TEXT:  
   
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  Bears – A PC and NPC Sourcebook by Matthew Gravelyn 
   
  1 
  BEARS 
   
   
   
  A PC and NPC Sourcebook 
   
   
   
   
  “The gypsies believe the bear to be a brother to man because he 
  has the same body beneath his hide, because he drinks beer, 
  because he enjoys music and because he likes to dance.”  
  ― Ernest Hemingway 
   
   
   
   
   
   
    
   
   
  by MATTHEW GRAVELYN 
   
   
   
   
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards 
  of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. 
  This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written 
  permission of Wizards of the Coast. 
   
  ©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley 
  Park, Uxbridge, Middlesex, UB11 1ET, UK.
  
   
   
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  Bears – A PC and NPC Sourcebook by Matthew Gravelyn 
   
  2 
  TABLE OF CONTENTS
   
  INTRODUCTION ............................................................. 3 
  PLAYING A BEAR ............................................................ 3 
  ENLIGHTENED BEARS ..................................................... 3 
  BEARS AND MAN ........................................................... 4 
  BEAR NAMES ................................................................. 4 
  BEARS AS NPCS .............................................................. 4 
  USING THIS SOURCEBOOK ............................................. 4 
  RACES ............................................................................ 5 
  URSA MINOR ...................................................................................................... 5 
  URSA MAJOR ...................................................................................................... 6 
  CLASSES ......................................................................... 7 
  FERAL ..................................................................................................................... 8 
  HUNTER ............................................................................................................. 10 
  BACKGROUNDS ............................................................ 13 
  CAPTIVE PERFORMER .................................................................................... 13 
  PROTECTOR ...................................................................................................... 13 
  LOCAL LEGEND ................................................................................................ 13 
  APPENDIX A: BEARS AS NPCS ........................................ 15 
  BLACK BEAR...................................................................................................... 15 
  KODIAK BEAR ................................................................................................... 15 
  WINTER BEAR .................................................................................................. 16 
  GRIZZLED BEAR ............................................................................................... 16 
  APPENDIX B: ENLIGHTENED BACKSTORIES .................... 17 
  A NATURAL SPIRIT ......................................................................................... 17 
  EVOLUTIONARY IMPERATIVE ....................................................................... 17 
  WELL-TRAINED ............................................................................................... 17 
  BIZARRE AND UNNATURAL MAGICKS ...................................................... 17 
  FEEDBACK ..................................................................... 18 
  IMAGE CREDITS ............................................................ 18 
  THANK YOU! ................................................................. 18 
   
   
   
  
   
   
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  Bears – A PC and NPC Sourcebook by Matthew Gravelyn 
   
  3 
  INTRODUCTION 
  The conditions are perfect for tracking. El’zar has 
  been closing in on a herd of elk for hours and is 
  close to claiming his prize. He creeps to the edge of 
  the woods, looking out into a clearing where the 
  elk are drinking from a small stream. He nocks an 
  arrow and takes aim.  
  Before he can let fly, the peaceful scene is 
  shattered by elk frantically dashing in all directs. 
  At the center of the chaos is a massive bear who 
  has killed a large buck with a single swipe of his 
  powerful claw. As he stands over his kill he picks 
  up a foreign scent. His eyes pierce the veil of the 
  forest, directly to where El’zar is frozen in place. 
  The bear hoists his full 800 pounds up, and lets out 
  a deafening roar. El’zar holds his bow, trembling. 
  His next decision may be his last… 
  PLAYING A BEAR 
  For those looking to experience a different style 
  of play, I offer you the bear, one of nature’s most 
  able predators and an inspiring creature to 
  behold. 
  For the gamers, this sourcebook will offer the 
  ability to impose fear and violence on their foes 
  or aid their companions with their natural 
  wisdom. For the role players, playing a non-
  humanoid character with no common language 
  will provide a truly unique experience as they 
  interact with other players and characters. 
  Whatever your reason for playing a bear, I 
  hope this sourcebook offers some concrete rules 
  so you, your party, and your DM have a 
  framework to explore this new type of character 
  while still adhering to the rules and logic of D&D 
  5e.  
  ENLIGHTENED BEARS 
  As man continues his reign over the bear, some 
  more perceptive people noticed a change in the 
  bears’ behavior. Some of these bears would seem 
  to under-stand the common tongue, even 
  appearing to register intent and body language. 
  This was quickly dismissed by those who had 
  become accustom to buying and selling bears as 
  it would undoubtedly affect their business. 
  With or without the permission of the 
  wealthy, there was a definite change in some of 
  these bears. Whether it was an adaptation to help 
  them survive the world of man or simply the 
  natural evolution of the species is unknown, but 
  it is very clear that these “enlightened bears”, as 
  they would come to be known, possessed higher 
  reasoning and intelligence than their kin. 
  Even some wild bears began to share this 
  heightened awareness, feeling a call to adventure 
  and exploration much the same as do the druids 
  and rangers of the land.   
   
   
   
  Introducing Bears into Your Campaign 
  There are many ways to explain how a player may 
  have come to play a bear. This sourcebook offers 
  a few suggestions including bears captured by 
  man only to escape, and those bears who have 
  made a natural bond with a small group of 
  humans who show respect for nature. 
  You should feel free to create alternate 
  explanations for this bear’s prowess and under-
  standing. Perhaps someone has been cursed by 
  an archdruid into the shape of a bear for their 
  crimes against nature, or a hermit discovered a 
  way to commune with nature and transcend his 
  human form. Whatever you decide, you’ll 
  probably have to encourage the other players to 
  embrace playing alongside a bear. 
  For more ideas for your bear’s background, 
  see Appendix B: Enlightened Backgrounds. 
   
