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Best: 3:4 portrait (e.g. 900×1200)
Wolfsblood
AR-Wolfsblood r1The Wolfsblood are not a nation or a species but a curse in a bloodline: descendants of one famine-winter family who bargained with the Grey Hunter of the high woods four hundred years ago. Born human in Marrowdale, an isolated dale of eleven intermarried farming families, each of the blood gains the wolf shape in youth and keeps it for life. On the three nights of the full moon the dale chains its barns from the outside, and the valley has never once asked why. The blood takes a Toll: in every generation, one of the blood is called to the woods for good.
NOTES
May become any single class; no combination classes. Original Artificial Ryan race (The Wolfsblood, itch.io supplement); text CC BY-SA 4.0.
Classes
ClericFighterMagic-UserThief
Hit Dice
Normal
SPECIAL ABILITIES
+10% to all earned experience points (as other Humans). Keen Senses: surprise chance reduced by 1 in 1d6. The Change: can take wolf form - AC 15, MV 60', harmed only by silver or magical weapons, bite 2d4, no speech/weapons/tools/spells, worn gear shed or ruined, hit points shared between forms. The moon compels the change on the three full-moon nights; under stress the young blood changes involuntarily, but after 2-3 years may change at will and resist involuntary change with a save vs. Paralysis (core lycanthrope rules). The blood is hereditary, not a disease: its bite does not spread the affliction and cure disease has no effect on it.
SAVING THROWS
None (Wolfsblood are Humans, the standard).
THIEF ADJUSTMENTS
Wolfsblood Thief: +10% Listen.
Source: AR-Wolfsblood r1 • Transcribed from your supplements, no hallucination.