Davrix
2018-04-04, 04:32 PM
Ok so here is a updated version of the feedback I've gotten so far along with changes that I think might be a little more appealing for the theme. I've archived the previous version below in a spoiler tag. I've also adjusted the alignment wording. I'm really trying to go for that lazy bear / wander lust vibe heh. Though i decided to keep the powerful build, it might be a smidge to good but not overly so and its just to fitting for the race not to have it.
Bearfolk
Ability score - Your Str score is increased by +2
Age - Bearfolk age like humans but tend to live around 200
Alignment - Bearfolk live long lives and thus tend to see the world as something to savor, dwelling on ones past or thinking of ones future is a needless bother. To live in the moment, is to know the world and life to its fullest degree. Bearfulk culture thus tends to favor a more neutral disposition on life, favoring what joys or sorrows life has to offer in the moment before moving on to see what comes around the next day.
Size - Most Bearfolk reach around 6 to 7 feet in height and weight around 300 to 400 pounds. You count as medium size.
Speed. You have a walking speed of 25
No Darkvision
Keen Smell - You have advantage on all perception checks that relate to smell.
Powerful Build - You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Bear Claws - You have a climb speed of 20 feet. In additional your claws count as natural weapons. You deal 1D4+str on a unarmed attack.
Maul - You have advantage on athletics checks when determining a grapple.
Sub-Races
ForestFolk Bears (Most common)
Ability Score - You increase your Con score by 1
Hearty Constitution - You bear ancestry comes from sturdier stock. After a long rest you gain a pool of temporary hit points of 1D6+con. The die increases to 2D6 at lv 5, 3D6 at 11th level and 4D6 at 17th.
Pandafolk (Jungle / Tropical?)
Ability Score - You Increase your Dex Score by 1
Rolly Polly - If you move at least 20 ft. straight towards a target on your turn, then you may use a Bonus Action to make a special attack against that enemy. The target must succeed on a Dexterity Saving Throw (with a DC equal to 8 + your Dexterity modifier + your proficiency modifier). If the target fails then it takes an amount of bludgeoning damage equal to 1d10 + your Dexterity modifier and is knocked prone, on a success they take half as much damage and suffer none of the other conditions. Once you use this feature it cannot be used again until you finish a short or long rest.
Highlands (mountain) Bear
Ability Score - You increase your Wisdom Score by +1
Highlander - You’re acclimated to high altitude, including elevations above 20,000 feet. You’re also naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master’s Guide.
Undying Valor - If at any time your character would be subjected to a circumstance in which they would permanently die, then you must make a Constitution Saving throw. On a success you are knocked unconscious and will appear dead to an outside observer, but within an amount of hours equal to 10 - your constitution modifier you will awaken with 1 HP. This feature does not work if your body would be too damaged for you to still be alive by the time you would wake up
Bearfolk
Ability score - Your Str score is increased by +2
Age - Bearfolk age like humans but tend to live around 200 years, although some can reach much older ages.
Alignment - Most Bearfolk would rather live in the moment. Enjoying what life has to offer and not dwell on the past or future. Because of this they generally lean towards a more neutral disposition on life.
Size - Most Bearfolk reach around 6 to 7 feet in height and weight around 300 to 400 pounds. You count as medium size.
Speed. You have a walking speed of 25
No Darkvision
Keen Smell - You have advantage on all perception checks that relate to smell.
Powerful Build - You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Bear Claws - You have a climb speed of 20 feet.
Maul - You have advantage on athletics checks when determining a grapple.
Sub-Races
Pandafolk (Jungle / Tropical?)
Ability Score - You Increase your Dex Score by 1
Rolly Polly - If you move more than 10 feet in a turn you can make a roll attack against one target. Make an attack roll using Dex+proficiency. On a hit you deal 1D10+Dex Bludgeoning damage and the target is knocked prone. Once used this ability cannot be used again until a short or long rest.
Highlands (mountain) Bear
Ability Score - You increase your Wisdom Score by +1
Highlander - You’re acclimated to high altitude, including elevations above 20,000 feet. You’re also naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master’s Guide.