  
   
   
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  Bears – A PC and NPC Sourcebook by Matthew Gravelyn 
   
  4 
  BEARS AND MAN 
  For most people a bear is usually seen as a rug or 
  a wall hanging. Bears may also be found featured 
  in traveling circuses or in the personal collections 
  of the wealthy as an attraction for their guests. 
  Wherever they are found, bears are usually 
  viewed as the property of man and not as the 
  natural wonder that they are. 
  This has led to the industry of hunting and 
  capturing bears for profit. Along with this trend 
  has come the propaganda that bears are a violent 
  menace, a terrible creature lurking in the dark 
  who comes to kill and eat innocent families while 
  they sleep in their beds. This vilification has 
  created a very strained relationship between 
  bears the races of man. 
  For the bears who are not killed outright, they 
  are forever altered and shaped by their captors. 
  They are made to entertain their captors for fear 
  of starvation and torture. While their lives are 
  rough, they can’t help but retain the skills they 
  are being taught, not only performance but also 
  insight into the minds of their captors. What do 
  they find entertaining or frightening? How can 
  they use that knowledge to their benefit? Perhaps 
  this is how some bears seem to escape captivity 
  in inexplicable ways.  
  BEAR NAMES 
  Bears have a natural name in the sense that 
  creatures can signal their intent to communicate 
  with them. This name is an utterance, gesture, or 
  both. It may also be different depending on the 
  species of creature naming them. 
  As some bears tend towards the civilized 
  world, they may give themselves a new name to 
  distinguish themselves from the bears of the 
  wild. These names are referred to by druids as 
  “enlightened names” and can range from human 
  words the bear has learned or an altogether new 
  word of their invention. 
  Bears who are taken as companions by 
  friendly humanoids and those captured for 
  display or performance may have a man-given 
  name. Through repeated use this name is 
  understood by the bear, but the bear may view its 
  usage as endearing, annoying, or even as an 
  insult.  
  BEARS AS NPCS 
  While many of the locations players will explore 
  are wild and untamed, it’s still not common to see 
  a bear in a domesticated capacity. More times 
  than not, a tamed bear will appear in a traveling 
  circus or a rich noble’s menagerie, but bears are 
  sometimes the companion of rangers and druids 
  who prefer a life in the wilds. 
  To add a bear NPC or enemy to your 
  campaign, refer to Appendix A: Bears as NPCs 
  for quick stat blocks for each of the four subraces 
  of bears featured here. 
  USING THIS SOURCEBOOK 
  Creating a bear as a player character will be 
  mostly familiar to players, but some unique 
  changes were needed to make the bear class feel 
  intuitive. Here are a few changes to the classic 
  character creation that players should note 
  before diving in.  
  • Hit points are dependent on the race of the 
  bear, not the class. This information has been 
  moved to the race section for each type of 
  bear. 
  • Bears are obviously quite different than the 
  humanoid races. Therefore, players who 
  choose to create a bear character should not 
  multiclass outside of the classes presented in 
  this source-book without express permission 
  from your DM. 
   
   
  
   
   
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  Bears – A PC and NPC Sourcebook by Matthew Gravelyn 
   
  5 
  RACES 
  URSA MINOR 
  The term “small” is a bit of a misnomer in the 
  case of ursa minor. While smaller than their 
  cousins, ursa major, these bears are still quite 
  imposing. What they lack in sheer brute force 
  they make up for in speed and dexterity. Do not 
  be fooled, however, they are still extremely 
  strong and can be quite deadly.  
  LEARNING THROUGH PLAY 
  The smaller bears tend to be more communal 
  than their larger relatives, ranging from a single 
  family to a pack of many bears rearing their 
  young together. When the young bears reach 
  adolescence, they begin to learn their hunting 
  skills through playing with their siblings and 
  cousins. These mock fights may look like simple 
  rivalry, but are honing them into perfect 
  predators. 
  COMMUNAL LIVING 
  Due to their early and continued communal 
  life, these bears tend more toward 
  companionship with not only other bears and 
  creatures, but even with humanoids they deem to 
  be deserving. These are often the bears that are 
  found by the side of a ranger or guiding a druid 
  through the forest.  
  This willingness and desire to be with others 
  is sometimes to the detriment of the bear. This 
  trust can be exploited by those who would seek 
  to do so and often leads these bears to their death 
  or, worse, their captivity.  
  HIT POINTS 
  Hit Dice: 1d10 per level 
  Hit Points at 1st Level: 10 + your Constitution 
  modifier 
  Hit Points at Higher Levels: 1d10 (or 6) + your 
  Constitution modifier per level after 1st 
  URSA MINOR TRAITS 
  Ability Score Increase. Your Strength score 
  increases by 2.  
  Age. These bears reach maturity by 4 or 5 
  years of age. Most live to their early- to mid-20s, 
  but some are known to live until 30 years old. 
  Alignment. Bears, like most natural creatures, 
  tend towards being neutral or chaotic neutral. 
  They have intense survival instincts that will 
  always overrule a “greater good”. However, as 
  companions of humanoids, or merely tolerant of 
  them, some bears could be considered neutral 
  good or chaotic good, opting to put themselves in 
  harm’s way for an individual or small group they 
  deem as part of their pack. 
  Size. Males can weigh anywhere between 200 
  and 500 pounds depending on their lifestyle and 
  eating habits. Females weigh between 100 and 
  400 pounds.  Both stand between 2 and 3 feet tall 
  at the shoulder. Your size is Medium. 
  Speed. Your base walking speed is 30 feet. 
  Keen Sense. When you make a Wisdom 
  (Perception) check based on smell, you are 
  considered proficient in Perception and add 
  double your proficiency bonus, instead of your 
  normal proficiency bonus. 
  Natural Camouflage. You can attempt to hide 
  without cover if you are in natural surroundings 
  and your fur coloring is reasonably close to what 
  is around you. 
  Languages. You can speak and understand 
  Natural, a language of guttural utterances and 
  chirping signals used by all animals. When 
  conversing in Natural, you gain only an outline of 
  what the speaker intends, such as a warning of 
  danger, a threat, or an agreement of peace. As an 
  animal, any humanoid that can speak to animals 
  can converse with you in a more detailed 
  manner. 
  Subrace. Two main subraces of Ursa Minor 
  are the Black and Kodiak bears. Choose one of 
  these subraces. 
  BLACK BEAR 
  These are the smallest bears but also the 
  quickest. Black bears are ferocious in combat for 
  their size but are also able to outrun and evade 
  their foes when beneficial.  
  Ability Score Increase. Your Dexterity score 
  increases by 1. 
  Light Paw. Your base walking speed increases 
  to 40 feet. 
  Claws for Climbing. Your small but powerful 
  frame makes it easy for you to scale irregular 
  surfaces, like trees, wooden buildings, or rough 
  stone walls. You have a climbing speed of 30 feet.  
  
