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 either Northern (if you hail from Midgard) or Umbral (if native to the Moonlit Glades).
Subrace. Two main subraces of bearfolk exist in Midgard: grizzlehides and purifiers. Choose one of them.
You gain an Amethyst Compass, Dawn Ward, and access to the Eluian (The Planes of Polaris).
A Bonder's Ally: You gain a companion who fights tirelessly by your side. You may achieve it via the Zoan Rite (becoming a Zoanthorpe) or The Veil Trial. Once finished, this companion can be any creature with the Beast tag, gaining the stat block of that creature. The creature levels with you. If it were to die, it disappears into your compass until your next long rest, where it can be summoned again.
Path through the Night: Your eyes see the paths unseen and untraveled. At night, so long as you are using your compass, you double your rate of travel while outside of combat and lower the chance for encounters.
Skills: Get one of the following proficiencies: Survival, Nature, Perception, or Animal Handling.
Abilities
Nomadic Step
As a bonus action, you and your companion can teleport up to 60 feet to unoccupied spaces that you can see. When you appear, you release a bright flash of light, forcing creatures within 10 ft of the destination to make a DC (8 + proficiency modifier + highest ability modifier) Constitution saving throw or be blinded for 1 minute. Creatures blinded in this manner repeat the saves at the end of their turn. You can use this ability twice, regaining expended uses upon completing a long rest.
(At Level 3, you gain this ability)
Blessed By The Veil Light
Both in the Worlds and the Ruins, there are hidden locations that you would know where you can hide with your party. Once while taking a short rest during a dungeon or adventure, you may use your compass to long rest in a pocket dimension instead. You can use this ability once, regaining the use after completing a long rest without Blessed By The Veil Light.
Features & Traits