Bear Clan Traits
The Bear Clan society supports strength and endurance, often to the point of appearing to defy death itself. Their relationship with the kinterspok mean that Bear wanderers often have the right tool on hand in unexpected circumstances.
Clan Trait
All members of the Bear clan have the following trait: Gift of Udr. You are eight to twelve inches taller than average members of your lineage, and weigh approximately 50% more. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.Basic Traits
Deep Sleep. You recover twice as many hit points as normal when taking a short rest, and recover additional hit dice equal to your proficiency bonus on a long rest. You must spend at least 10 hours resting, not 8, to complete a long rest. Hearty. Your hit point maximum increases by an amount equal to your level when you gain this trait, and increases by an additional one every time you gain a level. Kinterspok. If you spend 1 minute searching your person and immediate vicinity, you can find tools appropriate to a skill of your choosing, and you gain proficiency with those tools for 1 hour. Once the duration has expired, you loose both the tools and proficiency with them, as your invisible helpers return the "borrowed" items to their rightful owners. Udr's Care. You have advantage on death saving throws. When you regain hit points, you regain additional hit points equal to your proficiency bonus. Udrun's Gift. As a bonus action, you channel the fury of Udrun. For one minute, you may add your Constitution modifier to all damage rolls you make. After the duration expires, you cannot use this feature again until you finish a long rest.Advanced Traits
Bear's Toughness. Your hit point maximum increases by an amount equal to your level when you gain this trait. Whenever you gain a level thereafter, your hit point maximum increases by an additional 1 hit point. Defiant Surge. When you are reduced to 0 hit points but are not killed outright, you may immediately spend any of your remaining hit dice and roll them, regaining hit points equal to the total rolled. Heart of the Bear. When you finish a long rest, you regain two additional hit dice (up to your maximum), and you remove two levels of exhaustion, not one. Iron Belly. You gain a bonus to saving throws against poison damage and the poisoned condition equal to your proficiency bonus, and when you take poison damage, you take half as much instead. Kinterfriend (Requires Kinterspok). You know the spell unseen servant, and when you cast it as a ritual its duration is equal to a number of hours equal to your proficiency bonus. The tools and proficiency you gain from Kinterspok last until you finish a short or long rest. Udr's Sentinel. When you gain temporary hit points, you gain twice as many as normal.Exemplary Traits
Bear's Rebirth. You return to life one week after your death as if affected by the raise dead spell. Once you use this ability, you may not use it again. Iron Skin. You become immune to one type of damage of your choice. Kinterhome (Requires Kinterfriend). When you cast unseen servant using Kinterfriend, the servant lasts until you dismiss it. You can maintain a number of spirits this way equal to your proficiency modifier. The tools and proficiency you gain from Kinterspok last until you use that feature again. Unending Vitality. Your hit point maximum increases by an amount equal to twice your level when you gain this trait. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points. Urd. Your size increases by one category, from Small to Medium or from Medium to Large. This increases the damage dice of your weapon attacks and spells by one die (1d6 becomes 2d6, 2d6 becomes 3d6, and so on). Udrun's Fury. For one minute, you may make an additional attack when you take the Attack action. Once you use this ability, you may not use it again until you finish a long rest.Legendary Traits
Breaker of Champions. You make an additional attack when you take the Attack action, and you deal additional damage per damage die equal to your Constitution modifier. Once per turn when you hit a target with an attack, you regain hit points equal to twice your Constitution modifier. If you would gain hit points from this feature that would exceed your hit point maximum, you gain the excess as temporary hit points. Jotnurralk. Your size increases by one category, from Medium to Large or from Large to Huge. This increases the damage dice of your weapon attacks and spells by one die (1d6 becomes 2d6, 2d6 becomes 3d6, and so on). Hibernation. You return to life one day after your death as if affected by the true resurrection spell. Once you use this ability, you may not use it again until 1 year has passed. Iron Soul. When you take damage, you instead take half as much, rounded down. As a bonus action, you may automatically end any condition (such as Grappled, Restrained, or Poisoned) or magical effect requiring a saving throw to end, affecting you. You may use this bonus action even if you otherwise may not use actions. Once you use this bonus action, you cannot use it again until you finish a short or long rest. Kinterkine (Requires Kinterhome). The number of magic items you can attune to increases by one, and the number of spells you can maintain concentration on increases by one. Tireless. You cannot gain levels of exhaustion. If you regain hit points, you regain twice as many as you normally would. You may add temporary hit points to temporary hit points you already have, up to a total of twice your level. Unkillable. Your hit point maximum doubles.Remove these ads. Join the Worldbuilders Guild
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