Bearfolk
Bearfolk are massive people of iron resolve and deep nobility, resembling bears that walk upright rather than all fours. Hailing from the cold climates of Midgard’s Northlands, bearfolk put their trust in family and tribe to stand against the world. In defiance of their brutish appearance, they are deeply spiritual and artistic.
Bearfolk Traits
Your bearfolk character has certain characteristics in common with all other bearfolk.- Ability Score Increase. Your Strength score increases by 2.
- Age. Bearfolk come of age in their late teens and live around 80 years.
- Alignment. Bearfolk are predominantly good, mistrusting and shunning evil. While they hold rich traditions, they value their freedom and tend toward chaotic alignments.
- Size. Bearfolk can reach a height of over 7 feet, with thick, muscular builds. Your size is Medium.
- Speed. Your base walking speed is 30 feet.
- Bite. Your powerful jaws are natural weapons, which you can use to make unarmed strikes. If it hits, you deal 1d6 + your Strength modifier piercing damage.
- Natural Armor. Your hide is thick and tough, granting you a natural AC of 13 + your Dexterity modifier.
- Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
- Ursine Talent. You have proficiency in the Athletics and Perception skills.
- Languages. You can speak, read, and write Common, and Northern (if you hail from Midgard).
- Subrace. Two main subraces of bearfolk exist in Midgard: grizzlehides and purifiers. Choose one of them.
Grizzlehide
As a grizzlehide bearfolk, you are thicker and hardier than your cousins. Grizzlehide fur ranges from black to golden, often with light gray or blonde tips. Tough and ferocious grizzlehides are the original bearfolk stock native to the colder northern climes of Midgard.- Ability Score Increase. Your Constitution score increases by 1.
- Bear Hug. When you take the Attack action, you can make an unarmed strike as a bonus action. If you hit, you can grapple the target in addition to dealing damage to it. You can use this ability a number of times equal to your Constitution modifier (minimum of 1), and you regain all expended uses when you finish a long rest.
- Thick Coat. You are resistant to cold damage.
Purifier
As a purifier, you are slighter of build, with reddish or pale fur and with a strong affinity for nature. Purifiers often serve as spiritual anchors in their communities. Purifiers are a recent branch of the bearfolk race.- Ability Score Increase. Your Wisdom score increases by 1.
- Nature’s Gift. You know one cantrip of your choice from the druid spell list. Wisdom is your spellcasting ability score for it.
- Stalwart Will. When you make an Intelligence, Wisdom, or Charisma saving throw, you can roll a d4 and add the result to your total. You can do this after the roll but before any effects occur. Once you use this feature, you can’t use it again until you finish a short or long rest.
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