Wemic Traits

Wemics as nomadic predators have evolved some natural abilties.

  • Ability Score Increase. Your Strength score increases by 1, and your Dexterity score increases by 1.
  • Age. Wemics age at a faster rate than humans. Wemics reach maturity around 5 years old. They can live to be around 40 years old though the harsh life style of hunters means few if any ever live to such an age.
  • Alignment. Wemics live in commune with the land. They try to preserve nature and its cycles. Because of this most wemics tend towards a neutral alignment. Player characters may of course be of any alignment.
  • Size. Wemics reach lengths of 10 to 12 feet long and can easily be 6 to 7 feet tall. They typically weigh around 500 pounds. Your size is Large.
  • Speed. Your base walking speed is 40 feet.
  • Darkvision. Being a hunter both day and night, you have superior vision in dark and dim conditions. 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, only shades of gray.
  • Natural Jumper. You are proficient with athletics checks. Additionally, any check made for jumping are made with advantage. You don't need a running start for long or high jumps.
  • Keen Smell. You have advantage on Wisdom (Perception) checks that rely on smell.
  • Sharp Claws. You can use an attack action to make a melee attack with your front claws. This attack does 2d4 + strength modifier. This is a strength based attack with which you are proficient.
  • Languages. You can speak, read and write Common and Sylvan.


There are four types of wemics; Tiger, Lion, Cheetah and Panther choose one.

The largest of the wemics the tiger is strong and deadly.

  • Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1
  • Keen Claws. Your Sharp Claws attacks does 2d6 + strength modifier.

Like wolves, lions like to hunt in packs. There isn't much that can stand against a pack of lion wemics on the hunt.

  • Ability Score Increase. Your Constitution score increases by 1.
  • Pack Tactics. You work better in groups. You can choose to gain advantage on melee attacks against one enemy until the end of your next turn if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated. After using this ability, you cannot use it again until you complete a short or long rest.

A cheetah wemic can sprint very fast in short distances.

  • Ability Score Increase. Your Dexterity Score increases by 1.
  • Sprint. You can dash as a bonus action. You can use this ability a number of times per day equal to your dexterity modifier. After which, you cannot use it again until you complete a long rest.

By the time you see a panther wemic its probably already too late.

  • Ability Score Increase. Your Dexterity score increases by 1.
  • Dark Stalker You gain advantage on stealth in dark and dim conditions.

Racial feats
Trained Hunter.
You were formally trained to hunt for your tribe, secrets passed down from generation to generation were passed down to you. You gain the following benefits.

  • Combat TrainedYou are proficient with all simple weapons and shields.
  • Weapon Training. You gain proficiency in one martial weapon of your choice.
  • Blood Tracker. You gain advantage on survival checks for tracking using your keen smell and you can track other creatures while traveling at a fast pace.
  • Stealthy hunter You can move stealthily while traveling at a normal pace.
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