TEXT: 23
  Bearfolk
  
  John Waite - mattekure@gmail.com - 296421
  
  CREDITS
  Design: Celeste Conowitch, Sarah Madsen, Mike Welham
  Development & Editing: Scott Gable
  Art Director & Graphic Design: Marc Radle
  Cover Art: Justine Jones
  Back Cover Art: Phil Stone
  Interior Art: Justine Jones, Phil Stone, Karl Waller
  Publisher: Wolfgang Baur
  Kobold Press, Midgard, Open Design, and their associated logos are trademarks of Open Design.
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License 
  version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, 
  place names, new deities, etc.), dialogue, plots, story elements, locations, characters, artwork, sidebars, and trade dress. 
  (Elements that have previously been designated as Open Game Content are not included in this declaration.)
  Open Game Content: The Open Content in this book includes the magic items honey buckle, honey trap, and stinger 
  and the spells abrupt hug, bombardment of stings, and suppress regeneration.  
  No other portion of this work may be reproduced in any form without permission.  
  © 2020 Open Design LLC
  www.koboldpress.com
  TABLE OF CONTENTS
  “Bearfolk Baronies and Wandering Tribes” by Sarah Madsen   ..................................................2
  “Bengta the Bear Maiden” by Celeste Conowitch ........................................................................8
  “Bearfolk Honey Items” by Celeste Conowitch  ..........................................................................12
  “Bearfolk Magic ” by Mike Welham  ............................................................................................21
  TM
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  Bearfolk Baronies
  Though it is nearly unheard of for 
  individuals not of elf, elfmarked, or human 
  parentage to obtain peerage, at least two 
  such bearfolk baronies exist within the 
  borders of Dornig. The opinions of the other 
  nobles on such things are, unsurprisingly, 
  highly varied. 
  HOUSE STONEFIST (HIRSCHBERG)
  Seat: Shadowbane Estate
  Ruling Noble: Lord Bhurri Stonefist, 
  First of His Name, Renderer of Shadows 
  and Stalwart Defender of the Realm (N 
  bearfolk fighter 10)
  Swears Fealty to: Hirsh-Dammung
  When Bhurri Stonefist arrived in Dornig, it 
  was to crack skulls—no two ways about it. 
  He traveled from city to city, hiring himself 
  out to anyone who would have him, joining 
  up with any even moderately armed group 
  he thought might see battle. Lucky for the 
  jet-black grizzlehide, he happened to sign 
  on with a contingent in Hirschberg just as 
  a horde of undead from Krakovar mounted 
  T
  he Grand Duchy of Dornig is a 
  patchwork of holdings with nobles 
  of various lineages governing baronies of 
  varying sizes, all ostensibly swearing fealty 
  to the three main houses of Dornig—House 
  Hirsh-Dammung, House Vann Rottsten, 
  and House Aldous-Donner—and ultimately 
  to the Imperatrix herself. Also within the 
  boundaries of Dornig is the Arbonesse 
  Forest, a sprawling, primeval woodland that 
  houses the River Court of the elves. Bearfolk 
  are just as uncommon in these lands as any 
  other region outside of the Moon Glade and 
  the Northlands, but several of them have 
  made their mark on these territories.
  BEARFOLK BARONIES  
  AND WANDERING TRIBES 
  by Sarah Madsen
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  a poorly advised attack on the outer 
  holdings of House Hirsh-Dammung (later 
  disavowed by Princess Hristina, naturally). 
  Bhurri’s prowess in battle won him the 
  admiration of his fellow soldiers-in-arms, 
  and his strategic mind won him the 
  attention of the ruling house. 
  Not content to allow Bhurri to run off 
  and join a potential rival’s household, 
  Prince Octabian Hirsh-Dammung made 
  the distasteful decision to award Bhurri 
  with a barony. Shadowbane Estate, named 
  by Bhurri, is a relatively small holding with 
  sickly lands and a crumbling manor (of only 
  five bedrooms) that sat empty for years due 
  to its claim being in (rather half-hearted) 
  dispute between two relatives of the former 
  baron. Bhurri’s ascension to the estate won 
  him several enemies but allowed Octabian 
  to wash his hands of the whole affair and 
  conveniently turn the two families’ ire 
  toward the bearfolk instead of himself. 
  Bhurri seems oblivious to the fact that, out 
  of all the possible lands he could have been 
  gifted, he was given a rather poor one, and 
  on farthest outskirts of Hirsh-Dammung’s 
  holdings at that. However, since gaining 
  his title, Bhurri has brought several of his 
  family members and friends from Björnrike 
  to live with him, and the sleuth of bearfolk 
  make quite a spectacle when they visit the 
  city in all their courtly finery. Bhurri has 
  thrown himself enthusiastically into what 
  he perceives as his role as gentry, dressing 
  in the clothes of the local courtiers rather 
  than the traditional garb of Björnrike and 
  affecting an air of importance and haughty 
  arrogance. So enraptured by his newly 
  noble blood, he does not notice that most 
  of his peers are laughing at his ridiculous, 
  overstuffed bearing, overly flowery title, and 
  decrepit holdings. 
  HOUSE REDMAW (BAD SOLITZ)
  Seat: Redmaw Manor and Winery
  Ruling Noble: Baroness Dotti Redmaw  
  (NG bearfolk bard 14) 
  Swears Fealty to: House Vann Rottsten
  A pale-brown-furred grizzlehide, Dotti 
  Redmaw’s fearsome deed name comes not 
  from her jaws being coated in the blood 
  of her enemies, as one would expect, but 
  from the perpetual stain on her teeth from 
  drinking so much wine. 
  Dotti arrived in Dornig as a young 
  bearfolk, searching for her calling. Though 
  many assumed said calling would include 
  adventuring and many victories in battle, as 
  it so often does with bearfolk, it turned out 
  Dotti did not have the stomach for combat: 
  she instead possessed a refined palate to 
  rival any elven vintner. Her taste and talent 
  naturally led her to Bad Solitz, where she was 
  a frequent customer at many of the taverns 
  and wineries throughout the area. After a 
  while, she took on a job at the winery owned 
  and operated by House Larentil, a small but 
  notable elvish barony, and eventually made 
  somewhat of a name for herself, scandalizing 
  and intriguing the elves and elfmarked 
  around the city in equal measure. 
