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

Hit Die d10
Primary Ability Strength, Constitution
Saving Throws Strength, Constitution
Archetype Transformation
Ability Categories transformations, martial_abilities
Caster Progression None

Proficiencies

Armor Light armor, Medium armor, Shields
Weapons Simple weapons, Martial weapons
Skills Choose 2 from Athletics, Insight, Intimidation, Nature, Perception, Survival

Starting Equipment

• A martial weapon and a shield, or two martial weapons
• A longsword or a greataxe
• Four javelins or a shortbow and 20 arrows
• A scale mail set or a leather armor set
• An explorer's pack or a dungeoneer's pack
• A spirit charm, a traveler’s robe, and a small keepsake from a shrine or clan home

Class Resources

Spirit Points Max 6 (After a Long Rest)

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.

Spending You can spend Spirit Points only to activate Bear Warrior transformation abilities and martial abilities that list a Spirit Point cost. Unless an ability says otherwise, you can't spend more Spirit Points than your current maximum.
Recovery You regain all expended Spirit Points when you finish a Long Rest. Beginning at 18th level, when you roll Initiative with 0 Spirit Points, you regain 1 Spirit Point.

Class Abilities

Martial Abilities

Mauling Strike
Part of the Attack action 1 Spirit Point Level 1
Range Melee reach 5 feet
Target One creature you hit with a claw or bite attack
Duration Instantaneous
Movement None
Attack / Save Strength saving throw against your Bear Warrior save DC
Defense None

You drive a hit home with raw ursine force, turning a clean hit into a brutal takedown.

Rules Text:

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.

Prerequisites:

Must be transformed

Damage Effect
Saving Throw: Strength
Attack: None
Range: Melee reach 5 feet
Target: One creature you hit with a claw or bite attack
Damage: 1d8 bludgeoning (+1d8 at 11th level and +1d8 more at 17th level)
Conditions: prone
Duration: Until the target stands up
Resource: Spend 1 Spirit Point.
Bear Hug
Action 1 Spirit Point to add the restrained rider Level 2
Range Melee reach 5 feet
Target One creature Large or smaller
Duration Until the grapple ends; restrained until the start of your next turn if enhanced
Movement Target's speed becomes 0
Attack / Save Strength (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics)
Defense None

You seize a foe in a crushing hold and can pin it with your spirit-fueled mass.

Rules Text:

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.

Prerequisites:

Must be transformed

Control Effect
Attack: Strength (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics)
Range: Melee reach 5 feet
Target: One creature Large or smaller
Conditions: grappled
Duration: Until the grapple ends
Movement: Target's speed becomes 0
Resource: Spend 1 Spirit Point to make the target restrained until the start of your next turn.
Rending Rush
Bonus Action 1 Spirit Point Level 2
Range Self
Target One creature you can reach after moving
Duration Instantaneous
Movement Move up to half your speed in a straight line
Attack / Save Strength saving throw against your Bear Warrior save DC
Defense None

You explode forward in a brutal rush, striking as you collide with the target.

Rules Text:

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.

Prerequisites:

Must be transformed

Damage Effect
Saving Throw: Strength
Attack: Melee weapon attack
Range: Melee reach 5 feet
Target: One creature you can reach after moving
Damage: 1d6 slashing (+1d6 at 11th level and +1d6 more at 17th level)
Conditions: pushed, cannot take reactions until the start of its next turn if you moved 20 feet straight
Duration: Instantaneous
Movement: Push the target up to 10 feet
Resource: Spend 1 Spirit Point.
Spirit Roar
Action 1 Spirit Point Level 5
Range 15-foot cone
Target Each hostile creature in the cone
Duration Until the end of your next turn, or 1 minute at 11th level on a failed save
Movement None
Attack / Save Wisdom saving throw against your Bear Warrior save DC
Defense None

You unleash a terrifying bear roar that shakes lesser wills.

Rules Text:

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.

Prerequisites:

Must be transformed

Debuff Effect
Saving Throw: Wisdom
Attack: None
Range: 15-foot cone
Target: Each hostile creature in the cone
Damage: 2d6 psychic (+1d6 at 17th level)
Conditions: frightened, deafened
Duration: Until the end of your next turn, or 1 minute at 11th level on a failed save
Resource: Spend 1 Spirit Point.
Hurl Prey
Action 1 Spirit Point Level 5
Range Melee reach 5 feet
Target One creature you are grappling
Duration Instantaneous
Movement Move the target up to 15 feet to an unoccupied space you can see
Attack / Save Strength (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics)
Defense None

You wrench a grappled foe off the ground and fling it aside like a broken spear.

Rules Text:

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.

Prerequisites:

Must be transformed, Target must be grappled

Damage Effect
Attack: Strength (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics)
Range: Melee reach 5 feet
Target: One creature you are grappling
Damage: 2d6 bludgeoning (+1d6 at 11th level and +1d6 more at 17th level)
Conditions: prone
Duration: Instantaneous
Movement: Move the target up to 15 feet to an unoccupied space you can see
Resource: Spend 1 Spirit Point.
Ground-Shaking Slam
Action 1 Spirit Point Level 7
Range Self (10-foot radius)
Target Each other creature of your choice within 10 feet
Duration Instantaneous
Movement None
Attack / Save Dexterity saving throw against your Bear Warrior save DC
Defense None

You throw your weight into the earth and turn the ground into a weapon.