Undying Valor - If you fail your third death saving throw or if something would cause you to instantly die. You do not instantly die but instead make one additional death saving throw. On a success you still appear dead to anyone observing you but you will return to life within the next 12 Minus your Constitution modifier as long as your body remains in tact and is not either burned or dismembered
Bearfolk
Ability score - Your Str score is increased by +2
Age - Bearfolk age like humans but tend to live around 200
Alignment - Bearfolk live long lives and thus tend to see the world as something to savor, dwelling on ones past or thinking of ones future is a needless bother. To live in the moment, is to know the world and life to its fullest degree. Bearfulk culture thus tends to favor a more neutral disposition on life, favoring what joys or sorrows life has to offer in the moment before moving on to see what comes around the next day.
Size - Most Bearfolk reach around 6 to 7 feet in height and weight around 300 to 400 pounds. You count as medium size.
Speed. You have a walking speed of 25
No Darkvision
Keen Smell - You have advantage on all perception checks that relate to smell.
Powerful Build - You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Bear Claws - You have a climb speed of 20 feet. In additional your claws count as natural weapons. You deal 1D4+str on a unarmed attack.
Maul - You have advantage on athletics checks when determining a grapple.
Sub-Races
ForestFolk Bears (Most common)
Ability Score - You increase your Con score by 1
Hearty Constitution - You bear ancestry comes from sturdier stock. After a long rest you gain a pool of temporary hit points of 1D6+con. The die increases to 2D6 at lv 5, 3D6 at 11th level and 4D6 at 17th.
Pandafolk (Jungle / Tropical?)
Ability Score - You Increase your Dex Score by 1
Rolly Polly - If you move at least 20 ft. straight towards a target on your turn, then you may use a Bonus Action to make a special attack against that enemy. The target must succeed on a Dexterity Saving Throw (with a DC equal to 8 + your Dexterity modifier + your proficiency modifier). If the target fails then it takes an amount of bludgeoning damage equal to 1d10 + your Dexterity modifier and is knocked prone, on a success they take half as much damage and suffer none of the other conditions. Once you use this feature it cannot be used again until you finish a short or long rest.
Highlands (mountain) Bear
Ability Score - You increase your Wisdom Score by +1
Highlander - You’re acclimated to high altitude, including elevations above 20,000 feet. You’re also naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master’s Guide.
Undying Valor - If at any time your character would be subjected to a circumstance in which they would permanently die, then you must make a Constitution Saving throw. On a success you are knocked unconscious and will appear dead to an outside observer, but within an amount of hours equal to 10 - your constitution modifier you will awaken with 1 HP. This feature does not work if your body would be too damaged for you to still be alive by the time you would wake up
Bearfolk
Ability score - Your Str score is increased by +2
Age - Bearfolk age like humans but tend to live around 200 years, although some can reach much older ages.
Alignment - Most Bearfolk would rather live in the moment. Enjoying what life has to offer and not dwell on the past or future. Because of this they generally lean towards a more neutral disposition on life.
Size - Most Bearfolk reach around 6 to 7 feet in height and weight around 300 to 400 pounds. You count as medium size.
Speed. You have a walking speed of 25
No Darkvision
Keen Smell - You have advantage on all perception checks that relate to smell.
Powerful Build - You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Bear Claws - You have a climb speed of 20 feet.
Maul - You have advantage on athletics checks when determining a grapple.
Sub-Races
Pandafolk (Jungle / Tropical?)
Ability Score - You Increase your Dex Score by 1
Rolly Polly - If you move more than 10 feet in a turn you can make a roll attack against one target. Make an attack roll using Dex+proficiency. On a hit you deal 1D10+Dex Bludgeoning damage and the target is knocked prone. Once used this ability cannot be used again until a short or long rest.
Highlands (mountain) Bear
Ability Score - You increase your Wisdom Score by +1
Highlander - You’re acclimated to high altitude, including elevations above 20,000 feet. You’re also naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master’s Guide.
Undying Valor - If you fail your third death saving throw or if something would cause you to instantly die. You do not instantly die but instead make one additional death saving throw. On a success you still appear dead to anyone observing you but you will return to life within the next 12 Minus your Constitution modifier as long as your body remains in tact and is not either burned or dismembered