   
   
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  Bears – A PC and NPC Sourcebook by Matthew Gravelyn 
   
  6 
  KODIAK BEAR 
  Kodiak bears are a heartier cousin of the black 
  bear with the stamina to endure a fight instead of 
  running from it. Kodiaks are also more active at 
  night than other bears, lending them a greater 
  affinity for hunting in low light.  
  Ability Score Increase. Your Constitution 
  score increases by 1.  
  Hearty. You are used to enduring in the worst 
  of conditions. You have advantage on saving 
  throws against poison, and you have resistance 
  against poison damage. 
  Bulky. As a bulkier species of bear, you stand 
  out more in a crowd. Your size increases Large. 
  Darkvision. As a more nocturnal species, you 
  are well-suited for seeing in the dark. 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. You can’t discern color in darkness, only 
  shades of grey. 
   
   
   
   
   
   
   
   
   
   
   
  URSA MAJOR 
  There are bears that are known to the civilized 
  races only in song and legend. So monstrous and 
  powerful are these creatures that to look upon 
  one is akin to stumbling into a dragon’s lair. 
  While these enormous bears are not 
  indestructible, they are not far from it.  
  A SOLITARY LIFE 
  For most their lives, ursa major spends its time 
  alone, only coming together with other bears as a 
  coincidence of ample food supply and more 
  intentionally for mating. The bulk of their time is 
  spent alone. 
  Though they are not territorial in a protective 
  sense, they do tend to stay within a range that 
  they prefer, whether that is based on food supply 
  or simply preference. Sometimes man will 
  encroach on their range, the resulting encounters 
  of which range from indifference to aggression.  
  CAUTIOUS CURIOSITY 
  Despite their oafish appearance, these large 
  bears are quite smart and have very good 
  memories. When something new is discovered, 
  like a human in their range or some strange 
  artifact, they will initially respond with fear and 
  caution, but then transition to investigating the 
  new item until they are satisfied with 
  understanding it.  
  This initial caution can, if further provoked, 
  lead to an aggressive response. Large bears value 
  their privacy and will respond appropriately if 
  they feel threatened. However, with enough time 
  and space, it is possible that they will eventually 
  become accustomed to the presence of man and 
  even coexist. 
  HIT POINTS 
  Hit Dice: 1d12 per level 
  Hit Points at 1st Level: 12 + your Constitution 
  modifier 
  Hit Points at Higher Levels: 1d12 (or 7) + your 
  Constitution modifier per level after 1st 
  URSA MAJOR TRAITS 
  Ability Score Increase. Your Constitution 
  score increases by 2.  
  Age. These large bears reach maturity by 5 
  years of age. Most live to their early- to mid-20s, 
  but some are known to live until 30 years old. 
  Alignment. Bears, like most natural creatures, 
  tend towards being neutral or chaotic neutral. 
  They have intense survival instincts that will 
  always overrule a “greater good”. However, as 
  companions of humanoids, or merely tolerant of 
  them, some bears could be considered neutral 
  good or chaotic good, opting to put themselves in 
  harm’s way for an individual or small group they 
  deem as part of their pack. 
  Size. Males weigh between 600 and 800 
  pounds, with some reaching as much as 900 
  pounds, and stand 4.5 feet tall at the shoulder. 
  Females are roughly half the weight of the males 
  and stand 3.5 feet tall. Your size is Large. 
  Speed. Your base walking speed is 25 feet. 
  
   
   
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  Bears – A PC and NPC Sourcebook by Matthew Gravelyn 
   
  7 
  Imposing Presence. Your sheer size and 
  dominating presence aid you when trying to 
  frighten or intimidate your foes. You gain 
  proficiency in the Intimidation skill. Whenever 
  you make a Charisma (Intimidation) check add 
  double your proficiency bonus, instead of your 
  normal proficiency bonus.  
  Tough Skin. You have resistance against 
  bludgeoning damage. 
  Languages. You can speak and understand 
  Natural, a language of guttural utterances and 
  chirping signals used by all animals. When 
  conversing in Natural, you gain only an outline of 
  what the speaker intends, such as a warning of 
  danger, a threat, or an agreement of peace. As an 
  animal, any humanoid that can speak to animals 
  can converse with you in a more detailed 
  manner. 
  Subrace. Two main subraces of Ursa Major 
  are the Grizzled and Winter bears. Choose one of 
  these subraces. 
  GRIZZLED BEAR 
  The grizzled bear is the fiercest and deadliest 
  bear known to man. This incredibly large and 
  powerful beast is pure muscle and full of fury, 
  making it one of nature’s greatest killers. They 
  are quick to anger and their first instinct is 
  always to defend themselves to the death, usually 
  of those who provoked them.  
  Ability Score Increase. Your Strength score 
  increases by 1. 
  Hardened Skin. Your lifetime of combat, 
  whether from natural hunting or human 
  manipulation, has given you a hide as strong as 
  armor. You have resistance against slashing 
  damage. 
  Grappler. Your size and strength give you 
  power over anyone or anything that comes 
  within arm’s reach. Targets of your grapple have 
  disadvantage on their Strength (Athletics) check 
  to resist or escape your grapple.  
  WINTER BEAR 
  These majestic bears are usually only found in 
  the coldest climates, making them highly prized 
  by hunters and collectors. Few have ever been 
  seen in the wild outside of snowy regions. When 
  they are glimpsed by man, they inspire a mix of 
  fear and reverence, they white fur almost 
  radiating with light.  
  Ability Score Increase. Your snow-white fur 
  makes you akin to a mythical creature. Your 
  Charisma score increases by 1. 
  Aquatic. Living on ice sometimes means 
  getting wet.  You have a swim speed of 15 feet. 
  Frost Fur. You have advantage on saving 
  throws against cold, and you have resistance 
  against cold damage. 
  Cloaked in Snow. Your fur is perfectly suited 
  to blend in with snowy surroundings. When you 
  make a Dexterity (Stealth) check to hide in snowy 
  or icy conditions, you are considered proficient in 
  Stealth and add double your proficiency bonus, 
  instead of your normal proficiency bonus.   
   
