Kuma Kuma Kuma Bear (5e Class)


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Creating a Kuma Bear


Quick Build

You can make a Kuma Bear quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Wisdom. Second, choose the <!-background name-> background.

Class Features

As a Kuma Kuma Bear you gain the following class features.

Hit Points

Hit Dice: 1d10 per Kuma Kuma Bear level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Kuma Kuma Bear level after 1st

Proficiencies

Armor: Black and White Bear Dress
Weapons: Black and White Bear Gloves
Tools: Cook's Utensils
Saving Throws: Dexterity, Wisdom
Skills: Acrobatics, Animal Handling, Perception

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • Black and White Bear Dress
  • Black and White Bear Gloves
  • Black and White Bear Underwear
  • Explorer or Dungeoneer's Pack

Table: The Kuma Kuma Bear

LevelProficiency
Bonus
FeaturesBear Imagination Points—Spell Slots per Spell Level—
1st2nd3rd4th5th
1st+2Bear’s Body Enhancement0
2nd+2Spell Casting42
3rd+2Bear Mastery, Dimensional Box of the Bear43
4th+2Ability Score Improvement53
5th+3542
6th+3642
7th+3643
8th+3Ability Score Improvement643
9th+47432
10th+47432
11th+48433
12th+4Ability Score Improvement8433
13th+584331
14th+594331
15th+594332
16th+5Ability Score Improvement104332
17th+61143331
18th+61343331
19th+6Ability Score Improvement1443332
20th+61843332

Bear's Body Enhancement

Enhances physical power by distributing magical power throughout the bear equipment. While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Wisdom. You can use a shield and still gain this benefit.

You gain the following benefits while you are only using your gloves, You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes. You can roll a d6 in place of the normal damage of your unarmed strike.

Spellcasting

Starting at 2nd level, your contact with the natural magic of the bear world and intuitive knowledge of the magic which allows it to persist grants you the use of spells. See chapter 10 of the Player’s Handbook for the general rules of spellcasting and the end of this class description for the kuma bear spell list.

Bear Imagination Points

These points are used to increase the strength of a spell, To cast one of these Bear points, you must expend a bear imagination slot of the. You regain all expended points when you finish a long rest. They increase the strength of spells by double, when used on a spell of level 3 or higher the cost of points increases by 2 per level. If used with Healing Word it would do 2d4 + double your spellcasting ability modifier.

Preparing and Casting Spells

The Kuma Bear table shows how many spell slots you have to cast your spells of 1st level and above. To cast one of these Bear spells, you must expend a spell slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of bear spells that are available for you to cast, choosing from the bear spell list. When you do so, choose a number of bear spells equal to your Wisdom modifier + your bear level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 5th level bear, you have four 1st level and two 2nd level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level spell slot. Casting the spell doesn’t remove it from your list of prepared spells.

You can also change your list of prepared spells when you finish a long rest. Preparing a new list of bear spells requires time spent in meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Wisdom is your spellcasting ability for your bear spells, since your magic comes from knowledge of the natural world. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a bear spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Ritual Casting: You can cast a bear spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus: You use your bear gear as a spellcasting focus for your bear spells.

Dimensional Box of the Bear

The space within the White bear's mouth is almost infinite. It eats anything (you insert). However, it can't eat living beings. The Dimension can contain up to 2000 pounds and can easily release its contents by thinking of what's in there to be released.

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Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

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White Bear Mastery

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Black Bear Mastery

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Spell List

You know all of the spells on the basic spell list and additional spells based on your subclass.

1st Level

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2nd Level

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3rd Level

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4th Level

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5th Level

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Multiclassing


Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:

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