Order of the Roll - Dungeons and Dragons Wolfborn - Order of the Roll

Wolfborn

D&D Wolfborn Race

The Wolf­born are a wild and ani­mal­is­tic race often found near Bug­bears. Like their allies, they live in small, impro­vised camps deep in forests or rugged caves. These camps are con­struct­ed from wood, bones, and ani­mal hides, typ­i­cal­ly rough but func­tion­al. With­in these tribes, a strict hier­ar­chy pre­vails: the Wolf­born rec­og­nize the Howler the leader of the camp as their supe­ri­or and fol­low their orders with­out much resis­tance.

Traits

Wolf­born share many traits with Bug­bears, which is why they often coex­ist. They lead an ani­mal­is­tic lifestyle focused on sur­vival, hunt­ing, and strength. While not known for their intel­li­gence, they com­pen­sate with phys­i­cal prowess, instincts, and loy­al­ty to their tribe.

Appearance

In appear­ance, Wolf­born resem­ble large, humanoid wolves. They usu­al­ly walk upright, have thick fur, sharp claws, and a snout built for bit­ing. Their howls often echo through the for­est at night, espe­cial­ly when the moon is vis­i­ble a habit deeply root­ed in their instincts.

Relationship with Bugbears

Although the rela­tion­ship between Wolf­born and Bug­bears is not always har­mo­nious, they share enough sim­i­lar­i­ties to sur­vive togeth­er. Both races are rough, ter­ri­to­r­i­al, and strong, and in the eyes of out­siders, they form a for­mi­da­ble force in the wilder­ness.

Stats

  • Abil­i­ty Score Increase. Your Strength score increas­es by 2 and your Con­sti­tu­tion score by 1. Option­al­ly you may also decrease your intel­li­gence score by 1 for an increase to your Dex­ter­i­ty by 1.

  • Size: Your size is medi­um.

  • Align­ment: Tend towards law­ful neu­tral with a strong loy­al­ty to the hier­ar­chy of their cur­rent tribe/pack and what­ev­er rules exist with­in it.

  • Speed. Your base walk­ing speed is 30 feet.

  • Canine Agili­ty. Your reflex­es and agili­ty allow you to move with a burst of speed. When you move on your tum in com­bat, you can dou­ble your speed until the end of the tum. Once you use this trait, you can’t use it again until you move 0 feet on one of your turns.
  • 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.
  • Pow­er­ful Build. You count as one size larg­er when deter­min­ing your car­ry­ing capac­i­ty and the weight you can push, drag, or lift.

  • Grip­ping Bite: You can make an unarmed melee attack with your pow­er­ful bite doing pierc­ing dam­age equal to 1d6+ your strength mod­i­fi­er. On a hit, any tar­get that is no more than 1 size larg­er than you must make a strength sav­ing throw against a dc equal to 8+your pro­fi­cien­cy bonus + your strength mod­i­fi­er or be grap­pled and restrained by you. You can­not repeat this attack against anoth­er ene­my while a tar­get is grap­pled by you.

  • Keen Hear­ing and Smell: Advan­tage on Wis­dom checks that rely on hear­ing or smell. 
  • Lan­guages: Your char­ac­ter can speak, read, and write. Com­mon, Howl and one oth­er lan­guage that you want.
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