   
   
  
   
   
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  Bears – A PC and NPC Sourcebook by Matthew Gravelyn 
   
  8 
  CLASSES 
  FERAL 
  You have no master but yourself and nature, and 
  even nature can be bested. You are a product of 
  your wild heritage, and yet you are compelled to 
  leave your home for a greater purpose. While you 
  may wander to the civilized corners of the world, 
  you carry your natural instincts with you as you 
  bring nature’s order to the chaos sown by men. 
  NATURALLY DEADLY 
  The bear is one of nature’s perfect predators. 
  Armed not only with the teeth and claws, but 
  their imposing size and speed are often an 
  unwelcome surprise to their prey. This lethal 
  combination of speed and power makes the bear 
  a fearsome foe to even the most seasoned of 
  warrior. 
  Some bears use these skills for simple hunting 
  and protection, but the enlightened bears of the 
  world have seen fit to hone these predatory 
  instincts like a fighter would sharpen his sword. 
  No longer content to be hunted for sport and sold 
  into slavery, these bears are nature’s weapon 
  against all mankind.  
  THE LAST STRAW 
  At some point in their young life, there was a 
  defining moment that led this bear on a path of 
  violence. This might have been when their mate 
  was taken from them by man or when they had to 
  choose between being hunter or prey. 
  Whatever set them on their path, the feral 
  bear is now a finely-tuned killer, willing to use 
  every ounce of their strength fighting to protect 
  what is most important to them. 
  CREATING A FERAL BEAR 
  While the feral bear may seem like an agent of 
  chaos and destruction, they are guided by the 
  natural order and preserving what they believe 
  to be sacred. Tempering their violence with a 
  reverence of nature will be the defining trait that 
  sets this bear apart from another animal in a fury.  
  The bear is not on a quest like a paladin, but 
  there is loss at the core of their being. They may 
  be seeking to rectify this loss in a literal way, like 
  finding their captured mate, or in a spiritual way, 
  such as making sure those who exploit the 
  natural world are punished. Whatever the 
  motivation, there is meaning and order at the 
  center of the feral bear’s fury.  
  CLASS FEATURES 
  PROFICIENCIES 
  Weapons: Bite, Swipe, Slam 
  Saving Throws: Strength, Constitution 
  Skills: Choose two skills from Animal Handling, 
  Athletics, Intimidation, Nature, Perception, 
  and Survival 
  OFFENSIVE ATTRIBUTES 
  Instead of traditional weapons, the feral bear 
  uses their natural adaptations for dealing with 
  threats in combat. 
  Bite: 1d8 piercing, finesse 
  Swipe: 1d8 slashing, finesse 
  Slam: 1d6 bludgeoning 
   
   
  The Feral 
  Level 
  Proficiency 
  Bonus 
  Features 
  1st 
  +2 
  Thick Hide, Second Wind 
  2nd 
  +2 
  Recklessness, Primal Fury 
  3rd 
  +2 
  Improved Critical 
  4th 
  +2 
  Ability Score Improvement 
  5th 
  +3 
  Extra Attack 
  6th 
  +3 
  Ability Score Improvement 
  7th 
  +3 
  Feral Reflexes 
  8th 
  +3 
  Ability Score Improvement 
  9th 
  +4 
  Defy Death 
  10th 
  +4 
  Superior Critical 
  11th 
  +4 
  Extra Attack 
  12th 
  +4 
  Ability Score Improvement 
  13th 
  +5 
  Indomitable 
  14th 
  +5 
  Ability Score Improvement 
  15th 
  +5 
  Devastating Critical 
  16th 
  +5 
  Ability Score Improvement 
  17th 
  +6 
  Primal Might 
  18th 
  +6 
  Ability Score Improvement 
  19th 
  +6 
  Survivor 
  20th 
  +6 
  Extra Attack 
  
   
   
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  Bears – A PC and NPC Sourcebook by Matthew Gravelyn 
   
  9 
  THICK HIDE 
  You are seasoned by life in the wild and have a 
  natural defense against physical attacks. While 
  wearing no armor, your Armor Class equals 10 + 
  your Dexterity modifier + your Constitution 
  modifier.  
  SECOND WIND 
  Your stamina reserves are far beyond that of man 
  and other creatures of the wilds. On your turn, 
  you can use a bonus action to regain hit points 
  equal to 1d10 + your feral level. 
  Once you use this feature, you must complete 
  a short or long rest before you can use it again. 
  RECKLESSNESS 
  Starting at 2nd level, you can let your wild 
  instinct take over without regard for safety. 
  When you make your first attack on your turn, 
  you can decide to attack recklessly. If you do, you 
  gain advantage on all attack rolls using Strength 
  during this turn, but attack rolls against you also 
  have advantage until your next turn. 
  PRIMAL FURY 
  By 2nd level, when you have half or less Hit Points, 
  you gain your Proficiency Bonus to all melee 
  attack damage rolls. 
  IMPROVED CRITICAL 
  Starting at 3rd level, melee attack rolls can score a 
  critical hit on a roll of 19 or 20. 
  ABILITY SCORE IMPROVEMENT 
  When you reach certain levels noted in the Feral 
  table, you can increase one ability score of your 
  choice by 2, or you can increase two ability 
  scores by 1. You cannot increase an ability score 
  above 20 using this feature. 
  Alternatively, when you reach one of the 
  noted levels, you can forgo improving any of your 
  ability scores to take a feat. 
  EXTRA ATTACK 
  Beginning at 5th level, you can attack one extra 
  time whenever you take the attack action on your 
  turn. If you haven’t used your whole move for the 
  turn, you can move between your attacks. 
   
   
  When you reach 11th level, this feature gives 
  you 2 extra attacks, instead of 1. When you reach 
  20th level, this feature gives you 3 extra attacks, 
  instead of 2.  
  FERAL REFLEXES 
  By 7th level, your instincts are so honed that if 
  you are surprised while you are conscious, you 
  can take a turn during the surprise round.  
  DEFY DEATH 
  Once you reach 9th level, you can rally yourself 
  despite grievous injuries. 
  When you are reduced to 0 hit points but are 
  not killed outright, you can make a DC 15 
  Constitution saving throw. If you succeed, you are 
  instead reduced to 1 hit point. 
  SUPERIOR CRITICAL 
  Starting at 10th level, your melee attacks can 
  score a critical hit on a roll of 18-20. 
  INDOMITABLE 
  Beginning at 13th level, you have advantage on all 
  saving throws. A combination of cunning, battle 
  experience, and a dash of luck guard you from 
  harm. 
  DEVASTATING CRITICAL 
  Beginning at 15th level, when you score a critical 
  hit against a creature, you can impose an 
  additional effect on the target if the attack deals 
  damage to it. The damage’s type determines the 
  effect. A target is immune to the additional effect 
  if they have resistance or are immune to the type 
  of damage.  
  Bludgeoning. The target must make a 
  Constitution saving throw with a DC of 10 + 
  your Strength modifier. On a failure, the target 
  is stunned until the end of its next turn.  
  Slashing. The target’s speed drops to 0 until the 
  end of its next turn as your attack hamstrings 
  it or causes a vexing wound.  
  Piercing. The target suffers a nagging wound. 
  Until the target is healed or drops to 0 hit 
  points, it takes damage at the end of each of its 
  turns. The damage equals 1d6 + half your 
  fighter level. The target or a creature within 5 
  feet can end this damage by using its action to 
  tend to the wound. 
  