  Dotti’s ultimate rise came about rather 
  unceremoniously. Prince Dimitor vann 
  Rottsten, angered by a late shipment of 
  wine from the Larentil winery to one of 
  his parties, removed the offending vintner, 
  Tomoran Larentil, from his position (and 
  his barony). Tomoran and his family quickly 
  fled Vann Rottsten’s reach, fearing the 
  young prince’s wrath would not stop with 
  the removal of a title. Prince vann Rottsten, 
  irritated by the Tomorans’ cowardice, 
  gifted the former Larentil lands to Dotti, 
  in part because he’d heard of her talents 
  in winemaking but mostly as a snub to 
  Tomoran—the elf would no doubt see it an 
  insult for his holdings to be placed in the 
  hands of a “talking bear.” 
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  Dotti, for her part, has flourished in her 
  new role, and if she’s concerned that the 
  spoiled and mercurial prince might tire 
  of the novelty of having a bearfolk-held 
  barony, she does not show it. She has yet 
  to miss a delivery of wine, and indeed, 
  the prince often loudly claims Redmaw 
  vintages are his favorite—though whether 
  the statement is honest or simply meant 
  as an amusing barb aimed at the other 
  courtiers is unclear. Dotti seems happy to 
  continue running her winery, unperturbed 
  by the political machinations of the other 
  houses around her, reading and painting in 
  her spare time.
  The Wandering Tribes  
  of the Arbonesse
  While bearfolk are an uncommon 
  sight outside of the Northlands or their 
  stronghold in the Shadow Realm, they 
  nonetheless travel, adventure, and seek 
  out distant shores as much as any other. 
  Given their fierce opposition to the 
  shadow fey, they will sometimes form 
  counter-settlements wherever the shadow 
  fey take root in Midgard. One such 
  location is the primeval Arbonesse Forest 
  within Dornig. 
  Though it houses the River Court, an 
  elven city on the eastern side of the forest, 
  much of the Arbonesse is still wild and 
  untamed. Recently, shadow fey have 
  seized portions of the forest, and while the 
  elves of the River Court avoid these areas, 
  several tribes of bearfolk have taken it upon 
  themselves to police the edges of these 
  strongholds, pushing back the darkness. 
  The three wandering tribes were originally 
  one unified group of several hundred 
  bearfolk who followed the Arbonesse 
  shadow fey out of the Shadow Realm and 
  into Midgard when they slipped through the 
  cracks. Once they arrived in the Arbonesse, 
  however, they split into three smaller 
  groups to better monitor and combat the 
  shadow fey throughout the forest. 
  While most bearfolk prefer to put down 
  roots in settlements, the tribes in the 
  Arbonesse remain largely nomadic out 
  of necessity. Even still, there are a few 
  favored sites where these tribes settle for 
  shorter periods of time, staying in one 
  place for several weeks or even months 
  in well-constructed but simple homes 
  before moving on to where the threat is 
  the greatest. There are three main tribes 
  within the forest, typically called by the sites 
  within the Arbonesse where they originally 
  settled (and to where they return when 
  given the choice): the River Glen Tribe, the 
  Copse Hollow Tribe, and the Dark Mire 
  Tribe. Often, when the tribes settle, they 
  will intermingle for a period of time before 
  splitting back into separate groups with 
  members shifting from one tribe to the 
  other as it suits them. Unions are common, 
  and children are born… the tribes function 
  within the forest here the same as they 
  would in the Northlands or the Moonlit 
  Glades. Because of this and their unified 
  beginnings, there is little rivalry between 
  the three tribes and the disparate groups 
  are viewed more as extended family rather 
  than separate communities. Each tribe has 
  their own chieftain and hierophant, and all 
  six leaders come together to form a ruling 
  council when larger issues require attention. 
  Along with maintaining a close eye on 
  the shadow fey in the Arbonesse, the three 
  tribes have set upon themselves another 
  duty: protect the mysterious white hart. 
  These two tasks often go hand-in-hand, and 
  a sighting of the hart is considered a good 
  omen—and a signal to prepare for a fight as 
  the shadow fey are often not far behind in 
  pursuit of the creature. None of the bearfolk 
  know what the white hart may be—though 
  the one with the closest notion may be 
  Fjorli Starsdottir, hierophant of the Dark 
  Mire Tribe—but the tribes recognize there 
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  is something sacred about her and know 
  that if the shadow fey want her dead, the 
  bearfolk will do everything in their power to 
  keep her safe. 
  The wandering bearfolk tribes of the 
  Arbonesse have a calm peace with the 
  Arbonesse exiles and the other citizens 
  of the River Court. The River Court itself 
  counts a few bearfolk amongst their 
  numbers, and although the River King’s 
  stance on the shadow fey’s rising power is 
  currently undecided, he does not begrudge 
  the three tribes their more aggressive 
  approach (that is, of course, unless it 
  threatens him and his). The three tribes 
  travel to and trade with the River Court 
  freely and have earned the respect of many 
  of its citizens. Occasionally, one of the 
  tribes’ members will decide to settle in the 
  River Court, and on even rarer occasions, 
  someone from the River Court will leave the 
  city to join one of the tribes—and their fight 
  against the shadow fey. 
  The baronies of Dornig have no official 
  stance on the wandering tribes of the 
  Arbonesse. In all honesty, none of them are 
  quite sure what, if anything, to do about 
  the bearfolk that have taken up residence 
  in the forest. The three main houses are 
  content to let them be, seeing them as a 
  problem for the River Court to contend 
  with, and are happy to let them fight off the 
  shadow fey as long as they keep themselves 
  within the boundaries of the Arbonesse. 
  The nobles consider them little threat and 
  are more concerned with their own political 
  squabbles—though they keep an eye on 
  each other, wary of any one house forming 
  any alliances with this unknown element. 
