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Bearfolk

by AI generated using Nightcafe
 

Bearfolk

  History: Bearfolk prefer to live secluded in the wilderness and rarely approach cities or towns unless they need to. They helped play a major role in the fight against the betrayer gods in the Realmswar, helping to restore balance. They have been known to be some of the strongest warriors throughout Timeuria.   Ability Score Increase: When determining your character’s ability scores, increase one score by 3, or increase one score by 2 and a different score by 1. You can't raise any of your scores above 20.   Alignment: Bearfolk, like any race, can have a wide range of alignments based on their individual personalities and experiences. However, they often lean towards neutral alignments, reflecting their connection to nature and the balance it represents.   Creature Type. You are a Humanoid.   Age: Bearfolk begin reaching adulthood around the age of 5. They have a natural lifespan of around 40 years, though some have managed to live longer.   Size: Bearfolk have been known to grow up to 10 feet tall and weigh anywhere from 300 to 1200 lbs depending on their lineage. Your size is Medium.   Speed: Your base walking speed is 30 feet. Your swim speed is 30 feet.   Darkvision. 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.   Languages: You can speak, read and write Common and Sylvan.   Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Additionally, you have advantage on Strength checks related to grappling or shoving.   Ursine Expertise You have proficiency in two of the following skills of your choice: Athletics, Survival, Nature, Perception or Intimidation.   Keen Smell: You have advantage on Wisdom (Perception) checks that rely on smell.   Natural Weapons: You can use your razor sharp claws to deliver unarmed strikes which deal slashing damage equal to 1d6 + your strength modifier. You are proficient in these attacks.   Natural Armor: Your thick fur and tough hide provide natural armor. When not wearing armor, your AC is 13 + your Dexterity modifier. You can use a shield and still gain this benefit.   Subraces: Bearfolk populate the world in various forms. Choose one of the following subraces.  

Grizzlykin

  Ferocious Charge: When you use the Dash action, you can make a melee attack with your claws as a bonus action.   Mighty Roar: As an action, unleash a mighty roar that inspires allies. All friendly creatures within 30 feet gain advantage on the next attack roll they would make within the next minute. You can't use this feature again until you finish a long rest.   Primal Manifestation. You know the primal savagery cantrip. When you reach 3rd level, you can cast earth tremor once, and it recharges after a long rest. When you reach 5th level, you can cast barkskin once, and it recharges after a long rest. You do not need the material components required of the spells. Wisdom is your spellcasting ability for these spells.  

Polarheart

  Icy Resilience: You have resistance to cold damage. Additionally, you can endure extreme cold without any additional discomfort.   Icebound Endurance: As a bonus action, gain temporary hit points equal to your level + your Constitution modifier. These temporary hit points last for 1 minute. You can't use this feature again until you finish a long rest.   Arctic Manifestation You know the Frostbite cantrip. When you reach 3rd level, you can cast Ice Knife once, and it recharges after a long rest. When you reach 5th level, you can cast Rime's Binding Ice once, and it recharges after a long rest. You do not need the material components required of the spells. Wisdom is your spellcasting ability for these spells.  

Blackclaw

  Expert Camouflage: You have advantage on stealth checks and You have proficiency in stealth.   Wild Stride: Tap into your natural instincts. As an action, your movement speed increases by 15 feet, and you ignore difficult terrain for the next hour. You can't use this feature again until you finish a long rest.   Woodland Manifestation. You know the druidcraft cantrip. When you reach 3rd level, you can entangle cast once, and it recharges after a long rest. When you reach 5th level, you can cast pass without trace once, and it recharges after a long rest. You do not need the material components required of the spells. Wisdom is your spellcasting ability for these spells.


Cover image: by AI generated using NightCafe

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