   
   
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  Bears – A PC and NPC Sourcebook by Matthew Gravelyn 
   
  10 
  PRIMAL MIGHT 
  Beginning at 17th level, if your total for a Strength 
  check is less than your Strength score, you can 
  use that score in place of the total rolled. 
  SURVIVOR 
  At 19th level, you have attained the pinnacle of 
  resilience in battle. At the start of each of your 
  turns, you regain hit points equal to 5 + your 
  Constitution modifier if you have half or fewer of 
  your hit points. You don’t gain this benefit if you 
  are at 0 hit points. 
  HUNTER 
  You see the hidden trails of the forest. You know 
  why elk run the way they do and can even predict 
  where to stand to catch one off guard. You 
  understand the natural world in a way that is 
  surprising even to you, but it’s there, just like 
  knowing how to breath. You are a hunter. 
  BETTER TOGETHER 
  While most men have proven themselves to be 
  violent, selfish, and with little regard for nature, 
  you see that this is not always the case. There are 
  those among the humanoid races who possess a 
  bond with nature and the creatures of the world. 
  You seek out these kindred souls and aid them in 
  their endeavors. 
  The hunter bear is a competent fighter alone 
  but their true potential shines when they are 
  alongside their trusted companions in combat. 
  They know how best to work with their allies to 
  create distractions, avoid attacks, and strike at 
  the most opportune moment to defeat their 
  enemies. 
  UNNATURAL WISDOM 
  Your eyes shine with uncommon wisdom for a 
  bear. You assess every aspect of your 
  surroundings and understand that even the 
  smallest detail holds meaning. Tracking prey for 
  you is more than simply following a scent, but 
  also understanding how your quarry thinks and 
  acts. They never anticipate you in time, and this 
  is ultimately their downfall. 
  Your heightened understanding comes from 
  many sources, including your own experiences in 
  the wild. More recently though are your 
  encounters with man, both friend and foe, and 
  how they behave. Using this attention to detail, 
  you can exploit every crack in your opponent’s 
  defense. 
  CREATING A HUNTER BEAR 
  The defining feature of a hunter bear is in their 
  relationships. Whether your alliances are more of 
  convenience or true friendship, you know how to 
  use your skills to aid those around you, protect 
  them from harm, and see them through a battle. 
  The hunter is so named for his similarities to 
  human hunters and trackers, but bears do not 
  use these skills for personal gain or glory. 
  Instead, they make sure they keep their allies out 
  of harm’s way and, should the need arise to 
  overcome an enemy, they will be in the thick of it, 
  embodying the full intensity of nature itself.  
  CLASS FEATURES 
   
  The Hunter 
  Level 
  Proficiency 
  Bonus 
  Features 
  1st 
  +2 
  Easy Prey, Territory 
  2nd 
  +2 
  Combat Companion 
  3rd 
  +2 
  Primeval Awareness 
  4th 
  +2 
  Ability Score Improvement 
  5th 
  +3 
  Living Shield 
  6th 
  +3 
  Know Your Enemy 
  7th 
  +3 
  Easy Prey Improvement 
  8th 
  +3 
  Ability Score Improvement 
  9th 
  +4 
  Living Shield Improve. 
  10th 
  +4 
  Foraged Camouflage 
  11th 
  +4 
  Multiattack 
  12th 
  +4 
  Ability Score Improvement 
  13th 
  +5 
  Living Shield Improve. 
  14th 
  +5 
  Easy Prey Improvement 
  15th 
  +5 
  Feral Dominance 
  16th 
  +5 
  Ability Score Improvement 
  17th 
  +6 
  Superior Defense 
  18th 
  +6 
  Feral Senses 
  19th 
  +6 
  Ability Score Improvement 
  20th 
  +6 
  Apex Predator 
  
   
   
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  Bears – A PC and NPC Sourcebook by Matthew Gravelyn 
   
  11 
  PROFICIENCIES 
  Weapons: Bite, Swipe 
  Saving Throws: Dexterity, Wisdom 
  Skills: Choose three skills from Acrobatics, 
  Animal Handling, Nature, Perception, Stealth, 
  and Survival 
  OFFENSIVE ATTRIBUTES 
  Instead of traditional weapons, the hunter bear 
  uses their natural adaptations for dealing with 
  threats in combat. 
  Bite: 1d8 piercing, finesse 
  Swipe: 1d8 slashing, finesse 
  EASY PREY 
  Beginning at 1st level, you have much experience 
  tracking and hunting a certain type of enemy. 
  This may be a preferred source of food or a 
  creature you were trained to hunt. 
  Choose a type of prey: beasts, fey, humanoids, 
  monstrosities, or undead. You gain +2 bonus to 
  damage rolls against this type of enemy. You also 
  have advantage on Wisdom (Survival) checks to 
  track your prey, as well as on Intelligence checks 
  to recall information about them. 
  When you gain this feature, you also can 
  understand the general intention of their primary 
  language, whether they mean you harm or fear 
  you, for example. 
  You choose one additional prey, as well as an 
  associated language, at 7th and 14th level. As you 
  gain levels, your choices should reflect the types 
  of monsters you have encountered on your 
  adventures. 
  TERRITORY 
  You have spent much time hunting and surviving 
  in a variety of environments and claim them all 
  as your home 
   
  In combat, you gain the following benefits: 
  • You have advantage on initiative rolls. 
  • On your first turn during combat, you have 
  advantage on attack rolls against enemies that 
  have not yet acted. 
   