  THE RIVER GLEN TRIBE
  The River Glen Tribe is as peaceful a 
  tribe as you will find within the borders 
  of the Arbonesse. With the serene Björka 
  Honeytongue as chieftain and the often-
  distracted Urvul Moonseer as hierophant, 
  the tribe has few internal conflicts, 
  preferring to partake of story and song 
  rather than suffer strife within their ranks. 
  But the cheerful bearfolk can quickly take 
  up arms when a threat arises, and the songs 
  they sing become war cries when the shadow 
  fey are on the move. 
  CHIEFTAIN BJÖRKA HONEYTONGUE
  The chieftain of the River Glen Tribe, 
  Björka is a hulking, black-furred grizzlehide. 
  Though her stature is intimidating, her dark 
  eyes are soft and kind, and she speaks with 
  a calm demeanor. This does not mean she is 
  incapable of violence however, and though 
  she maintains a nigh-unflappable sense of 
  serenity, she nonetheless brooks no threat to 
  her family or friends. She will just as quickly 
  dismember a foe as any other and has no 
  qualms about meting out punishments or 
  justice where necessary, though she will do 
  so stoically and with a no-nonsense sense 
  of duty. She has a surprisingly enthralling 
  singing voice, which she uses to tell tales of 
  her tribe’s battles and victories. That, paired 
  with her love of a mug of mead after a long 
  hunt, earned her deed name: Honeytongue. 
  HIEROPHANT URVUL MOONSEER
  The River Glen Tribe’s hierophant, Urvul 
  Moonseer is a red-furred purifier from the 
  Moonlit Glades. With a deep understanding 
  of the Shadow Realm from his early years 
  there, he remains vigilant for any signs 
  of darkness amidst the trees or his tribe. 
  He is often found communing with the 
  forest, whether through deep meditation 
  or by receiving a message from a passing 
  songbird, and he counsels Björka on their 
  tribe’s movements. Sometimes, he will 
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  disappear for days on end, only to reemerge 
  with stories the trees have told him. 
  THE COPSE HOLLOW TRIBE
  If a younger bearfolk is looking to prove 
  themself, the Copse Hollow Tribe is 
  where they make their home. Filled to the 
  brim with warriors itching to prove their 
  mettle, the tribe presents a tumultuous 
  exterior but boasts nigh-unbreakable 
  bonds between its members. Much like 
  squabbling siblings, those who number 
  amongst the tribe will bicker, feud, and test 
  each-other’s boundaries—all to make each 
  member stronger for the inevitable battles 
  to come—but the moment an outside 
  threat shows itself, they present a nearly 
  impenetrable unified front. 
  CHIEFTAIN ANGAL SNAPJAW
  The younger brother of Björka 
  Honeytongue, this grizzlehide chieftain 
  of the Copse Hollow Tribe is the 
  opposite of his sister in nearly 
  every way. Short (for a bearfolk, 
  at least) and golden-furred, 
  Angal Snapjaw is loud, brash, 
  and quick to anger. His 
  sister’s stoicism often frustrates 
  him, and he tends to view her 
  quiet thoughtfulness as inaction. 
  Nevertheless, he is a fierce protector 
  of his tribe and the forest, and his 
  flashfire temper belies a keen 
  and cunning mind. 
  HIEROPHANT  
  DONGHAL SUNHEART
  Donghal Sunheart is a 
  brown-furred grizzlehide of 
  average height and build. A 
  skilled healer, Donghal is the 
  spiritual heart of the Copse Hollow 
  Tribe. With not much mind for 
  martial tactics and combat, he instead 
  focuses on helping the injured, the sick, 
  and the lost, and he works to purge the 
  darkness wherever he finds it. Whether 
  counseling a fellow tribe member through 
  a difficult life choice, granting blessings 
  over a new birth, or calling upon Freyr and 
  Freyja to smite the shadow fey, Donghal is 
  level-headed and wise in all matters.
  THE DARK MIRE TRIBE
  The Dark Mire Tribe is perhaps the most 
  eerie of the three tribes of the Arbonesse. 
  These bearfolk warriors prefer stealth and 
  subterfuge to direct attacks, materializing 
  out of the darkness to strike at their enemy, 
  only to disappear into the foliage as if 
  they were never there. Their hit-and-run 
  tactics confuse those who have come to 
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  expect a more head-on approach from 
  the bearfolk, and more than one elf of 
  the River Court tells tales of the “swamp 
  ghost” bearfolk. Within their camp 
  however, these impressions quickly 
  fall apart. The Dire Mire Tribe is just 
  as friendly and welcoming as any 
  other community of bearfolk. 
  They value crafting and the arts, 
  and their members create amazing 
  textiles, weaving, pottery, and 
  weapons. 
  CHIEFTAIN JARLA STEELCLAW
  Chieftain Jarla Steelclaw is 
  a massive brown-and-gold 
  grizzlehide who towers even 
  over Björka Honeytongue. 
  The only member of the 
  three tribes’ leadership 
  who did not originate 
  in the Moonlit Glades, 
  Jarla is quick to laugh 
  and just as quick to offer 
  up her clan’s hospitality 
  to visitors, though 
  woe be to anyone 
  who takes advantage 
  of her good nature. She considers the 
  Arbonesse Forest to be far too temperate 
  for her liking and thinks the Arbonesse 
  exiles (and many of the bearfolk from the 
  Moonlit Glade, though she would never say 
  it out loud) are all soft for never weathering 
  a Northlands winter. She came to the 
  Arbonesse searching for adventure, lived for 
  a bit within the borders of the River Court, 
  and then gleefully joined with the three 
  tribes when they emerged from the Shadow 
  Realm, taking leadership of the Dark Mire 
  Tribe in short order. 
  HIEROPHANT FJORLI STARSDOTTIR
  Another purifier from the Moonlit Glades, 
  Hierophant Fjorli Starsdottir of the Dark 
  Mire tribe is slight of stature and pale of fur 
  and is the youngest of the tribes’ leadership. 
