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Circle of the Burning Bear


Hit Points

Hit Dice: d8 per Circle of the Burning Bear level
Hit Points at first Level: 8+ your Con
Hit Points at Higher Levels: D8+2+Con OR 8+Con

Proficiences

Armor: Light Armour, Medium Armor, Shields (druids will not wear armor or use shields made of metal)
Weapons: Clubs, Daggers, Darts, Javelins, Maces, Quarterstaffs, Scimitars, Sickles, Slings, Spears
Tools: Herbalism Kit
Saving Throws: Intelligence, Wisdom
Skills: Choose Two: Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival

Overview & Creation

Eyja has seen your purity of heart and chosen you to be her champion against the forces of Belbahzer that threaten to burn away her beautiful nature. Because of your connection with the mother bear that was killed by the party, she has fused her spirit with yours to give you strength.


Class Features

Wild Magic (Level 1) Because this druidic power is a gift from Eyja, the untamed power of your magic is a reflection of the wildness of nature. When casting the Bear Paw Strike cantrip or any spells that require a spell slot, the player rolls a D20. If the player rolls a natural 20, he immediately transforms into a bear. (This does not count towards wild shape. The attempted spell does not use a spell slot.) The player then MUST be in bear form for 3 turns. While in this form, regardless of any abilities or traits, you cannot speak or cast spells. You can differentiate friend from foe, and you are filled with righteous anger against any who wish to hurt your friends. Forms of bears are as follows:

Level 1 Black Bear
Level 4 Brown Bear
Level 8 Polar Bear
Level 14 Cave Bear
Level 18 Dire Bear
Bonus Cantrip, Bear Paw Strike (Level 1) Your hands are enveloped by etherial black bear paws. You can strike out with one or two attacks (treat this as though you are proficient in two weapon fighting). Roll a normal melee attack roll. Upon a hit, you will do 1d6 magical slashing damage. This is a finesse weapon. Count this as a magical weapon for purpose of overcoming resistance and immunity to nonmagical attacks and damage.   Bear Spirit Totem (Level 2) Starting at 2nd level, you gain the ability to call forth nature spirits and use them to influence the world around you. As a bonus action, you can magically summon an incorporeal spirit to a point you can see within 60 feet of you. The spirit creates an aura in a 30-foot radius around that point. It counts as neither a creature nor an object, though it has the spectral appearance of the creature it represents. As a bonus action, you can move the spirit up to 60 feet to a point you can see. The spirit persists for 1 minute. Once you use this feature, you can’t use it again until you finish a short or long rest. Effect: The bear spirit grants you and your allies its might and endurance. Each creature of your choice in the aura when the spirit appears gains temporary hit points equal to 5 + your druid level. In addition, you and your allies gain advantage on Strength checks and Strength saving throws while in the aura.   Mother Bear Protection (Level 4) When an ally within 10 feet of you is attacked, you may use your reaction to impose disadvantage upon the attack. This may only be done once per combat round.   Mother Bear Supportiveness (Level 6) When an ally within 15 feet of you must make a saving throw, you may grant them a bonus equal to your wisdom modifier. This is passive and has no use limit.   Radiant Bear, Level 3 Spell (Level 9) You are beginning to fully realize your power and duty as a champion of nature. When you cast radiant bear, you call upon the power of Eyja to burn away wickedness. Your body surrounded by a large glowing bear form. All creatures within 60 of you that you wish to attack must make a CON save or take 4d8 radiant damage.   Bear Spirit Totem Improvement (Level 12) Creatures now gain temporary hit points equal to 8 + your druid level.   Burning Bear's Retribution (Level 15) Your protective instincts overtake you when you see your party threatened. You summon the etherial form of the burning mother bear to attack an enemy within 60 feet of you (cannot attack a flying enemy). The enemy must make a DC 15 save. If the save is passed, the enemy takes half damage. If the save is failed, the enemy takes 5d10 radiant/blunt damage and is knocked prone. The enemy also has disadvantage on his next turn IF he attacks one of your fellow party members. Limit once per long rest.


Created by

BanditDickerson.

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