Urson Race

by ArgenisDBarrios

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Urson

Ability Scores. Choose any +2; choose any other +1; choose any other +1
Size. Medium
Speed. 30 ft
Age. Urson mature at the same rate as humans and live up to 250 years
Bear Necessities: You gain proficiency in the Athletics and Survival skills
Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Bear's Endurance: Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
Bear's Hide: When you aren't wearing armor, your AC is 13 + your Constitution modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.
Guardian's Resolve: As a bonus action you can call upon the might of the bear spirit within you. You gain temporary hit points equal to 1d6 + 2 x your proficiency bonus for 1 minute. You can call upon this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Vigilant Guardian: When a creature you can see within 5 feet of you is hit by an attack roll, you can use your reaction to swap places with that creature, and you are hit by the attack instead. Once you use this trait, you can't do so again until you finish a short or long rest.
Languages: You can speak, read and write Aemyrian, Gardian, and Maarelian

The Bear Spirit

The Urson, are people who have been touched by the bear spirits of the realm. They are fierce guardians of the realm who, from ancient times, have been sworn to protect the various dominions of the greater spirits. But, some have given up that long lineage and have settled down in quiet towns. They are Stout, Protective, Wise, and Sturdy.

Guardians and Wardens

The parent Ame'ril of the Urson was known as Ursil. He is often called The Warden, Protector of the Realm, or some might hear the title The Sleeper in today's age. Ursil and his children from the early years of the realm were the guardians of the people as they first settled into the world. His blessing made the Urson stalwart warriors who stood side by side to fight back against anything that would threaten the safety of the realm. The Urson today, no longer serves this purpose, as there is peace among the people, and no outside threat looms over the world. Many have taken to become guardians of Shrines to the Ame'ril who hold dominion over territories across the realm. Whilst others have taken to a slow life, one more akin to retirement, devoid of war and bloodshed.
Regardless of their choices, an Urson is a trustworthy ally to have at your side, and one can go into battle alongside one knowing that they will have your back.

Urson Racial Feats

Valiant Roar

Prerequisite: Urson
You let out your resolve and share it with others. You gain the following benefits:

  • Increase your Strength, Constitution, or Wisdom score by 1, up to your maximum in that score.

  • When you are forced to make a Dexterity saving throw, you can use your reaction to grant half cover to all creatures of your choice within 10 feet of you until the start of your next turn. Once you use this ability, you can’t do so again until you’ve finished a short or long rest.

Warden's Determination

Prerequisite: 4th level Urson
You tap into your inner resolve and determination. You gain the following benefits:

  • Increase your Strength, or Constitution score by 1, up to your maximum in that score.
  • When you use your Guardian's Resolve feature, you gain an additional amount of temporary hit points equal to your Constitution modifier. Additionally, while you have these temporary hit points creatures within 10 feet of you have advantage on saving throws against being frightened.
  • When you would roll initiative you can use your reaction to use your Guardian's Resolve feature. Once you do this you can't do so again until you finish a short or long rest.

Ursil's Defense

Prerequisite: Urson
You let Ursil's stalwart spirit take hold of you. You gain the following benefits:

  • Increase your Constitution, or Wisdom score by 1, up to your maximum in that score.
  • You know the Blade Ward cantrip. However, it has a range of 5 feet for you. Starting at 3rd level, you can cast the Shield of Faith spell with this trait. Starting at 5th level, you can also cast the Warding Bond spell with this trait without requiring material components. Once you cast those spells with this trait, you can't cast them with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level. Your spellcasting ability is the same as the ability score you choose to increase when you gained this feat.
Artist Credit
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