  Blind since the day she was born, Fjorli 
  claims to be able to “see” the essences of 
  everything around her, from the smallest 
  plant to the largest Dread Walker, and can 
  tell much about the nature of an entity by 
  studying this aura. Because of this, she is 
  highly insightful and empathic… getting a 
  lie past her is a trick few have managed to 
  successfully pull off, though she may let the 
  deception pass unremarked-upon simply 
  because she understands the motivation 
  behind it. Fjorli has only seen the white hart 
  a handful of times, but each experience has 
  brought her to tears, evoking a loneliness 
  and selflessness she’s been unable to 
  adequately explain or express. 
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  B
  engta the Bear Maiden is the keeper of 
  healthy communities and the champion 
  who stands against all their threats. She is 
  the ferocious aspect of Lada, the Goddess 
  of Dawn, who takes the form of a radiant 
  bearfolk. The Bear Maiden is much beloved 
  in the Northlands where she is primarily 
  worshipped. In addition to righteous wrath, 
  Bengta presides over dawn, strength, and of 
  course honey.
  The Bear Maiden is one mask of the 
  Goddess Lada, though Bengta has her 
  distinct and rich tapestry of legend and 
  myth perpetuated by the citizens of 
  Björnrike. Though most championed by the 
  bearfolk, who share the god’s form, human 
  and dwarf healers, community leaders, 
  berserkers, and merchants also worship 
  Bengta’s golden radiance. In opposition to 
  the gentle-hearted Lada, Bengta represents 
  the righteous guardian who protects 
  communities. The Bear Maiden is a leader 
  who encourages order and cohesion, 
  ensuring all members contribute to creating 
  a successful whole, much like a colony 
  of bees. The other side of this cohesive 
  leadership is the staunch devotion to 
  destroying threats that would threaten the 
  community. This commitment to swift and 
  righteous wrath is what sets Bengta apart 
  from Lada’s kinder divine masks.
  Tales of Bengta often depict her traveling 
  the rough terrain of the Northlands, battling 
  monsters that infringe upon the people she 
  is sworn to protect. There are many tales 
  centered on her dealing with the fey, in 
  particular the great animal lords. The Bear 
  Maiden’s weapon is said to be spun from 
  the honey of the Queen of Bee’s herself, 
  though none of the god’s enemies have 
  survived to confirm this rumor.
  Worshippers
  Building and maintaining prosperous 
  communities is a crucial aspect of the Bear 
  Maiden’s worship, so she is becoming 
  more popular amongst merchants of all 
  stripes. Her straightforward devotion to 
  making good things for good people is 
  highly appealing to most dwarves, and it 
  BENGTA THE BEAR MAIDEN  
  by Celeste Conowitch
  GODDESS OF DAWN AND HONEY 
  Symbol: honeysuckle, bee, radiant eye
  Divine Domains: Keeper, Life, Strength 
  Alignment: Good
  Favored Weapons: Battleaxe and greataxe
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  is not uncommon to find her worshippers 
  amongst their ranks.
  Bengta’s reputation as a keeper makes 
  her popular amongst all people who travel 
  in large nomadic units. Many human 
  berserkers, bearfolk warriors, hunters, 
  and devoted parents are drawn to the Bear 
  Maiden’s strength to protect what is most 
  important to them.
  Shrines and Priests
  The city of Bjeornheim is the center of 
  the Maiden’s worship, and it is widely 
  populated with her temples, shrines, and 
  statues. Though Bjeornheim is the only 
  city so devoted to the Bear Maiden aspect 
  of Lada, her shrines and followers can be 
  found wherever the Bearfolk have passed 
  through. Homage to the golden-hearted 
  defender is paid throughout the Northlands, 
  the Rothenian Plains, and even small 
  pockets of the Shadow Realm.
  Shrines to Bengta often double as 
  functioning apiaries. Bee products are 
  produced and sold to local communities 
  with a portion always reserved to offer to the 
  goddess. It is not unknown for meaderies to 
  also donate part of their profits to the Bear 
  Maiden’s holy sites to cultivate good fortune. 
  Priests of the Bear Maiden often hold key 
  jobs in their communities. Bengta’s devoted 
  most commonly serve as dedicated warriors, 
  government leaders, healers, and farmers. 
  Worshipping the goddess requires active 
  participation in improving one’s social 
  landscape, which means her priests and 
  shrines rarely fit the cloistered model of 
  other faiths.
  What Bengta Demands
  The Bear Maiden demands placing those 
  who are cared for above all else. She requires 
  selfless action and constant vigilance against 
  evils that would affect close-knit groups. 
  The Bear Maiden encourages her chosen 
  to create joy and prosperity for all within 
  their reach. And whenever this prosperity 
  is threatened, she demands swift action to 
  destroy the cause. A follower who spends 
  their time industriously is likely to receive 
  the god’s full favor.
  Keeper Domain
  The Keeper domain focuses on social 
  bonds and well-regulated communities. 
  These communities might be as small as an 
  adventuring party or as large as a city, but all 
  require safety and comfort to thrive. Clerics 
  of the Keeper domain excel in leadership 
  positions and are the first to take up arms 
  when their homes or allies need protection.
  KEEPER DOMAIN SPELLS
  Cleric 
  Level
  Spells
  1st
  command, hunter's mark
  3rd
  calm emotions, warding bond
  5th 
  beacon of hope, spirit guardians
  7th 
  death ward, guardian of faith
  9th 
  hallow, telepathic bond 
  BONUS PROFICIENCIES
  At 1st level, you gain proficiency with 
  martial weapons. You also gain proficiency 
  in the Persuasion skill.
  BLESSED CHOSEN
  Starting at 1st level, you can assert your 
  divine will to protect your allies. When an 
  enemy within 30 feet of you that you can 
  see attacks one of your allies, you can use 
  your reaction to impose disadvantage on the 
  attack roll before it hits or misses.
  You can use this feature a number of times 
  equal to your Wisdom modifier (a minimum 
  of once). You regain all expended uses when 
  you finish a long rest.
