Bear Warrior
Bear Warriors are oath-bound hunters, shrine guardians, and clan champions who have learned to carry the spirit of the bear in their bones. Some are trained by mountain monasteries, some by ancestral lodges hidden in cedar forests, and some by a single terrifying night when a bear spirit answered their plea for survival. In battle they become something between warrior and beast: broad-shouldered, relentless, and nearly impossible to drive back. Their code is often simple but severe. Protect the den. End the threat. Endure the winter. A Bear Warrior is rarely the loudest voice in a hall, but on the field they are impossible to ignore. They are often respected by hunters, farmers, monks, and soldiers alike, because where they walk, predators think twice and the weak gain a shield.
Class Features
Proficiencies
Starting Equipment
Class Resources
Spirit Points represent the strength of the bear spirits bound into your body. You begin with 2 Spirit Points at 1st level, increasing to 3 at 5th level, 4 at 9th level, 5 at 13th level, and 6 at 17th level.
Class Abilities
Martial Abilities
Mauling Strike
You drive a hit home with raw ursine force, turning a clean hit into a brutal takedown.
When you hit a creature with a claw or bite attack while transformed, you can spend 1 Spirit Point to deal an extra 1d8 bludgeoning damage and force the target to make a Strength saving throw against your Bear Warrior save DC. On a failure, the target falls prone. The extra damage increases to 2d8 at 11th level and 3d8 at 17th level. You can use this ability once per turn.
Must be transformed
Bear Hug
You seize a foe in a crushing hold and can pin it with your spirit-fueled mass.
While transformed, you can use your action to attempt to grapple one creature Large or smaller within your reach. Make a Strength (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics). On a success, the target is grappled, its speed becomes 0, and the grapple lasts until it escapes or you are incapacitated. If you spend 1 Spirit Point when you initiate the grapple, the target is also restrained until the start of your next turn as long as it remains grappled by you. A creature grappled by you can still attempt to escape normally.
Must be transformed
Rending Rush
You explode forward in a brutal rush, striking as you collide with the target.
As a Bonus Action while transformed, you can spend 1 Spirit Point to move up to half your speed in a straight line toward a creature you can see. After the movement, make one melee weapon attack with a claw or bite against one creature within your reach. On a hit, the attack deals an extra 1d6 slashing damage, and the target must succeed on a Strength saving throw against your Bear Warrior save DC or be pushed up to 10 feet away from you. If you moved at least 20 feet straight toward the target before the attack, the target also can't take reactions until the start of its next turn. The extra damage increases to 2d6 at 11th level and 3d6 at 17th level.
Must be transformed
Spirit Roar
You unleash a terrifying bear roar that shakes lesser wills.
As an Action while transformed, you can spend 1 Spirit Point to roar in a 15-foot cone. Each hostile creature in the cone must make a Wisdom saving throw against your Bear Warrior save DC. On a failed save, a creature takes 2d6 psychic damage, becomes frightened of you until the end of your next turn, and is deafened until the end of its next turn. On a success, the creature takes half as much damage and suffers no other effect. At 11th level, the cone becomes 30 feet, and the frightened condition lasts for 1 minute, ending early if the target ends its turn more than 60 feet from you and cannot see you. At 17th level, the damage becomes 3d6 psychic.
Must be transformed
Hurl Prey
You wrench a grappled foe off the ground and fling it aside like a broken spear.
While transformed, you can use your Action to hurl one creature you are grappling that is Large or smaller. Make a Strength (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics). On a success, the grapple ends, the target is moved to an unoccupied space you can see within 15 feet of you, the target falls prone, and it takes 2d6 bludgeoning damage. The damage increases to 3d6 at 11th level and 4d6 at 17th level. If the target is thrown into a solid object or another creature, the GM can apply the same damage to the impacted creature or object as appropriate.
Must be transformed, Target must be grappled
Ground-Shaking Slam
You throw your weight into the earth and turn the ground into a weapon.
As an Action while transformed, you can spend 1 Spirit Point to slam the ground. Each other creature of your choice within 10 feet of you must make a Dexterity saving throw against your Bear Warrior save DC. On a failure, a creature takes 2d8 bludgeoning damage and falls prone. On a success, it takes half as much damage and doesn't fall prone. The damage increases to 3d8 at 13th level and 4d8 at 17th level.
Must be transformed
Guarding Interpose
You step into harm's way and soak the blow meant for another.
As a Reaction while transformed, when a creature within 5 feet of you is hit by an attack, you can move up to 5 feet to an unoccupied space adjacent to that creature if such a space exists, and you spend 1 Spirit Point to reduce the damage of the triggering attack by 1d10 + your Constitution modifier + your proficiency bonus. If the damage is reduced to 0, the target can immediately move up to 5 feet without provoking opportunity attacks.
Must be transformed
Scent the Hidden
You draw in the air and detect what flesh, blood, and fear are trying to conceal.
