Physical Qualities. Wolves tend towards a rangy, slim build, with a thick pelt of hair both in and out of their hybrid form. Hair and fur coloration varies between families, from black and gray, to white, startling red, or even gentle umber. Wolves tend to have brilliant eyes of yellow, green, or blue.
Playing a Wolf. Family is everything to you, and you probably choose your class based on that. While your totem might come into play, wolves typically choose fighter, ranger, or cleric as their classes. Occasionally, a wolf might become a wizard if they've been properly schooled by a Unicorn tutor, but even then their spells would be focused on assisting their friends or family.
Wolves have a love of story-telling and singing, so bards might seem like a good class, but the typical wolf doesn't care to leave their family behind to go wandering about. Wolves aren't often given to the insight required to be monks or paladins.
If you play a Wolf, why have you left your pack or family? What has led you to a life of adventure? How does your pack feel about you leaving? Some might be accepting" "You're young! Go out and start a new family!"
Culture. Wolves are extremely family-oriented, typically forming large groups led by a single matriarch or patriarch. These groups are called packs. Within a single village or city, there can be anywhere from three to seven packs, each of whom consider themselves to be part of a larger family; cousins, of sorts.
As a young Wolf ages, they choose one of the three major totems for their race: the red wolf, coyote, or fox. Each of these totems forms the basis of part of their personality, humor, and wit as they age. While not always true, red wolves tend towards a fierce loyalty to their family and loved ones, coyotes are cunning and bold, and foxes tend to be more playful and deceptive.
Relations. Newly developed wolf packs can arise in any nearly any Tribe's location, and they're generally well thought of for being industrious and hard-working. Wolves and tigers have a general disdain to hatred for each other, and and wolves especially despise Hawks for their treatment of humans and family.
Humans. Even in adulthood, the humans of a pack are treated as children. They're given less onerous tasks, some-times smothered with affection, and rarely held firmly accountable by their parents. Their Theru siblings, however, make sure they don't become too spoiled. While Were-Wolves are not expected to have great skills in the household, they're still expected to have skill or proficiency with hunting. They're often pushed to become rangers or fighters, but other classes are encouraged depending on its over-all usefulness to the family.
Wolf Traits
Ability Score Increase. Your Dexterity and Intelligence scores each increase by 1.
Keen Hearing and Smell: The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Totem Traits. Choose one of the following racial features, based on your totem: Red Wolf, Coyote, or Fox:
Pack Tactics (Red Wolf). You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.
Sharp Mind (Coyote): At the start of your turn, you can make an additional saving throw against the charmed or frightened conditions. You have advantage on saving throws against any effect that would give you the charmed or frightened conditions.
Nimble Escape (Fox). You can take the Disengage or Hide action as a bonus action on each of your turns.
Were-Wolf Traits
Ability Score Increase. Your Dexterity and Intelligence scores each increase by 1.
Hunter's Instincts. You have proficiency in two of the following skills of your choice: Athletics, Intimidation, Perception, or Survival.
Hunter's Intuition. Whenever you make a Wisdom (Perception) or a Wisdom (Survival) check, you can roll a d4 and add the number rolled to the total ability check.