  CHANNEL DIVINITY: DIVINE INITIATIVE
  Starting at 2nd level, you can Channel 
  Divinity to enhance your allies’ potential.
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  As an action, you present your 
  holy symbol and choose a number 
  of creatures you can see and that 
  can see you within 60 feet of you, 
  up to a number equal to your 
  Wisdom modifier (minimum 
  of one). Each of them gains 5 
  temporary hit points. When a target 
  gains these temporary hit points, they can 
  immediately use their reaction to make 
  one weapon attack.
  The number of temporary hit points 
  increases when you reach certain levels 
  in this class, increasing to 8 at 6th level, 
  11 at 8th level, and 14 at 17th level.
  CHANNEL DIVINITY: FIGHTING FIT
  At 6th level, you can use your Channel 
  Divinity to end harmful conditions 
  affecting your allies.
  As an action, you present your holy 
  symbol and choose a number of creatures 
  you can see within 60 feet (this can include 
  yourself), up to a number equal to your 
  Wisdom modifier (minimum of one). Any 
  charmed, frightened, paralyzed, or stunned 
  conditions affecting the target end.
  HOBBLING STRIKE
  At 8th level, you gain the ability to infuse 
  your weapon strikes with divine energy. 
  Once on each of your turns when you hit 
  a creature with a weapon attack, the target 
  must make a Strength saving throw against 
  your spell save DC or be knocked prone. 
  When you reach 14th level, the target’s 
  speed is also halved until the start of your 
  next turn.
  DUTY OVER DEATH
  Starting at 17th level, you can exert your 
  power to call companions back from the 
  brink of death. When an ally you can see 
  within 60 feet of you is reduced to 0 hit 
  points but not killed outright, they instead 
  remain conscious and regain hit points 
  equal to your Wisdom modifier. You can 
  use this feature only if 
  you aren’t incapacitated. 
  Once you use this feature, 
  you can’t use it again until you finish 
  a short or long rest.
  Oath of the Guardian
  The Oath of the Guardian is sworn to defend 
  the community. Those who take this oath 
  always do so with a particular group, town, 
  region, or government in mind. Taking the 
  mantle of a guardian is a solemn vow to 
  place the needs of the many before the needs 
  of yourself and requires constant vigilance.
  TENETS OF THE GUARDIAN
  Encourage Prosperity. You must work hard 
  to bring joy and prosperity to all around you.
  Preserve Order. Order must be protected 
  and preserved for all to enjoy. You must 
  work to keep treasured people, objects, and 
  communities safe.
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  from moving. If there’s nowhere to move, 
  the creature can use the Dodge action.
  AURA OF AWARENESS
  Starting at 7th level, allies around you 
  are more alert and ready to act. You and 
  friendly creatures within 10 feet of you have 
  advantage on initiative rolls. In addition, 
  you and any of your companions within 10 
  feet of you can’t be surprised, except when 
  incapacitated.
  At 18th level, the range of this aura 
  increases to 30 feet.
  HOLD THE LINE
  You can turn an ally’s success into an 
  opportunity. When you or another creature 
  you can see within 20 feet of you is forced 
  to make a saving throw, you can use your 
  reaction to grant a bonus to the target’s 
  save, potentially causing it to succeed. The 
  bonus equals your Charisma modifier 
  (minimum of +1). If the save is successful, 
  you or the allied target can make one 
  weapon attack against the attacker as part 
  of your reaction, provided the attacker is 
  within the weapon’s range.
  You can use this feature a number of times 
  equal to your Charisma modifier (minimum 
  of once), and you regain all expended uses 
  when you finish a long rest.
  BAND OF HEROES
  At 20th level, you gain the ability to charge 
  your allies with divine heroism. As an 
  action, you can target a number of creatures 
  equal to your Charisma modifier (this can 
  include yourself). They gain the following 
  benefits for 1 minute:
  • The creature is cured of all disease and 
  poison and becomes immune to being 
  frightened or poisoned.
  • The creature makes all Wisdom and 
  Constitution saving throws with 
  advantage.
  • The creature gains 2d10 temporary hit 
  points.
  Decisive Action. Threats to peaceful life are 
  often nefarious and subtle. The actions you 
  take to combat such threats should not be.
  OATH OF GUARDIAN SPELLS
  Paladin  
  Level
  Spells
  3rd 
  litany of sure hands (see Deep Magic), 
  shield of faith
  5th 
  mantle of the brave (see Deep Magic), 
  spiritual weapon
  9th 
  beacon of hope, create food and water
  13th 
  banishment, invested champion (see 
  Deep Magic)
  17th 
  creation, inspiring speech (see Deep 
  Magic)
  CHANNEL DIVINITY
  When you take this oath at 3rd level, you 
  gain the following two Channel Divinity 
  options.
  Inspired Leadership
  You can use your Channel Divinity to 
  inspire your allies with your faith. As 
  an action, you can choose a number of 
  creatures you can see within 30 feet of you, 
  up to a number equal to your Charisma 
  modifier (minimum of one). For 1 minute, 
  all the chosen creatures have advantage 
  on Strength, Constitution, and Charisma 
  saving throws.
  Turn the Uncivil
  As an action, you can cause wild creatures to 
  flee from your presence using your Channel 
  Divinity. Each creature within 30 feet with 
  a Charisma score of 6 or less that can see or 
  hear must make a Wisdom saving throw. If 
  the creature fails its saving throw, it is turned 
  for 1 minute or until it takes damage. A 
  turned creature must spend its turns trying 
  to move as far away from you as it can, and 
  it can’t willingly move to a space within 30 
  feet of you. It also can’t take reactions. For 
  its action, it can only use the Dash action or 
  try to escape from an effect that prevents it 
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  T
  he bearfolk of the Northlands, the 
  Rothenian Plains, and Dornig are 
  renowned for their love of honey. No 
  other race in Midgard can claim a matched 
  knowledge of the cultivation of bees and the 
  resources they produce.
  The material benefits from beekeeping are 
  obvious, but the bearfolk have also honed 
  the craft to produce various powerful items, 
  and the Bear King, in particular, has led the 
  efforts in the brewing of magical meads.