As an Action, you focus your predatory senses for 1 minute. For the duration, you know the location of any creature within 30 feet of you that is hidden or invisible and not behind total cover. At 13th level, the range becomes 60 feet. This ability does not reveal exact identity or creature type, but it does reveal direction and distance.
Den Recovery
You draw on the old strength of the den and knit flesh by sheer stubborn will.
As a Bonus Action while transformed, you can spend 1 Spirit Point to regain hit points equal to 2d8 + your Constitution modifier + your proficiency bonus. The healing increases to 3d8 at 13th level and 4d8 at 17th level.
Must be transformed
Avalanche Charge
You become a rolling mass of muscle and fur, sweeping through the enemy line.
As an Action while transformed, you can spend 1 Spirit Point to move up to your speed in a straight line. Each creature of your choice whose space you enter during that movement must make a Dexterity saving throw against your Bear Warrior save DC. On a failure, a creature takes 3d8 bludgeoning damage and falls prone. On a success, it takes half as much damage and doesn't fall prone. You ignore difficult terrain during this movement. The damage increases to 4d8 at 17th level.
Must be transformed
Spirit Circle
You mark the ground with the authority of the wild and force enemies to fight inside your territory.
As an Action while transformed, you can spend 2 Spirit Points to create a 15-foot-radius circle centered on you that lasts until the start of your next turn. The area is difficult terrain for hostile creatures. The first time a hostile creature enters the area on a turn or starts its turn there, it must make a Wisdom saving throw against your Bear Warrior save DC. On a failed save, it takes 2d6 force damage and can't take reactions until the start of its next turn. On a success, it takes half as much damage and suffers no other effect. The damage increases to 3d6 at 17th level.
Must be transformed
Unbroken Denial
You refuse the grave and force your body to keep moving through sheer ancestral stubbornness.
As a Reaction while transformed, when you would be reduced to 0 Hit Points, you can spend 2 Spirit Points to be reduced to 1 Hit Point instead. If you are prone, you stand up immediately, and you also end one of the following conditions on yourself: blinded, deafened, frightened, paralyzed, poisoned, or restrained. You can use this ability once per Long Rest.
Must be transformed
Primeval Command
Your roar carries the memory of a thousand hunts and commands lesser creatures to flee.
As an Action while transformed, you can spend 2 Spirit Points to issue a primeval roar in a 30-foot cone. Each hostile creature in the cone must make a Wisdom saving throw against your Bear Warrior save DC. On a failed save, a creature takes 4d6 psychic damage, becomes frightened of you for 1 minute, and must immediately use its reaction, if available, to move up to half its speed away from you by the safest available route. The creature repeats the save at the end of each of its turns, ending the frightened condition on a success. On a successful initial save, a creature takes half as much damage and suffers no other effect. At 17th level, the damage increases to 5d6 psychic.
Must be transformed
Transformations
Bear Form
You call upon the bear spirits and assume a powerful ursine battle form built for violence, endurance, and intimidation.
As a Bonus Action, you can spend 1 Spirit Point to transform into Bear Form for 10 minutes. While transformed, your size becomes Large if you are Medium or smaller, your AC equals 12 + your Constitution modifier, and you gain temporary hit points equal to your class level + your Constitution modifier, minimum 1. Your walking speed increases by 10 feet, and you gain a climbing speed equal to your walking speed. You cannot wield weapons, use shields, or perform fine manual tasks requiring fingers, and you can't cast spells or speak normally beyond a few short words. You gain two natural weapons: Claw, a melee weapon attack with reach 5 feet that deals 1d8 slashing damage on a hit, and Bite, a melee weapon attack with reach 5 feet that deals 1d6 piercing damage on a hit. These attacks use Strength for attack and damage rolls. The transformation ends early if you are incapacitated or if you dismiss it as a Bonus Action.
Become Large if Medium or smaller, Gain Claw and Bite natural weapons, Speed increases by 10 feet, Gain a climbing speed equal to your walking speed, Can no longer wield weapons or shields, Can no longer cast spells while transformed
Claw: Melee Weapon Attack, reach 5 feet, one target, 1d8 slashing damage + Strength modifier., Bite: Melee Weapon Attack, reach 5 feet, one target, 1d6 piercing damage + Strength modifier.
You cannot wield weapons or shields., You cannot cast spells., You cannot perform tasks that require fine manual dexterity., The form ends if you are incapacitated.
Great Bear Form
Your body grows denser, heavier, and more terrifying, becoming the battlefield's dominant force.
As a Bonus Action, you can spend 2 Spirit Points to transform into Great Bear Form for 10 minutes. This form replaces Bear Form. While transformed, your size becomes Large, your AC equals 13 + your Constitution modifier, and you gain temporary hit points equal to 2 times your class level + your Constitution modifier, minimum 1. Your walking speed increases by 20 feet, and you gain a climbing speed equal to your walking speed. You have resistance to bludgeoning, piercing, and slashing damage. Your natural weapons improve: Claw deals 1d10 slashing damage, and Bite deals 1d8 piercing damage. Once on each of your turns when you hit a creature with a Claw attack, the target must succeed on a Strength saving throw against your Bear Warrior save DC or be pushed 10 feet away from you or knocked prone, your choice. The form ends early if you are incapacitated or if you dismiss it as a Bonus Action.
