Homebrew Werebear Species Details
Typically, werebears prefer to only bite people that they wish to share Ursinthrope with. To avoid accidentally infecting others, most werebears remain in solitude or among other werebears. Having great strength in bear form, werebears know how to use their weight and strength to take down enemies without having to bite them and risk infecting them accidentally.
Whilst appearing as human in form when not transformed, werebears are typically several inches taller and are rather more muscular than the average human. They are also typically hairy, and the men tend to have thick beards. Their body hair is usually the same colour as their fur in hybrid or bear form.
In Hybrid form, werebears are marginally larger than in their human form, and are covered in thick fur. They still have human like hands, but each finger ends in a long claw, as do their toes. They still look reasonably human, but their teeth are now larger and pointed. Their canine teeth are significantly larger than normal. They are still bipedal in how they move. In hybrid or bear form, werebears can roar to potentially intimidate nearby enemies.
In bear form, werebears grow to large in size, significantly increasing in mass and strength. The werebear now fights with the full ferocity of a bear. In both hybrid and bear form, the werebear will avoid biting those that it does not want to share Ursinthrope with. Movement is quadrupedal due to the size of bear form.
Werebear Traits
An increase in strength and resilience makes you a challenging foe to most. Beware silver weapons and the full moon.Ability Score Increase
Your Strength and Constitution increase by 3. Your Dexterity increases by 1. Your charisma decreases by 1.
Blessing and Curse
Your ursinthrope grants you resilience in all forms. You are immune to disease and poison. You have resistance to all damage that is not magical. A non-magical attack can not reduce you to 0 hp.
When not wearing armour, your AC is 13 + Dex modifier + Con Modifier.
You have a weakness to silver weapons. Opponents have advantage on attack rolls when they use silver weapons. You take double damage from attacks with silver weapons. Once struck with a silver weapon, you are stuck in your current form until you regain your maximum hit points.
Languages
You can speak, read and write Common and one other language of your choice.
Age
Werebears mature at the same rate as normal humans, however they tend to live much longer due to the regenerative nature of ursinthrope.
Alignment
The majority of werebears are good natured, having learned to resist the bloodlust of their transformation. Whilst most are good, others thrive on the thrill of the hunt and the taste of flesh.
Size
Whilst in human or hybrid form, the werebear is medium in size. Once fully transformed into bear form, the werebear is large.
Speed
Base walk is 30 feet. Base climb is 20 feet. Once in hybrid or bear form, walking speed is 40 feet and climb is 30 feet.
Transformation
1 action to transform, 1 bonus action to revert to human form. Can be performed twice between short rests. You revert to your human form if you fall unconscious or die. If you are struck with a silver weapon, you can not transform until you return to full hp.
Human Form
In human form, you can perform all actions that are suitable for your class, such as cast spells and use ranged weapons.
Hybrid form
In Hybrid form, you can still use weapons and shields. You can still cast self spells, but you can not cast ranged attack spells or use ranged weapons. You choose as to whether your gear merges into your form or drops off when you transform, but you gain no benefit from wearing armour.
You retain all human statistics, and can perform a bonus action to slash your opponent with your claws after making an attack action.
You can still speak and understand languages that you are familiar with, but can now roar with bestial fury.
Bear form
In bear form, you can no longer cast any spells or use weapons. Any weapons you were holding before your transformed are dropped during the transformation, and you can now only perform unarmed strikes. Your unarmed strikes are considered magical due to the nature of the ursinthrope curse. You can now use the full strength and size of a bear when making an attack.
You gain 2D6 + Con Modifier of HP when you transform into this form. The rest of your human statistics remain the same.
You can no longer speak or use your hands for more than the capabilities of your bear form. You can still roar with bestial fury.
You can use a bonus action after an attack to make an additional claw attack against your opponent.
Skill Proficiency
You gain proficiency in athletics and perception.
Bestial Senses
You have darkvision, allowing you to see up to 60 feet away in dim light as though it were bright, and in darkness as though it were dimlight.
Your keen animal senses allow you to detect movement, sounds and smells. As such, you have advantage on perception checks relying on sight, sound or smell.
Beware the Full Moon
As with most lycanthropic curses, the full moon releases the beast within. On a night with the full moon, you must make a DC 15 Wisdom saving throw or be transformed into your full bear form. When transformed by the full moon, you have no control of your bestial rage. The DM will control your character until it is either knocked out, the full moon ends, or you make a saving throw. You can re-attempt the DC15 Wisdom saving throw every hour during the full moon. If you succeed on a saving throw, you return to your senses and can continue playing as your character for the remainder of the evening. It will cost 1 of your 2 transformation actions between rests to transform out of your bear form.
The other way to avoid the influence of the full moon is to wear a silver necklace or ring. Silver prevents you from changing, but you will take 1D4 of damage for every hour that you wear the silver item.
A party member can strike you with a silver weapon before you transform to prevent you from taking on your hybrid or bear form.
Transformed combat
You have combat prowess due to the blood of the bear. However, if you are attacked with a silver weapon in combat, and the silver remains in your flesh, you take 1D4+2 radiant damage at the start of your turn until the silver is removed.
Human Combat
When fighting in human form, werebears can perform all the normal actions for their class.
Hybrid Combat
When in your hybrid form, you gain some attack options. You can still use weapons and shields. You can cast self spells, but you can not cast ranged spells. Unarmed attacks are considered magical.
You can perform an unarmed claw attack action. This deals 1D6 + Strength modifier of piercing damage. This can also be performed as a bonus action if you have at least one hand free.
You can perform an unarmed swipe attack. This deals 1D6 + Strength modifier of piercing damage to all creatures in front of you within a 10 feet cone.
You can perform a roar attack. A creature must make a DC15 Intelligence saving throw or be intimidated by you. Any creature intimidated by roar now attacks with disadvantage for the remainder of the encounter.
Bear Combat
When in bear form, you make the full use of your size and strength. You can not use weapons or shields, nor can you cast any spells. Unarmed attacks are considered magical.
You can perform a claw attack action. This deals 1D8 + Strength modifier of piercing damage. Bonus action claw attack is 1D6 + Strength modifier.
You can perform a swipe attack. This deals 1D8 + Strength modifier of piercing damage to all creatures in front of you within a 10 feet cone.
You can perform a charge attack on a creature 20 feet from you. This deals 1D10 + Strength modifier of bludgeoning damage. Any creature hit with this attack must make a DC15 Strength saving throw or be knocked prone.
You can perform a slam attack. You stand on your hind legs in bear form, and use your height and weight to slam into a creature as you go back to being on all fours. This deals 2D8 + Strength modifier of bludgeoning damage, and a creature hit with this attack must make a DC15 Strength saving throw or be knocked prone. When you perform this attack, any creature within 10 feet of you can perform an attack of opportunity with advantage.
You can perform a roar attack. A creature must make a DC15 Intelligence saving throw or be intimidated by you. Any creature intimidated by roar now attacks with disadvantage for the remainder of the encounter.
Previous Versions
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