  Presented here are a collection of items 
  developed by the bearfolk, using their 
  intimate knowledge of bees, both magical 
  and mundane. Some of these items enhance 
  beekeepers’ capabilities, others were forged 
  by bee-like fey, and some are infused with 
  the natural potency found in domestic hives. 
  Equipment
  This is a collection of non-magical items 
  developed by the bearfolk, including 
  equipment to harvest and raise bees.
  BEE VENOM
  Poison
  This poison must be harvested from the 
  giant bees common in Björnrike. A creature 
  subjected to this poison must succeed on 
  a DC 15 Constitution saving throw or 
  be poisoned for 1 minute. The poisoned 
  creature is paralyzed. The creature can repeat 
  the saving throw at the end of each of its 
  turns, ending the effect on itself on a success.
  Bee venom must be delivered via injury. 
  Injury poison can be applied to weapons, 
  ammunition, trap components, and other 
  objects that deal piercing or slashing damage 
  and remains potent until delivered through 
  a wound or washed off. A creature that 
  takes piercing or slashing damage from an 
  object coated with the poison is exposed to 
  its effects.
  BEEKEEPING TOOLS
  Tool
  Using beekeeping tools, you can 
  establish, maintain, and harvest beehives. 
  Tending hives requires space and regular 
  maintenance, but the process yields several 
  valuable commodities, including wax, 
  venom, and honey.
  Components. Beekeeping tools consist of 
  protective gear, a smoker, hive tools, a bee 
  brush, and extracting equipment.
  Nature. Proficiency with beekeeping tools 
  gives you additional insight on Intelligence 
  (Nature) checks concerning flowering plants 
  and stinging insects.
  Animal Handling. Proficiency with 
  beekeeping tools gives you additional insight 
  on Wisdom (Animal Handling) checks 
  concerning bees and bee-like creatures. 
  BEARFOLK HONEY ITEMS 
  by Celeste Conowitch
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  Medicine. Proficiency with beekeeping tools 
  gives you additional insight on Wisdom 
  (Medicine) checks concerning venom. 
  Honey Production. If maintained, you can 
  harvest 2 pounds of honey each week from a 
  standard beehive.
  ACTIVITY
  Harvest honey
  DC 10
  Repair or construct a new hive
  DC 15
  Diagnose and treat a sick hive
  DC 20
  CHANDLER’S TOOLS
  Tool
  With chandler’s tools, you can use beeswax 
  and other materials to make and sell candles. 
  Candle making (or chandlering) requires 
  access to raw materials and storage space to 
  cure but can be a lucrative profession.
  Components. Chandler’s tools consist of 
  storage containers, wicks, molds, essential 
  oils, and a cauldron.
  Religion. Proficiency with chandler’s tools 
  gives you additional insight on Intelligence 
  (Religion) checks about religious rituals.
  Survival. Proficiency with chandler’s tools 
  gives you additional insight on Wisdom 
  (Survival) checks concerning starting, 
  stopping, or controlling non-magical fires. 
  Nature. Proficiency with chandler’s tools 
  gives you additional insight on Wisdom 
  (Nature) checks concerning the properties 
  of wax, soaps, oils, and similar materials. 
  Candle Production. With access to proper 
  materials and time, you can make 100 
  tapered candles each week.
  ACTIVITY
  Make a basic candle
  DC 10
  Make a special type of candle
  DC 15
  Identify the origin and components  
  of a candle
  DC 20
  INSECTBANE CANDLE
  Adventuring Gear
  This heavily scented candle is repellent to 
  insects. While it burns, non-magical insects 
  will not come within a 5-foot radius. 
  This candle burns for 1 hour and sheds 
  bright light in a 5-foot radius and dim light 
  for an additional 5 feet.
  SWEET VENGEANCE
  Poison
  This sweet poison is distilled over a long 
  time and requires a great deal of the 
  venom produced by worker bees. It is 
  indistinguishable from honey in taste. A 
  creature that ingests this poison must succeed 
  on a DC 17 Constitution saving throw. If 
  the saving throw fails by 5 or more, the 
  creature crystalizes and is instantly petrified. 
  Otherwise, a creature that fails the save begins 
  to turn to crystalized honey and is restrained. 
  The restrained creature must repeat the 
  saving throw at the end of its next turn, 
  becoming petrified on a failure or ending 
  the effect on a success. The petrification 
  lasts until the creature is freed by the greater 
  restoration spell or other magic.
  A creature must swallow an entire dose 
  of sweet vengeance to suffer its effects. The 
  dose can be delivered in food or a liquid. 
  You may decide that a partial dose has a 
  reduced effect, such as allowing advantage 
  on the saving throw.
  Magic Items
  This is a collection of magic items developed 
  using honey. Several common and magical 
  varieties of bees exist in Midgard, providing 
  ample sources for these treasures.
  BEAR PAWS
  Wondrous Item, uncommon  
  (requires attunement)
  These hand wraps are made of flexible 
  beeswax that ooze sticky honey. While 
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  wearing these gloves, you have advantage 
  on grapple checks. In addition, creatures 
  grappled by you have disadvantage on any 
  checks made to escape your grapple.
  BIG DIPPER
  Rod, rare (requires attunement  
  by a spellcaster)
  This wooden rod is topped with a ridged 
  ball. When active, the ridges flow with 
  delicious honey. The rod has 7 charges for 
  the following properties. It regains 1d6 + 
  1 expended charges daily at dawn. If you 
  expend the rod’s last charge, roll a d20. On a 
  1, the rod melts into a pool of non-magical 
  honey and is destroyed.
  Spells. While holding the rod, you can use 
  an action to expend some of its charges to 
  cast one of the following spells (save DC 
  17): hold monster (5 charges) or hold person 
  (2 charges).
  Sticky Stick. While holding the rod, you 
  can use your reaction to expend 1 charge 
  and magically stick it to any surface. Until 
  you use an action to end the effect, the rod 
  remains stuck. The rod can hold up to 8,000 
  pounds of weight. More weight causes the 
  rod to deactivate and fall.