  When traveling, you gain the following benefits: 
  • Difficult terrain doesn’t slow your group. 
  • Your group can’t become lost except by 
  magical means. 
  • Even when you are engaged in another activity 
  while traveling you remain alert to danger. 
  • If you travel alone, you can move stealthily at a 
  normal pace. 
  • When you forage or hunt, you find twice as 
  much food as you normally would. 
  • While tracking other creatures, you also learn 
  their exact number, their sizes, and how long 
  ago they passed through the area. 
  COMBAT COMPANION 
  At 2nd level, as you work closely with your new 
  companions you begin to understand each 
  other’s body language and fighting styles more 
  intimately. You know how best to add your own 
  battle prowess to devastating effect.  
  When an ally attacks a target within 10 feet of 
  you, they gain advantage on their first melee 
  attack roll if the enemy is one of your chosen 
  prey.  
  When attacking a target that one of your allies 
  has already successfully hit this turn, you gain 
  advantage on all melee attack rolls.  
  PRIMEVAL AWARENESS 
  Beginning at 3rd level, your time in the wilds 
  have honed your senses to a supernatural level. 
  You have an innate ability to communicate 
  with beasts, and they recognize you as a kindred 
  spirit. Through sounds and gestures, you can 
  communicate simple ideas to a beast as an action, 
  and can read its basic mood and intent. You learn 
  its emotional state, whether it is affected by 
  magic of any sort, its short-term needs (such as 
  food or safety), and actions you can take (if any) 
  to persuade it to not attack.  
  You cannot use this ability against a creature  
  that you have attacked within the past 10 
  minutes. 
  Additionally, you can attune your senses to 
  determine if any of your chosen prey are nearby. 
  By spending 1 uninterrupted minute in 
  concentration you can sense whether any of your 
  prey are present within 5 miles of you. This 
  feature reveals which of your prey are present, 
  their numbers, and the creatures’ general 
  direction and distance (in miles) from you. 
  If there are multiple groups of your chosen 
  prey within range, you learn this information for 
  each group. 
  
   
   
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  Bears – A PC and NPC Sourcebook by Matthew Gravelyn 
   
  12 
  ABILITY SCORE IMPROVEMENT 
  When you reach certain levels noted in the 
  Hunter table, you can increase one ability score 
  of your choice by 2, or you can increase two 
  ability scores by 1. You cannot increase an ability 
  score above 20 using this feature. 
  LIVING SHIELD 
  By 5th level your allies are becoming more 
  important to you despite your reservations with 
  befriending man. You see inherent value in them 
  and will do what you can to help them survive. 
  Once per turn when an enemy attacks an ally 
  within 10 feet, you can use this feature to distract 
  or taunt the enemy, adding +1 to your ally’s AC. 
  You must decide to use this feature before the 
  enemy’s attack roll is revealed. If the attack hits, 
  your ally takes full damage and you take half 
  damage, rounded down. 
  The bonus you provide to an ally’s AC is 
  increased to +2 at 9th level and +3 at 13th level. 
  KNOW YOUR ENEMY 
  By 6th level you have tracked and studied many 
  of your chosen prey. You can anticipate their 
  every move and have the upper hand. You gain 
  advantage on all saving throws against your 
  chosen prey.  
  FORAGED CAMOUFLAGE 
  Starting at 10th level, you can you spend 1 
  minute rolling in the dirt, sticks, or leaves to 
  blend in with your surroundings. You must have 
  reasonable access to enough material to fully 
  cover your body. 
  Once you have created camouflaged, you can 
  hide by laying or leaning against a solid object 
  that is of similar covering as your camouflage and 
  is at least as tall and wide as you are. You gain a 
  +10 bonus to Dexterity (Stealth) checks if you 
  remain motionless and make no actions. Once 
  you move or take an action, you must camouflage 
  yourself again to gain this benefit.  
  MULTIATTACK 
  At 11th level, choose one of the following features: 
  Whirlwind. You can use your action to make 
  melee attacks against any number of creatures 
  within 5 feet of you, with a separate attack roll 
  for each target.  
  Grappler. Whenever you attempt to grapple a 
  target, you automatically succeed. You can 
  choose to grapple two targets instead by succeed 
  an attack roll.  
  FERAL DOMINANCE 
  When you reach 15th level, your dominance over 
  the natural world has been established. Other 
  natural creatures and plants become hesitant to 
  attack or impede you.  
  When a natural creature attacks you, they 
  must succeed a Wisdom saving throw against a 
  DC that is equal to 10 + Charisma modifier + your 
  proficiency bonus. If they fail, they must choose a 
  different target or the attack misses. If they 
  succeed, they are immune to this for 24 hours. 
  Creatures are aware of this effect before they 
  attack you. 
  SUPERIOR DEFENSE 
  By 17th level, the bond you share with your allies 
  has grown from a friendship of opportunity to 
  mutual respect. You will leap to their aid in 
  combat with little regard for your own safety and 
  bolster them when they fight alongside you. 
  You gain the following features: 
  • You and allies within 30 feet of you have 
  advantage on all saving throws 
  • Opportunity attacks made against you and 
  allies within 10 feet are made with 
  disadvantage. 
  FERAL SENSES 
  At 18th level, you are completely attuned to the 
  physical world around you. The smallest 
  disturbance around you will alert you to the 
  presence of invisible threats. You do not suffer 
  disadvantage when attacking an invisible enemy. 
  You can also sense the location of invisible 
  enemies within 30 feet of you as long as they are 
  not hidden or you are blind or deafened.  
  APEX PREDATOR 
  At 20th level, you have become the perfect 
  predator of your chosen prey. Once per turn you 
  can add your Wisdom modifier to either an attack 
  roll or a damage roll against one of your chosen 
  prey. You may choose to use this feature after 
  you roll the dice, but before any effects of the roll 
  are applied.  
  
