Barbarian
Base Class: Barbarian

A barbarian that follows the Path of the Bear Warrior take part in a rite of passage extremely dangerous. In this rite, the barbarian must face a bear alone and defeat him with his bare hands. Most are devoured in the process, but those who conclude the rite are baptized with the bear’s blood, and the powerful spirit of this valiant animal take place in the warrior’s body. From now, you can assume the form of your guardian spirit when you become raged in battle, becoming a bear warrior.

Bear Form

At 3rd level, in the turn you activate your rage, you can assume a werebear form, remaining on this form until the end of your rage. You gain the following benefits in werebear form:

  • Your Strength score change to 19, if is not higher.
  •  You gain +1 bonus on AC from natural armor.
  •  You have resistance to bludgeoning, piercing, and slashing damage.
  • You gain the Multiattack action. 
  • At 7th level, your natural weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
  • At 9th level, your Strength score change to 21, if is not higher. At 16th level, your Strength score change to 23, if is not higher.
  • When you reach the 11th level, your size in werebear form change to Large, if is not larger. 

These benefits replace the benefits of your standard rage. You suffer all restrictions of your rage when you are in werebear form. Any equipment you wearing or carrying isn’t transformed, but you still can wield weapons.

Multiattack

At 3rd level, in the turn you activate your rage, you gain the Multiattack action:

  • You can make a one bite attack and one claws attack with this action. Alternatively, you can make a bite attack and a weapon attack with this action.
  • You’re proficient with your Bite and Claws attacks. They are natural weapons and your attack and damage rolls are made with Strength. Your bite attack cause 1d8 piercing damage and your claws attack cause 2d6 slashing damage.
  • Starting at 5th level, when you use the Multiattack action, you can make a bite attack and two claw attacks. Alternatively, you can make a bite attack and two weapon attacks with this action. Each of your claw attacks cause 2d4 slashing damage.
  • At 7th level, your natural weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
  • When you reach the 11th level, your size in werebear form change to Large, if is not larger. Your bite attack cause 2d8 piercing damage, and each of your claw attacks cause 2d6 slashing damage. Additionally, your weapon attacks cause 1d6 extra damage.

These benefits replace the benefits of your standard rage. You suffer all restrictions of your rage when you are in werebear form. Any equipment you wearing or carrying isn’t transformed, but you still can wield weapons.

Feral Traits

At 6th level, doing to your link with your inner beast, you assume some animalistic traits permanently. Independently of the form you are, you have scent, gaining advantage on Wisdom (Perception) checks that rely on smell, and gain climb speed of 30 feet. Additionally, bears seen you like a friend and you can speak with then as you share a language.

Crushing Embrace

Starting at 10th level, while you are in the werebear form, you can crush your enemies with your mighty embrace. When you hit a creature with a claw attack, you cause the normal damage and the target is grappled. The DC to escape is 8 + your proficiency bonus + your Strength modifier. Until this grapple ends, the target is restrained, and you can’t make claw or weapon attacks. If you start your turn grappling a creature, you can use a bonus action to crush this creature, causing bludgeoning damage equal to 2d8 + your Strength modifier.

Bear Vitality

At 14th level, you acquires the tireless will and resilience of the bears. When you assume your werebear form, you gain a number of temporary hit points equal to double your barbarian level. Additionally, while you remain in werebear form, you gain advantage on Strength checks and Strength and Constitution saving throws.