  FIGURINE OF WONDROUS POWER  
  (AMBER BEE)
  Wondrous item, rare
  A figurine of wondrous power is a statuette 
  of a beast small enough to fit in a pocket. If 
  you use an action to speak the command 
  word and throw the figurine to a point 
  on the ground within 60 feet of you, the 
  figurine becomes a living creature. If the 
  space where the creature would appear is 
  occupied by other creatures or objects or if 
  there isn’t enough space for the creature, the 
  figurine doesn’t become a creature.
  The creature is friendly to you and your 
  companions. It understands your languages 
  and obeys your spoken commands. If you 
  issue no commands, the creature defends 
  itself but takes no other actions.
  The creature exists for a duration specific 
  to each figurine. At the end of the duration, 
  the creature reverts to its figurine form. It 
  reverts to a figurine early if it drops to 0 
  hit points or if you use an action to speak 
  the command word again while touching 
  it. When the creature becomes a figurine 
  again, its property can’t be used again until 
  a certain amount of time has passed, as 
  specified in the figurine’s description.
  Amber Bee (Rare). This amber statuette is of 
  a honeybee. It can become a giant bee for up 
  to 6 hours. Once it has been used, it can’t be 
  used again until 5 days have passed.
  GIANT BEE
  Large beast, unaligned
  Armor Class 13
  Hit Points 59 (7d10 + 21)
  Speed 10 ft., fly 60 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  14 (+2) 16 (+3) 16 (+3) 
  2 (−4) 12 (+1) 8 (−1)
  Senses Perception +5
  Languages —
  Challenge 2 (450 XP)
  ACTIONS
  Multiattack. The giant bee makes two attacks 
  with its stinger.
  Sting. Melee Weapon Attack: +5 to hit, reach 
  5 ft., one target. Hit: 6 (1d8 + 2) piercing 
  damage, and the target must make a DC 13 
  Constitution saving throw, taking 10 (3d6) 
  poison damage on a failed save or half as 
  much damage on a successful one. If the 
  poison damage reduces the target to 0 hit 
  points, the target is stable but poisoned for 
  1 hour, even after regaining hit points, and is 
  paralyzed while poisoned in this way.
  GOLDEN BOLT
  Weapon (crossbow, heavy), uncommon 
  (requires attunement)
  You gain a +1 bonus to attack and damage 
  rolls made with this magic weapon.
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  Immediately after firing a bolt from this 
  weapon, another golden bolt forms to take 
  its place. This crossbow does not have the 
  loading property.
  GUARD HIVES
  Wondrous Item, rare
  A guard hive is a 100-pound structure 
  that can be placed on any flat surface 
  able to sustain its weight. Once placed, 
  the hive populates with large bees (use 
  giant wasp statistics) in 1d4 days. Once 
  populated, any creature that comes 
  within 30 feet of the hive triggers 20 
  bees to emerge and attack all creatures that 
  they can see. Any slain bees regenerate in 
  1d4 days.
  The bees do not attack creatures who 
  regularly consume the honey generated by 
  the hives (eat it at least once per week). Only 
  a creature proficient with beekeeping tools 
  can harvest the honey from guard hives.
  The hive has AC 15, 50 hit points, 
  vulnerability to bludgeoning damage, and 
  immunity to poison and psychic damage. 
  Reducing the hive to 0 hit points destroys it 
  and the bees contained within it.
  HONEY BUCKLE
  Wondrous Item, varies (requires attunement)
  While wearing this belt buckle, you can use 
  an action to magically assume the shape 
  of a creature determined by the variety of 
  buckle. Once you use this property, you 
  cannot transform this way again until the 
  following dawn.
  The transformation lasts for 1 hour, until 
  you choose to revert to your normal form, 
  or until you drop to 0 hit points or die. 
  Your game statistics are replaced by the 
  statistics of the creature, but you retain your 
  alignment, personality, and Intelligence, 
  Wisdom, and Charisma scores.
  You assume the hit points of the new 
  form. When you revert to your normal 
  form, you return to the number of hit points 
  you had before you transformed. If you 
  revert as a result of dropping to 0 hit points, 
  any excess damage carries over to your 
  normal form. As long as the excess damage 
  doesn’t reduce your normal form to 0 hit 
  points, you aren’t knocked unconscious.
  You are limited in the actions you can 
  perform by the nature of your new form: 
  you can’t speak, cast spells, or take any other 
  action that requires hands or speech.
  Your gear melds into the new form. You 
  can’t activate, use, wield, or otherwise 
  benefit from any of your equipment.
  Honey Buckle
  TYPE
  CREATURE
  RARITY
  Black Honey Buckle
  Black Bear
  Uncommon
  Brown Honey Buckle
  Brown Bear
  Rare
  White Honey Buckle
  Polar Bear
  Very Rare
  HONEY TRAP
  Wondrous item, rare
  These jars are made of beaten metal and 
  engraved with honeybees. Each honey trap 
  has 7 charges. While holding the jar, you can 
  use an action to expend 1 charge to hurl a 
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  glob of honey at a target within 30 feet as a 
  ranged weapon attack. If the attack hits, the 
  glob expands, and the creature is restrained.
  A target restrained by the honey can use an 
  action to make a DC 15 Strength (Athletics) 
  or Dexterity (Acrobatics) check (target’s 
  choice). On a success, the creature is no 
  longer restrained by the honey.
  The honey trap regains 1d6 + 1 expended 
  charges daily at dawn. If you expend the jar’s 
  last charge, roll a d20. On a 1, the jar shatters 
  and loses all its magical properties.
  HONEYPOT OF AWAKENING
  Wondrous Item, uncommon
  If you place one pound of honey inside this 
  pot, it transforms into an ochre jelly in 24 
  hours. It requires an action to dump the jelly 
  from the pot, which must be placed within 5 
  feet of you. Once dumped, the ochre jelly is 
  hostile to all creatures, including you.
  Only one ochre jelly can occupy the pot at 
  any time.