Become Large, Gain improved Claw and Bite damage, Gain resistance to bludgeoning, piercing, and slashing damage, Claw hits can push or knock prone once per turn
Claw: Melee Weapon Attack, reach 5 feet, one target, 1d10 slashing damage + Strength modifier., Bite: Melee Weapon Attack, reach 5 feet, one target, 1d8 piercing damage + Strength modifier., Crush: Once on each of your turns when a Claw attack hits, the target can be pushed 10 feet or knocked prone on a failed Strength save.
You cannot wield weapons or shields., You cannot cast spells., You cannot perform tasks that require fine manual dexterity., The form ends if you are incapacitated.
Avatar of the Bear Spirit
You become the living avatar of the old forest and the old hunt, a towering force that feels half spirit and half legend.
As a Bonus Action, you can spend 3 Spirit Points to transform into Avatar of the Bear Spirit for 1 minute. This form replaces Bear Form and Great Bear Form. While transformed, your size becomes Huge, your AC equals 13 + your Constitution modifier, and you gain temporary hit points equal to 3 times your class level + your Constitution modifier, minimum 1. Your walking speed increases by 30 feet, and you gain a climbing speed equal to your walking speed. You have resistance to bludgeoning, piercing, and slashing damage. You have advantage on Strength checks and Strength saving throws, and you are immune to the Frightened condition. Your Claw attack deals 1d12 slashing damage, and your Bite attack deals 1d10 piercing damage. Once on each of your turns when you hit with a Claw attack, the attack deals an extra 1d8 force damage. The form ends early if you are incapacitated or if you dismiss it as a Bonus Action.
Become Huge, Gain advantage on Strength checks and Strength saving throws, Become immune to the Frightened condition, Gain improved Claw and Bite damage, Claw attacks deal extra force damage once per turn
Claw: Melee Weapon Attack, reach 5 feet, one target, 1d12 slashing damage + Strength modifier., Bite: Melee Weapon Attack, reach 5 feet, one target, 1d10 piercing damage + Strength modifier., Maul: Once on each of your turns when a Claw attack hits, it deals an extra 1d8 force damage.
You cannot wield weapons or shields., You cannot cast spells., You cannot perform tasks that require fine manual dexterity., The form ends if you are incapacitated.
Class Progression
| Level | Prof. | Features | Resources | Spell Slots |
|---|---|---|---|---|
| 1 | +2 | Spirit-Bound Body, Bear Form | Spirit Points: 2 uses | - |
| 2 | +2 | Primal Weapons | Spirit Points: 2 uses | - |
| 3 | +2 | Subclass Feature | Spirit Points: 2 uses | - |
| 4 | +2 | Ability Score Improvement | Spirit Points: 2 uses | - |
| 5 | +3 | Extra Attack, Spirit Roar | Spirit Points: 3 uses | - |
| 6 | +3 | Subclass Feature | Spirit Points: 3 uses | - |
| 7 | +3 | Thick Fur, Ground-Shaking Slam, Guarding Interpose | Spirit Points: 3 uses | - |
| 8 | +3 | Ability Score Improvement | Spirit Points: 3 uses | - |
| 9 | +4 | Keen Scent, Scent the Hidden, Den Recovery | Spirit Points: 4 uses | - |
| 10 | +4 | Subclass Feature | Spirit Points: 4 uses | - |
| 11 | +4 | Great Bear Form | Spirit Points: 4 uses | - |
| 12 | +4 | Ability Score Improvement | Spirit Points: 4 uses | - |
| 13 | +5 | Unyielding Bulk, Avalanche Charge | Spirit Points: 5 uses | - |
| 14 | +5 | Subclass Feature | Spirit Points: 5 uses | - |
| 15 | +5 | Spirit of the Den, Spirit Circle | Spirit Points: 5 uses | - |
| 16 | +5 | Ability Score Improvement | Spirit Points: 5 uses | - |
| 17 | +6 | Avatar of the Bear Spirit, Unbroken Denial | Spirit Points: 6 uses | - |
| 18 | +6 | Wild Rest | Spirit Points: 6 uses | - |
| 19 | +6 | Primeval Command, Ability Score Improvement | Spirit Points: 6 uses | - |
| 20 | +6 | Great Bear Ascendant | Spirit Points: 6 uses | - |
Class Features
Spirit-Bound Body (Level 1)
Bear Form (Level 1)
Primal Weapons (Level 2)
Extra Attack (Level 5)
Thick Fur (Level 7)
Keen Scent (Level 9)
Great Bear Form (Level 11)
Prerequisite: Bear Form
Unyielding Bulk (Level 13)
Spirit of the Den (Level 15)
Avatar of the Bear Spirit (Level 17)
Prerequisite: Great Bear Form
Great Bear Ascendant (Level 20)
Prerequisite: Avatar of the Bear Spirit
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