Homebrew Aārcbear Species Details

"It was the last day of May-month, and the tall, dark pines were silently swaying on a curl of wind. It was that evening that I restrung my bow, sharpened my arrows and, with the setting of the sun, ventured into the maw of Belker Wood in search of prey. It was beautiful in the woods. The sunset burned a band of orange and pink at the top of the tree-line, but below, much was swallowed up by mist and fog, and dew drops clung like tears to the green lashes of the pines.

I had been lucky- already several rabbits dangled from the cord hung over my shoulder- when I reached my favourite place the whole forest: A clearing, where wet slates rose high, and rolling water tumbled from the high brink of these, crashing to the gaping rock-pool below. The pool never overflowed, nor was it ever dry, but then the magical waters there are beyond all logic. The waterfall is always just enough to fill the pool to the brim, and never any more.
Around the edge of the pool, woody thorn-bushes twisted up from the soil that were usually home to small rodents, rabbits, waterfowl and pixies that went about their business.

But that evening, the bushes were quiet. In the middle of the pool, a large brown bear idly played with the water, splashing about and, at intervals, stabbing at fish that hurriedly swam away from him. I raised my bow, and took aim- bears weren't usually trouble, but one this close to the village would be nothing but. I almost released the eager arrow, but just then, the most miraculous thing happened. The bear spoke. Not just a grumble, or grunt. He actually spoke, in my toung. He started to mumble something about his mate and cubs, and what kind of fish his mate had asked for his catching that morning , and, he was grumpy to add, how angry she would get if he couldn't find any. It was then that I noticed the hempen bag slung across its shoulder and the fish he had caught in it. Why, this bear was more human than anything else! I watched the bear until the moon rose high, after which point, the bear gathered its catchings and left the clearing, heading north in the starlit wood, its fur sparkling with silvery droplets. 

To this day, this encounter remains most magical I've ever had." 

- Reskan the hunter.

 

The Caretakers

Aārcbears are the caretakers of their homes. Once bears, they possess humanlike intelligence, a gift from the goddess Diana many millennia ago. But unlike humans, Aārcbears are without much ego, and have no desire to build large empires. Instead, they use their strength to protect their homelands and keep them in prosperity. 

Big and friendly

You will only very rarely find an evil Aārcbear. They are mostly peaceful and reticent, and very willing to take a creature of another race into their extended family. 
Aārcbears are huge, standing usually well over seven feet tall. They have short, stubby snouts, and rounded ears.  Their fur is thick, and varies in colour depending on where that bear comes from.

A force to be reckoned with

Aārcbears aren't usually warlike, but if prompted, their massive claws and powerful jaws are enough to reckon most foes either dead or wishing they were.

Aārcbear Traits

Most Aārcbears are quiet and peaceful. Yet their powerful figures mean that they are a great force to be reckoned with, and can withstand most any punishment.

Ability Score Increase

Your Strength score increases by 2, as does your Constitution score. Your Intelligence score decreases by 1

Age

Aārcbears age slightly faster than humans, with a young adult being around 10 or 11 years of age. Yet the most willful Aāvardbears can live to around seven hundred years old.

Alignment

Aārcbears value tradition and family, yet also the harsh laws of nature, placing them at neutrality between order and chaos. Most Aārcbears are good, but in rare exceptions, you may come across a neutral or even evil one. This can happen when an Aārcbear has suffered much loss in its lifetime.

Size

Aārcbears can stand anywhere from seven feet to nine feet tall. Your size is Medium, but only just.

Speed

Your base walking speed is 35 feet.

Darkvision

A master of nocturnal hunting, you have superior vision in dark and dim conditions. 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. You can’t discern color in darkness, only shades of gray.

Clumsy Brute

You have disadvantage on Slight of Hand checks, but advantage on Athletics checks.

Keen Senses

You have advantage on Perception checks that involve smell or hearing, as well as on Survival and Investigation checks to forage for food.