   
   
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  Bears – A PC and NPC Sourcebook by Matthew Gravelyn 
   
  13 
  BACKGROUNDS 
  Where the bear came from will always be the 
  first question that comes to mind when you 
  encounter new people. There is obviously a rich 
  backstory that would lead a bear to the behave 
  this way, and the common folk of the realm are 
  nothing if not curious for a good story.  
  Following are suggested backgrounds that can 
  be used when playing a bear. You can also use a 
  background from the Player’s Handbook that 
  makes sense, or work with your DM to create 
  one. 
  CAPTIVE PERFORMER 
  Man’s need to own has no boundary when it 
  comes to other creatures. You are no more alive 
  than their dining table, but you will perform for 
  their liking or you may find yourself in an even 
  worse position. 
  Whether you were part of a traveling group of 
  performers or secreted away in a lavish estate 
  entertaining party guests, your life revolved 
  around making people feel fear, wonder, or both. 
  Over time you have learned to intuit what 
  audiences want and how to sway them if needed. 
  Perhaps you were freed by an altruistic noble 
  or maybe you escaped captivity, on your own or 
  with some help. Either way, you’ll never be able 
  to forget your time as a performer, but at least it 
  may come to your aid at some point.  
  Skill Proficiencies: Insight, Performance 
  Languages: You can understand one additional 
  language, usually the primary language of 
  your captors or audience. 
  FEATURE: LARGE PRESENCE 
  Your years as an entertainer have taught you 
  how to play on the emotions, fears, and desires of 
  man. You can use your size, ferocity, and 
  mystique to add effect to your allies attempts to 
  beguile and sway those around you. 
  When you use this feature, choose one skill: 
  Diplomacy, Intimidation, Performance, or 
  Persuasion. For the next 10 minutes, all allies 
  within 30 feet of you may add your proficiency 
  bonus to their checks with the chosen skill. 
  Targets of failed checks are immune to this affect 
  for 24 hours.  
  PROTECTOR 
  In your past, you once met a person of the 
  humanoid races. Your shared experience touched 
  you both in a profound and permanent way. 
  Despite the time and distance between, you two 
  are distinctly bonded to each other. You would do 
  anything for each other. 
  Create a back story about how you met this 
  person. Perhaps you saved a hunter’s life, saved a 
  young girl from harm, or befriended a wandering 
  hermit during his seclusion. Maybe you were the 
  one who was saved by a passerby who freed you 
  from a trap or cage. The encounter was almost 
  spiritual. This will be the person with whom you 
  share this bond. 
  Skill Proficiencies: Nature, Survival 
  Languages: You can understand one additional 
  language, usually the primary language of 
  your bond. 
  FEATURE: ENDURING BOND 
  You have formed an extremely personal bond 
  with a person from your past through a shared 
  hardship or a selfless act of kindness. This person 
  will always recognize you and give you every 
  kindness and support they possibly can, even to 
  their detriment. They will provide food and 
  shelter for you and your party and even hide you 
  from enemies. They will not fight with you and 
  the bond can be broken if you abuse it.  
  In addition, your bond seems to transcend the 
  physical realm. You can sense when this person is 
  near and if they are hurt or in danger. They can 
  sense the same about you and will act 
  accordingly. 
  
   
   
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  Bears – A PC and NPC Sourcebook by Matthew Gravelyn 
   
  14 
  LOCAL LEGEND 
  Maybe it’s because they were a small, secluded 
  group, or maybe there truly is something 
  remarkable about you. Either way, you are the 
  stuff of legend in a remote corner of the world. 
  Sightings of you are quickly transmitted through 
  town gossip and people spend days on end trying 
  to catch a glimpse of you.  
  Whether you are a god to them or an omen of 
  things to come, your presence is always met with 
  an extreme reaction. Create a town, religion, or 
  culture that recognizes you as legend. They will 
  always recognize you and act accordingly. 
  Skill Proficiencies: History, Intimidation  
  Languages: You can understand one additional 
  language, usually the primary language of the 
  tribe or town you are from. 
  FEATURE: AWE INSPIRING 
  To anyone from the group to which you are a 
  local legend or other historians who may know of 
  you, you are a mythical creature. Pick a defining 
  feature that sets you apart from other bears, like 
  a distinct scar, unnatural coloring, or other 
  cosmetic change. Alternatively, you could choose 
  a great deed as your defining characteristic. 
  When you are recognized as a legend, you will 
  be shown all possible aid. You will be housed and 
  fed. You will be protected from harm to the best 
  of their ability. People will lie to protect your 
  whereabouts and help conceal your passing.  
   
   
   
  
   
   
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  Bears – A PC and NPC Sourcebook by Matthew Gravelyn 
   
  15 
  APPENDIX A: BEARS AS NPCS 
   
  Black Bear 
  Medium beast, unaligned 
  Armor Class 11 (natural armor) 
  Hit Points 21 (3d8 + 6) 
  Speed 40 ft., climb 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  15 (+2)   12 (+1)  14 (+2) 
  2 (-4)     12 (+1) 
   7 (-2) 
  Skills Perception +3 
  Senses passive Perception 13 
  Languages ---- 
  Challenge 1/2 (100 XP) 
   
  Keen Smell. The bear has advantage on Wisdom 
  (Perception) checks that rely on smell. 
   
  Actions 
  Multiattack. The bear makes two attacks, one with its 
  bite and one with its claws. 
   
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 4 (1d6) piercing damage. 
   
  Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 4 (1d6) slashing damage.  
   
   
   
   
  Kodiak Bear 
  Large beast, unaligned 
  Armor Class 12 (natural armor) 
  Hit Points 36 (4d10 + 12) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  16 (+3)   10 (+0)  15 (+3) 
  2 (-4)     13 (+1) 
   7 (-2) 
  Skills Perception +3 
  Senses darkvision 60 ft., passive Perception 13 
  Languages ---- 
  Challenge 1 (200 XP) 
   
  Keen Sight and Smell. The bear has advantage on 
  Wisdom (Perception) checks that rely on sight or smell. 
   
  Actions 
  Multiattack. The bear makes two attacks, one with its 
  bite and one with its claws. 
   
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 6 (1d8 + 1) piercing damage. 
   
  Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 6 (1d8 + 1) slashing damage.  
   
   
  
   
   
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  Bears – A PC and NPC Sourcebook by Matthew Gravelyn 
   
  16 
   
  Winter Bear 
  Large beast, unaligned 
  Armor Class 13 (natural armor) 
  Hit Points 45 (5d10 + 15) 
  Speed 30 ft., swim 20 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  17 (+3)   10 (+0)  16 (+3) 
  2 (-4)     13 (+1) 
   12 (+1) 
  Skills Perception +3 
  Senses passive Perception 13 
  Languages ---- 
  Challenge 2 (450 XP) 
   
  Keen Smell. The bear has advantage on Wisdom 
  (Perception) checks that rely on smell. 
   
  Thick Hide. The bear has resistance to bludgeoning 
  damage. 
   
