Levi's Transformation

The Great Bear

The Northlanders have always revered the fey spirits. Even when they were at odds, such as the Great Leviathan smashing their first raiding ships, the Northlanders always took their presence with reverence and respect, passing the lore of the spirits through the generations of their people.   It has been said the Great Bear was born at the heart of the world before the spirits of Star and Sun first alighted and woke him. Others have said it was the ending of the first winter that caused the Bear to emerge fully formed from the world. Yet others have said the Great Bear is the first child of the King of the Sea and the Queen of the Forest. If someone were to ask him, the Great Bear would much rather state his purpose: to live deeply and live well in the Wild Forest   The Great Bear appears as a big bear, roughly the size of a house. He has fur thick as night, with flowers and moss growing near his ankles. On his back, he has one or two sprouts of trees. His eyes are deep hazel and brown gold, and they seem to shimmer with wonder. His fangs are greater and sharper than any sword or spear. He smells of moss, earth, and sweet jasmine.  

The Great Bear’s Cubs

The Great Bear resides deep in the Feywilds and has many cubs. His children spread far and wide, though he has consumed some himself. His cubs take on many different glamours and appearances, many of which do not resemble a bear at all.   Outside of the Feywild, there are those who say that they are cubs of the Great Bear. They are of bloodlines which are touched with the lineage of the Great Bear himself through one of his many children, as the lines between the Feywild and the mortal realm are the thinnest and most blurred in the Moontide Isles.  

The Awakening

Many who have been touched by the spirit of the Great Bear go through their lives without fully understanding what they are and what their potential is. There are others, however, who has discovered their potential and have been awakened.   Most touched by the Great Bear often have affinity with nature and predators, finding prey to be skittish around them. They may see spirits when others do not and often find themselves aloof and alone.   Some find themselves as werebears, taking on the lycanthropy to be closer to their blood’s true callings. The cubs of the Great Bear often have boons and taboos as many of the fey do, though they are often as chaotic and random as the Feywild itself.  

Boons

 
Bear Form
You can magically assume the shape of a brown bear. As an action, the character can transform in the form of a brown bear. You can stay in the beast shape for a number of hours equal to half your level (rounded down). You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.   While you are transformed, the following rules apply:   Your game statistics are replaced by the statistics of the bear, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. If the bear has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours.   When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.   You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form.   You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.   Your clothing and equipment fall to the ground in your space when you transform.  

Brown Bear

Large beast,
Armor Class: 11
Hit Points: 34 hp (4d10+12)
Speed: 40 ft , climb: 30 ft

STR

19 +4

DEX

10 +0

CON

16 +3

INT

14 +2

WIS

12 +1

CHA

9 -1

Senses: Keen Smell. The bear has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Multiattack. The bear makes two attacks: one with its bite and one with its claws.   Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1d8+4 piercing damage.   Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 2d6+4 slashing damage.

 
Extreme Reception
Fey creatures can recognize the you as Fey touched. Depending on how you are encountered and how that played out, you may be welcomed as a friend or seen as an enemy, each often in more extreme measures.   When you make a Charisma based check with a Fey creature that you do not know well, you roll two dice and take the die which is furthest from 10.5 and then add the modifier. If it is a tie, the player chooses the result that they prefer.   For example, if the character attempted a Persuasion check and rolled a 5 and a 14, the 5 would be taken. Alternatively, if they had rolled a 8 and a 16, the 16 would be taken.  

Taboos

 
Restless Nights
Your affinity with the bear spirit causes you to naturally eshew mortal comforts. A character with this taboo receives no comfort or solace when sleeping in a bed. While sleeping in a bed does provide the effects of a Long Rest, the character suffers one level of exhaustion upon waking.  
Respect of Territory
Your affinity with the bear spirit has given you a profound respect for other’s territory. A character with this taboo may not enter an owned, private residence without permission from a resident of the location. This taboo does not apply to public places, such as inns and taverns, nor does it apply to owned, non-residental locations, such as a private stable, private ship or a private temple. Non-residental locations with residents, such as prisons or dungeons, are not restricted by this taboo.   Permission to enter may be given by any resident of the location and forevermore after, there is no taboo restricting future entry.