Powerful Paws

You have retractable, razor-sharp claws, which you can use to make unarmed strikes. If you hit with it, you deal slashing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Languages

You can speak, read and write Common and one other language of your choice of the following: Dwarvish, Elvish, Draconic or Giant. 

You find it hard to write with tools crafted to the human hand (such as quills). You take double the time to write legibly on parchment, though no longer to scratch words out in dirt or wood with your claws.

Belu

The Belu are quite rare, and are easily the most friendly and caring of all Aārcbears. Resembling pandas, Belu stand remarkably shorter than most other Aārcbears, the shortest being among five and a half and six feet tall. They make their homes in the Bamboo forests of Southern Faerûn, and there they practice the positive channeling of healing energy .
Belu are fond of human trades, and often make crude buildings, pick up human crafts, use basic agriculture and even develop laws in individual communities.

 

Ability Score Increase

Your Wisdom score increases by 2, yet your Constitution score drops to an increase of 1.

Spell-dissipative

Your extraordinary layer of fat contains natural spell-dissipative oils. You are resistant to fire, lightning, cold, and acid damage from cantrips, and you have an AC of 10 + your Constitution modifier + your Dexterity modifier against any spell attack roll that would deal fire, lightning, cold, or acid damage made against you, if your AC wouldn't already be higher.

Belu Touch

You can channel healing energy from the Positive Energy plane. You learn the Spare the Dying cantrip. At 3rd level, you can cast the Cure Wounds and Bless spells once, and regain the ability to do so when you finish a long rest.

Bear of Many Trades

You gain proficiency in one of the following: Brewer's tools, Potter's tools, Tinker's tools or Woodworker's tools.

Kir'tan

The best hunters among the Aārcbears, the Kir'tan come from the deep forests of Faerûn. Kir'tan are naturally aggressive souls, but they are endlessly loyal to their family and clan. Their fur colouration ranges from light brown, to deep ebony, to almost black, and usually stand within the seven to eight foot range. Strangest about the Kir'tan is the scintillating energy which radiates from their claws- making them ever more deadly weapons than they were before.

Ability Score Increase

Your Wisdom score increases by 1.

Enhanced Strikes

Your unarmed strikes from the 'Powerful Paws' option in this race increase to 1d8 slashing damage, and count as magical for the purpose of overcoming resistance and immunity to non-magical attacks.

In addition, when you hit a Large or smaller creature with your unarmed strike, you can choose so that it must make a Strength saving throw or be knocked prone. You can use this feature a number of times equal to your Wisdom modifier (minimum of 1), and regain the ability to do so when you finish a long rest.

Heightened Senses

You have advantage on Perception, Survival and Investigation checks made to track a creature.

Pask

Polar Aārcbears, or Pask, are from the far North of Faerûn, from the snowy peaks of high mountains. Their fur is as white as the land they live in, yet their hearts are nothing quite as cold, due to their value of family. Nonetheless, Pask have the reputation of being harsh, perhaps because of the equally harsh climate in which they make their homes. The Pask hold unique magical capabilities to protect their homelands, rooted deeply in the element of primordial frost.

 

Ability Score Increase

Your Charisma score increases by 1.

Snow Sensibility

You have advantage on Stealth checks in snowy environments.

Primordial Frost

You learn the Frostbite and Shape Water cantrips, requiring no components. At 3rd level, you learn the Ice Knife spell. You can cast this spell once, and regain the ability to do so after finishing a long rest.

Charisma is your Spellcasting ability for these spells.

Blitz

The Pask have refined this ability over the centuries, helping them defend their homeland against outside threats.

If you are surrounded by snow, you can use an action to call upon the powers of primordial frost to conjure a snowstorm centred on yourself. When the storm is active, each hostile creature within 10 feet of you has disadvantage on attack rolls, and Dexterity and Strength saving throws. This storm lasts for one minute, and after it ends, you can't use it again until you have finished five full long rests.

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