
Your claws are weapons, natural weapons - the rules already provide ample guidance on how weapons can be used.įinally, it is vitally important that you specify that a claw attack requires use of both paws - otherwise, your class could use a shield in one hand and a 2d6 weapon in the other. None of the natural weapon abilities of RAW classes do this. I don't think there's any need to state how many attacks you can make with these weapons per round. It might also be good to note that these are both "natural weapons" in order to better ground them in the system. That said, you don't want to remove all flavor: if you bump the bite damage down to 1d6+Str, it will be the same as the Lizardfolk's Bite ability, which is a natural weapon that can be used for monk abilities. I also agree that it's important to prevent the claws from being used as monk weapons. I agree with Dan B that it would be helpful to parse these out for the sake of readability. Musical instruments, light weapons or finnese weapons. Due to your clumsy paws, you can’t use any artisan's tools, Your clawsĭeal 2d6+Str slashing damage and your teeth deal 1d8+Str piercingĭamage. You have proficiency with your claws and teeth. Any class that isn't proficient in a two handed weapon probably doesn't want to use one anyway. Proficiency in what is essentially a two handed weapon does not currently exist RAW -Dwarves and Elves are only proficient in 1 handed weapons- but I don't think this is a big deal. Damage resistance is shared by dragonborn.

You can speak, read, and write Common.Īlmost all of these abilities have a precedent. You have advantage on saving throws against being frightened. You have resistance to cold damage.īrave.

You can’t discern color in darkness, only shades of gray. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. Due to your clumsy paws, you can’t use any artisan's tools, musical instruments, or weapons with the light or finesse properties.ĭarkvision. Your claws deal 2d6+Str slashing damage and your teeth deal 1d8+Str piercing damage.

You have a swimming speed of 30 feet.īear Paws. Awakened bears are 5-7 feet tall, and weigh 600-1000 lbs. Awakened bears tend towards neutrality, though they can be fiercely loyal if they do choose a side. They tend to mature at about a year old.Īlignment.

Awakened bears, while intelligent, only live about 30 years. Your Strength score increases by 2 and your Constitution score increases by 1.Īge. Is the unarmed strike a bit much? Awakened BearĪbility Score Increase. I used JamesMusicus' Basic Race Feature Analysis sheet to create it, but I'd like to know how it would stack up in game. I wanted to play an awakened bear, and decided to create my own race.