Rules Text:

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.

Prerequisites:

Must be transformed

Damage Effect
Saving Throw: Dexterity
Attack: None
Range: Self (10-foot radius)
Target: Each other creature of your choice within 10 feet
Damage: 2d8 bludgeoning (+1d8 at 13th level and +1d8 more at 17th level)
Conditions: prone
Duration: Instantaneous
Resource: Spend 1 Spirit Point.
Guarding Interpose
Reaction 1 Spirit Point Level 7
Range 5 feet
Target One ally within 5 feet of you that is hit by an attack
Duration Until the end of the triggering attack
Movement Move up to 5 feet to an adjacent space
Attack / Save None
Defense Reduce the triggering attack's damage by 1d10 + your Constitution modifier + your proficiency bonus

You step into harm's way and soak the blow meant for another.

Rules Text:

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.

Prerequisites:

Must be transformed

Defense Effect
Attack: None
Range: 5 feet
Target: One ally within 5 feet of you that is hit by an attack
Duration: Until the end of the triggering attack
Movement: Move up to 5 feet to an adjacent space
Defense: Reduce the triggering attack's damage by 1d10 + your Constitution modifier + your proficiency bonus
Resource: Spend 1 Spirit Point.
Scent the Hidden
Action Level 9
Range Self
Target Each creature within 30 feet of you that is hidden or invisible and not behind total cover
Duration 1 minute
Movement None
Attack / Save None
Defense None

You draw in the air and detect what flesh, blood, and fear are trying to conceal.

Rules Text:

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.

Utility Effect
Attack: None
Range: Self
Target: Each creature within 30 feet of you that is hidden or invisible and not behind total cover
Duration: 1 minute
Defense: None
Den Recovery
Bonus Action 1 Spirit Point Level 9
Range Self
Target Self
Duration Instantaneous
Movement None
Attack / Save None
Defense Restore hit points equal to 2d8 + your Constitution modifier + your proficiency bonus

You draw on the old strength of the den and knit flesh by sheer stubborn will.

Rules Text:

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.

Prerequisites:

Must be transformed

Healing Effect
Attack: None
Range: Self
Target: Self
Duration: Instantaneous
Defense: Restore hit points equal to 2d8 + your Constitution modifier + your proficiency bonus
Resource: Spend 1 Spirit Point.
Avalanche Charge
Action 1 Spirit Point Level 13
Range Self
Target Each creature of your choice whose space you enter during the movement
Duration Instantaneous
Movement Move up to your speed in a straight line
Attack / Save Dexterity saving throw against your Bear Warrior save DC
Defense None

You become a rolling mass of muscle and fur, sweeping through the enemy line.

Rules Text:

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.

Prerequisites:

Must be transformed

Damage Effect
Saving Throw: Dexterity
Attack: None
Range: Self
Target: Each creature of your choice whose space you enter during the movement
Damage: 3d8 bludgeoning (+1d8 at 17th level)
Conditions: prone
Duration: Instantaneous
Movement: Move up to your speed in a straight line
Resource: Spend 1 Spirit Point.
Spirit Circle
Action 2 Spirit Points Level 15
Range Self
Target Each hostile creature in a 15-foot-radius circle centered on you
Duration Until the start of your next turn
Movement None
Attack / Save Wisdom saving throw against your Bear Warrior save DC
Defense The area is difficult terrain for hostile creatures

You mark the ground with the authority of the wild and force enemies to fight inside your territory.

Rules Text:

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.

Prerequisites:

Must be transformed

Control Effect
Saving Throw: Wisdom
Attack: None
Range: Self (15-foot radius)
Target: Each hostile creature in the area
Damage: 2d6 force (+1d6 at 17th level)
Conditions: cannot take reactions
Duration: Until the start of your next turn
Defense: The area is difficult terrain for hostile creatures
Resource: Spend 2 Spirit Points.
Unbroken Denial
Reaction 2 Spirit Points Level 17
Range Self
Target Self
Duration Instantaneous
Movement Stand up if prone
Attack / Save None
Defense You are reduced to 1 Hit Point instead of 0 Hit Points

You refuse the grave and force your body to keep moving through sheer ancestral stubbornness.

Rules Text:

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.

Prerequisites:

Must be transformed

Defense Effect
Attack: None
Range: Self
Target: Self
Duration: Instantaneous
Movement: Stand up if prone
Defense: You are reduced to 1 Hit Point instead of 0 Hit Points
Resource: Spend 2 Spirit Points; once per Long Rest.
Primeval Command
Action 2 Spirit Points Level 19
Range 30-foot cone
Target Each hostile creature in the cone
Duration 1 minute
Movement Each failed target must move up to half its speed away from you if possible
Attack / Save Wisdom saving throw against your Bear Warrior save DC
Defense None

Your roar carries the memory of a thousand hunts and commands lesser creatures to flee.

