Ursian (5e Race)
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|From Starium XCV|
In general, ursians are bear-like humanoids with white fur and grayish-black skin beneath similarly colored fur. Black fur is the most common, brown being less so, and white being rare, save among elderly ursians. Fur color often distinguishes not only age but size, as black fur ursians are faster, browns are larger, and white the largest. They are very muscular, but also mentally developed. They can don armor and run on all fours or on their hind legs. Their facial fur is particularly long and shaggy, occasionally giving them the grizzled beard appearance. Their eyes are usually some dark color like brown, though dyes have been used.
Not much is known, except by the ursians themselves, about the history of this race. It is believed they hailed from bears that were originally fey which came through from the Feywilds around the time elves appeared in the Prime. These fey bears mated not only with local bears, but also humans. This resulted in an intelligent species that eventually lost its fey blood a bit and took on a more beastly lineage, who are the ursians. The fey bear's blood dominated much of the appearance aspect.
Massive, strong, and possessing a fearsome fortitude, this omnivorous race evolved from bear-like ancestors. Covered in coarse fur, ursians are most at home in cooler climates and thin atmospheres. They thus build much of their civilization in the colder north, along giants and orcs of the Spine. Their survival ability is such that it is possible to find ursians in even the most inhospitable places. This is a challenge that some individuals willingly embrace, as they can be found in the most unlikely nooks throughout the galaxy, even being sighted on places like the moon.
The ursians also have an astonishing longevity. Finding individuals who are several centuries old is not at all unusual. While an individual may have less than average intelligence compared to other race, the weight of wisdom and experience harnessed over the years can become exceptional. It is therefore no surprise that there is a growing regard for ursian elders within the world, and the younger races will often go to them for advice and insight.
The ursian government is a kritocracy, or rule by the judiciary. The legal wisdom and neutrality displayed by ursian judges is universally recognised, so their advice and arbitration is regularly sought by other legal professionals. Law is the primary ursian export, coming in forms of precedents and books, as well as proctors for law exams to find fitting members for the judiciaries of other societies. They are heavily involved with law and order at all levels, from local regulations to galactic governance. Many ursian lawspeakers, or candid judges, can be found on the road, travelling from community to community learning about local jurisprudence and practicing their trade in arbitration to any in need (and sometimes to those who did not seek it). The Elder Magisters collectively form the executive, legislative and top judicial authority in their nation.
However, the ursian obsession with law does not come without controversy. As with any society, benevolence may not always be the intended outcome; there are those who use law as a means of power and control. Ursians are ready to go to war over a legality, and they are always on the side of the law, even if the law itself is not always entirely justified.
Male bases may have suffixes of "-in," "-on," or "-an." Female names can have suffixes of "-a" or "-o." Either may be left alone. Letters in parentheses are only to be used if no prefix is added.
Male Bases: Thor, Fin(n), Mat(t), Log(i), Karl, Kaer, Lan(n), Frey
Female Bases: Frey(n), Astri(d), Karoel, Laer(l), Frigg
Ursians are beings in tune with nature but also advanced technologically. They resemble bears in many ways.
Ability Score Increase. Your Strength score increases by 1.
Age. Ursians are known to live long lives, the oldest being nearly 900 years old.
Alignment. Ursians are extremely lawful.
Size. Ursians range from the side of regular medium to the larger end, though none too large. Your size is Medium.
Speed. Your base walking speed is 25 feet.
Thick Fur. While not wearing armor, your Armor Class is 13 + your Constitution modifier. You may use a shield and still be granted this bonus. You are unaffected by the effects of extreme cold, as described in chapter 5 of the Dungeon Master’s Guide.
Load Bearing. Your carrying and lifting capacity is doubled as though you were a Large creature.
Sharp Claws. Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Resemble Bear. When you wear and are carrying nothing, you are indistinguishable from a regular bear.
Languages. You can speak, read and write Common and Beast.
Subrace. Choose from the black, brown and white fur subraces.
Ability Score Increase. Your Dexterity score increases by 1.
Dark Pelt. When you make a Dexterity (Stealth) check while in dim light or darkness, you can blend into the dark, granting yourself advantage on the check. Once you use this trait you cannot do so again until you complete a short or long rest.
Scouter. You have a good nose not only for honey. You are proficient in the Perception skill.
Ability Score Increase. Your Constitution score increases by 1.
Hardy. You are tough and resistant. If you would be reduced to 0 hit points, you drop instead to 1 hit point. You must finish a long rest to regain use of this trait.
Grizzly. You resemble a feral animal. You are proficient in the Intimidation skill.
Ability Score Increase. Your Strength score increases by 1.
Resilient. As the mightiest bear, you have great durability. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
Strong Armed. Your mighty strength lends to the feats you can accomplish. You are proficient in the Athletics skill.
Random Height and Weight
|5′ 0″||+3d12||150 lb.||× (1d4) lb.|
*Height = base height + height modifier
When creating an Ursian character, you can use the following tables of traits, ideals, bonds and flaws to help flesh out your character. Use these tables in addition to or in place of your background's characteristics.
Ursians are chaotic and respect nature in all its forms. (Except maybe when it's blistering hot.)
|1||I wish humans didn’t have to be so all-or-nothing, either forgoing nature for technology or vice versa.|
|2||I see no reason to speak with apes. Dragonborn, yes. Gnomes and dwarves, yes, seeing as they are descended from the maggots in Ymir’s dead flesh. (Ow, stop hitting me, dwarf! That was a compliment!) But apes? No. Just no.|
|3||I tend to see things others don’t, but I don’t think I should be relied upon.|
|4||I randomly spout bits of Ursian knowledge, sometimes at rather inopportune times.|
|5||I sometimes forget other people don’t cause blizzards when they get mad or resist extreme cold.|
|6||I tend to keep secrets where secrets belong, and don’t like keeping other peoples secrets.|
|7||I still bear some hallmark mannerisms of Ursian etiquette.|
|1||I tend to think either too much or too little of myself.|
|2||I get tired and irritable unless I get ample solitary time.|
|3||I am generally distrustful of anyone I don’t know, and protect those I do know to a fault.|
|4||I tend to club first, eat later, and then ask questions.|
|5||I can sometimes be distracted by the smell of honey and sound of bees, or of fish splashing in a river.|
|6||I can’t help wishing I was back at home, with clockwork gadgets and decent temperatures below 20 degrees Fahrenheit.|