Barbarian
Base Class: Barbarian

The Path of the Bear Tribe is one of the four remaining sacred paths that can be taken by the Reghed people and their ancestors. A cold and bitter environment like the icy tundras of the north are no match for the strength and fortitude of one under the tutelage of the Bear Tribe. The barbarian walks this path upon pledging their allegiance to the Tribal King, or in rare cases, when a wandering bear spirit - from which the tribe gains their power - chooses to share its power with the barbarian at a young age. In the case of the latter, more often than not the individual who harbours a bear spirit within their heart has no knowledge of their presence until later.

Beast Kinship

The Path of the Bear Tribe makes you an apex predator, one with the natural world. Beasts look upon you with respect, reverence or fear. At 3rd level when you adopt this path, you gain the ability to cast the [spell]animal messenger[/spell] and speak with animals spells, but only as rituals, as described in the Spellcasting section.

In addition, Animal Handling and Charisma checks made when interacting or conversing with bears are made with advantage.

Fortitude of the Far North

At 3rd level, you are a fearsome wanderer of the Bear Tribe and well-adapted to the harsh reality of the Far North, developing increased resilience and fortitude against the elements and dangers of the world around you.

Damage Resistance. While raging, you have resistance to all damage except psychic damage. The power of the Bear Tribe makes you tough enough to stand up to any punishment.

Environmental Resistance. You have advantage of saving throws made against effects caused by the environment, such as icy storms, a hidden crevice or thin ice on a frozen lake.

Brutish Strength

You develop immense, almost superhuman strength and physical prowess, as if your form were as mighty as a bear's. As your connection to the Path strengthens, so too does your body and mind. Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects. You also gain the ability to grapple creatures that are 2 sizes larger than you.

Mighty Roar

You bring forth the power of the Bear Tribe, unleashing a mighty roar with unique effects that either hinder or your enemies, or bolster your allies. At 3rd level, you can roar once per long rest, increasing to three times at 6th level, 4 times at 10th level, and 5 times at 15th level. At each threshold, you gain an additional option to choose from in addition to all the roars you have chosen at previous levels.

Bloodlust Roar

You let out a roar invoking Bloodlust within yourself and all allies within 30 feet, granting them the ability to create a bleed on a target until the start of your next turn.

Bleed. Attacks made by a creature affected by Bloodlust force the target to make a Constitution saving throw with a DC equal to 8 + the attacking creature's attack bonus. On a failure, the target receives a Bleed, causing them to take 1d6 necrotic damage every turn for 1 minute until either they or another creature uses an action to stop it. This effect stacks, however all stacks are removed when a creature uses an action to do so.

Bolstering Roar

You may expend two uses of your Mighty Roar to let out a roar that bolsters your allies within 30 feet, reinvigorating them and shoring their resolve. As long as your rage is still active, your allies gain resistance to one damage type of your choice until the start of your next turn.

Frenzied Roar

You let out a mighty roar akin to a battlecry - the time to strike is now. All allies within 30 feet of you gain an additional attack when using the attack action, however on their next turn they loose an attack. If the affected creature does not have multiattack, then this effect renders them unable to use the attack action on that turn.

Frightening Roar

You let out a beastial roar of terror, striking fear into the hearts of all enemies within 30 feet. As a bonus action, you force each creature of your choice that you can see within 30 feet of you to make a DC 15 Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.

Incapacitating Roar

You let out a thunderous roar that echoes through the skulls of enemy creatures within 30 feet, leaving them in a daze. Affected creature must succeed on a DC 15 Constitution saving throw or become Incapacitated until the end of their next turn.

Shockwave Roar

You let out a roar so powerful it sends out a shockwave in a 15-foot circle around you. All affected creatures must make a DC 15 Dexterity saving throw or be pushed 10 feet away from you and knocked prone. Creatures within 5 feet of you make the saving throw with disadvantage.

Stampeding Roar

You let out a mighty stampeding roar invigorating you and all allies within 60 feet as a bonus action. Until the start of your next turn, all affected creatures may move up to their movement speed as a reaction.

Wild Charge

You can expend two uses of your Mighty Roar to instead charge to a target within 30 feet of you that is attempting to cast a spell, interupting them as if using counterspell. If it is casting a spell of 4th level or higher, make a Strength ability check. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and has no effect.

You must be able to see the target, and you must have a clear path in a straight line between you and the target.. This ability cannot be used if the target is positioned behind an obstacle, such as a tree, a broken wall, or a window, even if you could otherwise reach the target by going around.

Spirit Bear Companion

You can command the bear spirit that you harbour within you to take physical form.. The bear is friendly to you and your companions and obeys your commands.

In combat, the bear acts during your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the bear to take the Attack action. If you are incapacitated, the bear can take any action of its choice, not just Dodge.

If the bear dies, it may be resummoned after completing a long rest.

Spirit Bear Companion

Armor Class 14 + PB (natural armor)

Hit Points 5 + five times your barbarian level (the bear has a number of Hit Dice [d10s] equal to your barbarian level)

Speed 40 ft.

STR
16 (+3)
DEX
12 (+1)
CON
15 (+2)
INT
8 (−1)
WIS
14 (+2)
CHA
8 (−1)

Saving Throws Dex +1 plus PB, Wis +2 plus PB

Damage Resistances All damage except psychic

Senses darkvision 60 ft., passive Perception 12

Languages Common

Challenge — Proficiency Bonus (PB) equals your bonus

Actions

Maul. Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 2d6 plus PB magical slashing damage. Target makes a DC 12 Constitution saving throw or become Poisoned until the end of its turn.

Reactions

Frenzied Regeneration. When another creature within 30 feet of the bear that it can see takes damage, the bear can choose to heal the creature for half the damage taken, reducing its own hitpoints by the same amount.

Ursine Warrior

At 14th level, you finalise your bond with the bear spirit and complete the Path of the Bear Tribe, ascending to become a champion of your kin, empowered by the bond you share.

Your Mighty Roars restore on a short rest instead of a long rest, and you may choose to use your own hitpoints when your Spirit Bear's Frenzied Regeneration is used.

 

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