Rules Text:

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.

Prerequisites:

Must be transformed

Debuff Effect
Saving Throw: Wisdom
Attack: None
Range: 30-foot cone
Target: Each hostile creature in the cone
Damage: 4d6 psychic (+1d6 at 17th level)
Conditions: frightened
Duration: 1 minute
Movement: Each failed target must move up to half its speed away from you if possible
Defense: None
Resource: Spend 2 Spirit Points.

Transformations

Bear Form
10 minutes 1 Spirit Point Level 1
Action Bonus Action
Range Self
Target Self
Movement Your walking speed increases by 10 feet; climbing speed equals your walking speed
Attack / Save None
Defense AC equals 12 + your Constitution modifier; gain temporary hit points equal to your class level + your Constitution modifier

You call upon the bear spirits and assume a powerful ursine battle form built for violence, endurance, and intimidation.

Rules Text:

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.

Changes:

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

Special Actions:

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.

Limitations:

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
10 minutes 2 Spirit Points Level 11
Action Bonus Action
Range Self
Target Self
Movement Your walking speed increases by 20 feet; climbing speed equals your walking speed
Attack / Save Strength saving throw against your Bear Warrior save DC
Defense AC equals 13 + your Constitution modifier; resistance to bludgeoning, piercing, and slashing damage; gain temporary hit points equal to 2 times your class level + your Constitution modifier

Your body grows denser, heavier, and more terrifying, becoming the battlefield's dominant force.

Rules Text:

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.

Changes:

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

Special Actions:

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.

Limitations:

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
1 minute 3 Spirit Points Level 17
Action Bonus Action
Range Self
Target Self
Movement Your walking speed increases by 30 feet; climbing speed equals your walking speed
Attack / Save None
Defense AC equals 13 + your Constitution modifier; resistance to bludgeoning, piercing, and slashing damage; gain temporary hit points equal to 3 times your class level + your Constitution modifier

You become the living avatar of the old forest and the old hunt, a towering force that feels half spirit and half legend.

Rules Text:

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.

Changes:

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

Special Actions:

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.

Limitations:

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

Primary Ruleset D&D 5.5 / SRD 5.2
Compatible Rulesets D&D 5e / SRD 5.1, D&D 5.5 / SRD 5.2
Balance Notes Bear Warrior sits between Barbarian and a transformation-focused martial. It trades spellcasting for a limited Spirit Point pool, a strong but temporary combat form, and a handful of control and defense techniques. Its output is high while transformed, but it spends resources quickly and remains vulnerable outside the form, keeping it within the expected power band of official martial classes.
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)

You are bound to the bear spirits of the wild. You gain Spirit Points as shown in the class progression table, and your Bear Warrior save DC equals 8 + your proficiency bonus + your Constitution modifier. You regain all expended Spirit Points when you finish a Long Rest.

Bear Form (Level 1)

You can assume a battle-ready bear form. This transformation is detailed in the Bear Form ability and is the core of your class play.

Primal Weapons (Level 2)

Your natural weapon attacks in bear form count as magical for the purpose of overcoming resistance and immunity. Once on each of your turns when you hit with a claw or bite attack, you deal extra damage equal to your Constitution modifier, minimum 1.

Extra Attack (Level 5)

When you take the Attack action while in a bear transformation, you can attack twice instead of once.

Thick Fur (Level 7)

While you are transformed, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.

Keen Scent (Level 9)

While transformed, you gain blindsight 10 feet. You also have advantage on Wisdom (Perception) and Wisdom (Survival) checks that rely on smell or tracking.

Great Bear Form (Level 11)

At 11th level, your bear transformation deepens. You can use Great Bear Form instead of Bear Form by spending 2 Spirit Points, and its benefits replace Bear Form while active.

Prerequisite: Bear Form

Unyielding Bulk (Level 13)

While transformed, you have advantage on Strength checks and Strength saving throws. Other creatures have disadvantage on checks to shove, pull, drag, or knock you prone.

Spirit of the Den (Level 15)

At the start of your turn while transformed, if you have no temporary hit points, you gain temporary hit points equal to your proficiency bonus + your Constitution modifier. Also, once on each of your turns when you reduce a creature to 0 Hit Points while transformed, you can move up to 10 feet and make one Claw attack as a Bonus Action.

Avatar of the Bear Spirit (Level 17)

At 17th level, you can take on the greatest form of your spirit inheritance. You can use Avatar of the Bear Spirit by spending 3 Spirit Points, and this form replaces your other bear forms while active.

Prerequisite: Great Bear Form

Great Bear Ascendant (Level 20)

At 20th level, once per Long Rest, when you roll Initiative you can enter a bear transformation without spending Spirit Points. In addition, if you begin combat with 0 Spirit Points, you regain 2 Spirit Points.

Prerequisite: Avatar of the Bear Spirit

Ready to Explore More Class Options?

Join thousands of players and discover detailed class features, subclasses, and gameplay hooks with Fable Fiesta!

Register to unlock spellcasting details, subclass features, and class-specific quests!

Sign Up Now - It's Free!

No credit card required. Start exploring in minutes!