  Actions 
  Multiattack. The bear makes two attacks, one with its 
  bite and one with its claws. 
   
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 10 (2d8) piercing damage. 
   
  Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 10 (2d8) slashing damage. 
   
   
   
  Grizzled Bear 
  Large beast, unaligned 
  Armor Class 14 (natural armor) 
  Hit Points 63 (7d10 + 21) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  19 (+4)   10 (+0)  16 (+3) 
  2 (-4)     13 (+1) 
   7 (-2) 
  Skills Perception +3 
  Senses passive Perception 13 
  Languages ---- 
  Challenge 4 (1,100 XP) 
   
  Keen Smell. The bear has advantage on Wisdom 
  (Perception) checks that rely on smell. 
   
  Hardened Hide. The bear has resistance to bludgeoning 
  and slashing damage. 
   
  Trample. If the bear moves at least 20 feet straight 
  toward a creature and hits them with a slam attack, the 
  target must succeed a Dexterity saving throw or be 
  knocked prone in addition to taking damage.  
   
  Grappler. Instead of an attack, the bear can choose to 
  attempt to grapple a creature. The target of the bears 
  grapple has disadvantage on their Strength (Athletics) 
  check to resist or escape the grapple. 
   
  Actions 
  Multiattack. The bear makes two attacks. 
   
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 15 (3d8) piercing damage. 
   
  Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 15 (3d8) slashing damage. 
   
  Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 15 (3d8) bludgeoning damage. 
   
   
  
   
   
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  Bears – A PC and NPC Sourcebook by Matthew Gravelyn 
   
  17 
  APPENDIX B: ENLIGHTENED 
  BACKSTORIES 
  When it comes to your bear character, the sky’s 
  the limit for rationalizing where your bear comes 
  from and what makes him or her different from 
  all other wild bears. With this sourcebook, special 
  attention should be paid to explaining where or 
  how your bear character learned to behave the 
  way he or she does. Hand waving an intelligent 
  beast may cause the fiction to crumble for the 
  whole party. 
  If you’re having trouble coming up with a 
  compelling origin story, or need a jumping off 
  point, here are a few suggestions to help you get 
  started. 
  A NATURAL SPIRIT 
  There are many places that man does not tread 
  nor even understands. These are natural places, 
  truly the essence of whatever higher being may 
  have created this land. Some people are touched 
  by this essence, and understand how to walk 
  between the planes of existence through study 
  and practice. Beasts, on the other hand, are 
  sometimes born of this essence, and have some of 
  that wisdom deep inside themselves. 
  If you’d like your bear to be more 
  supernatural, involve some story about the Fey 
  or other power or being that has touched you. 
  Perhaps you are aware of this gift or maybe you 
  simply don’t know any different. You have a 
  higher consciousness than other beast and that 
  has lead you to the world of man. This can be out 
  of curiosity or as a protector of the natural order. 
  This background may even help you connect with 
  other characters who are Fey-touched or 
  sensitive to the higher planes of existence. 
  EVOLUTIONARY IMPERATIVE 
  It is no secret that man is a greedy creature and 
  they often take from nature what they want 
  without regard for the creatures left behind. As 
  with all threats, nature has a way of evolving and 
  growing, protecting itself as a collection of 
  creatures. This could explain your seemingly 
  unnatural wisdom and prowess in battle. Perhaps 
  you are the protector of the natural order. 
  While a far cry from the usual course of 
  evolution, usually taking millions of years, 
  perhaps in this case an evolutionary leap was 
  what the land needs to protect itself from the 
  onslaught of man and his greed. You are 
  awakened in a way other creatures are not, and 
  within you stirs the deep desire to protect what is 
  good and uphold the balance of nature.  
  WELL-TRAINED 
  Your captors, whether they were cruel or kind, 
  taught you well. Not only did you learn tricks and 
  skills unlike those you would naturally have 
  come by, you also learned much about the races 
  of man: what drives them, what entertains them, 
  what frightens them. You have witnessed how 
  they interact, how they fight, and how they live. 
  This knowledge has given greater context to your 
  natural skills and has allowed you to develop an 
  unnatural wisdom. 
  As a player, come up with a background that 
  involves you being captured or befriended by 
  man, taught their ways, and then some became 
  free again, whether with the blessing of your 
  former master or against their will.  
  BIZARRE AND UNNATURAL MAGICKS 
  The world is filled with wild magic and arcane 
  power. While certainly unusual, it wouldn’t be 
  outside the realm of possibility that these magics 
  could manifest in the shape of a bear. Some 
  possibilities include: 
   
  • You were polymorphed into a bear. This could 
  be due to a failed confrontation with an evil 
  sorcerer or your own attempts at magic going 
  awry. 
  • You angered a natural god who has cursed you 
  with the form of a bear so you can learn to live 
  in harmony with nature. 
  • You were once a simple bear like any other, 
  but the magical tampering of a crazed wizard 
  gave you increased cognitive function. 
  
   
   
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  Bears – A PC and NPC Sourcebook by Matthew Gravelyn 
   
  18 
  FEEDBACK 
  Thank you for purchasing this sourcebook! It was 
  a lot of fun to create and now I know way more 
  about bears than I have any right to.  
  If you have any feedback or suggestions for 
  this sourcebook, please send it to me via email at 
  matthew@gravelyn.com with the subject line 
  “Bear Sourcebook Feedback”. Your input will 
  help to make this sourcebook even better for 
  future players!  
  IMAGE CREDITS 
  Cowboys Roping a Bear by James Walker 
  Black Bear by Niko Pirosmani 
  Parchment Paper by DevonTT 
  THANK YOU! 
  Thank you to everyone who helped make this 
  sourcebook the best it could be, either by testing, 
  proofreading, or providing much needed 
  emotional support. 
  The biggest dedication goes out to Bobby, my 
  good friend who is always pushing the limits of 
  RPGs, both in terms of rules and taste. He came to 
  me during a game we were playing and told me 
  he wanted to play a bear. A literal bear. After an 
  initial sense of dread for what was to come, I did 
  what I could to come up with some rules that 
  would make the bear playable in the world of 
  D&D 5e. Those basic scribblings eventually 
  became this sourcebook. Bobby: thank you for 
  always pushing the envelope. 
  Below are other testers and editors that I 
  would like to thanks: 
  • Lauren (OboeCrazy) Urban 
  • Kyle Kinkade 
   
  
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