is you spellcasting ability for it Mountain Wolf The mountain wolfkin are hardened by the tough lands the hunt in making them larger and more sturdy then the other breeds of wolfkin Ability score increase your constitution score is increased by 1 Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit. Relentless Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.