  RING OF URSA
  Ring, rare (requires attunement)
  This wooden ring is set with a strip of 
  fossilized honey. While wearing this ring, 
  you gain the following benefits:
  • Your Strength score increases by 2, to a 
  maximum of 20.
  • You have advantage on Charisma 
  (Persuasion) checks made to interact 
  with bearfolk.
  In addition, while attuned to the ring, your 
  hair grows thick and abundant. Your facial 
  features grow more snout-like, and your 
  teeth elongate.
  If you aren’t a bearfolk, you gain the 
  following benefits while wearing the ring:
  • You can now make a bite attack as an 
  unarmed strike. If your bite hits, you 
  deal 1d6 + your Strength modifier 
  piercing damage.
  • Your gain a powerful build and count as 
  one size larger when determining your 
  carrying capacity and the weight you 
  can push, drag, or lift.
  • You can speak, read, and write 
  Northern.
  STINGER
  Weapon (dagger), rare
  You gain a +1 bonus to attack and damage 
  rolls made with this magic weapon.
  When you hit a creature with an attack 
  using this weapon, the target must succeed 
  on a DC 15 Constitution saving throw or 
  become paralyzed for 1 minute. At the end 
  of each of its turns, the target can make 
  another Constitution saving throw. On a 
  success, the target is no longer paralyzed. 
  Creatures immune to poison are not 
  affected by the dagger.
  Once this property is used, it cannot be 
  used again until the venom recharges the 
  next dawn.
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  Magical Consumables
  This is a collection of consumable magic 
  items created by the bearfolk. The efforts of 
  the reigning Bear King Mesikämmen are 
  responsible for driving the creation of many 
  fantastically imbued meads.
  GOLDEN DAWN (MEAD)
  Potion, uncommon
  This amber mead is flecked with edible gold 
  and has a sour taste.
  When you drink this mead, you 
  immediately reduce your exhaustion level 
  by one. If you do not have any levels of 
  exhaustion, this mead has no effect. Once 
  consumed, you cannot benefit from golden 
  dawn again until 24 hours have passed.
  MAIDEN’S TEARS (MEAD)
  Potion, very rare
  This fruity mead is the color of liquid gold 
  and is rumored to be brewed with a tear 
  from the Bear Maiden herself.
  When you drink this mead, you regain 
  10 hit points at the start of your turn if you 
  have at least 1 hit point. This effect lasts for 
  1 minute.
  QUEEN BEE (MEAD)
  Potion, rare
  This spicy mead is brewed from the Bear 
  King’s royal hives and shimmers with a 
  rose-gold hue.
  When you drink this mead, your Charisma 
  score changes to 20 for 8 hours. The mead 
  has no effect on you if your Charisma score 
  is already equal to or greater than 20.
  ROYAL JELLY
  Potion, uncommon
  This oil is distilled from the pheromones of 
  queen bees and smells faintly of banana. The 
  oil can cover a Medium or smaller creature, 
  along with the equipment it’s wearing and 
  carrying (one additional vial is required for 
  each size category above Medium). Applying 
  the oil takes 10 minutes. The affected 
  creature then has advantage on Charisma 
  (Persuasion) checks for 1 hour.
  SWEET SUBJECTS (MEAD)
  Potion, rare
  This aromatic floral mead is pale yellow and 
  sweet to taste.
  After you drink this mead, for 1 hour, 
  all beasts that see you must make a DC 13 
  Wisdom saving throw or be charmed by 
  you for the duration. If you or one of your 
  companions harms a beast charmed by 
  you in this way, the creature is no longer 
  charmed and is immune to effects of this 
  mead for 24 hours.
  WINTER COAT (MEAD)
  Potion, uncommon
  This syrupy mead is deep brown in color 
  and smells of honeyed ham.
  When you drink this, you sprout a shaggy 
  coat of fur, 6-inches thick. The fur lasts for 8 
  hours, after which time it falls off harmlessly. 
  This fur mimics the effects of cold weather 
  gear, protecting from extreme cold.
  HONEY AXES 
  The most well-known of the bearfolk’s 
  magical creations are the powerful honey 
  axes. Bearfolk legend tells that when their 
  people first emerged from the forest, 
  several powerful weapons known as “honey 
  axes” were gifted by the fey to the most 
  accomplished warriors. Whether or not 
  this legend is true, possessing one of these 
  powerful weapons is viewed as a symbol of 
  might. The various chieftains of the bearfolk 
  often go to great lengths to find these 
  magical items, sometimes hiring adventurers 
  to follow leads as to their locations.
  Presented here is a list of honey axes known 
  to have existed in Midgard, though many of 
  their locations are currently unknown.
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  AXE OF THE GOLDEN QUEEN
  Weapon (greataxe), artifact  
  (requires attunement)
  Legend tells of a day long ago when Bengta 
  the Bear Maiden was surveying the reaches 
  of the Northlands. On this journey, she 
  encountered a magnificent queen bee, 
  mortally wounded. Despite the tense 
  relationship between bee and bear, Bengta 
  used her magic to heal the dying creature. 
  As the queen healed, she transformed, and 
  the Maiden was suddenly in the presence 
  of one of the fey animal lords. In return for 
  her kindness, the fey lady promised to forge 
  Bengta a regal weapon to solidify a new 
  friendship between bear and bee.
  The fey lady kept her word and forged the 
  Axe of the Golden Queen, spun from the 
  honey of her own hive.
  The Axe of the Golden Queen possesses 
  a blade that shines like an amber-colored 
  diamond. Its grip is formed of swirling 
  black-and-gold metal, imprinted with a 
  honeycomb pattern. The axe is a magic 
  weapon that grants a +3 bonus to attack and 
  damage rolls made with it. When you hit 
  with an attack using it, the target takes an 
  extra 3d10 radiant damage.
  Blessings of the Queen. If you are a good 
  character and attuned to the axe, you gain 
  the following benefits:
  • You can’t be charmed or frightened.
  • You are immune to poison damage.
  • Your Charisma score increases by 2, to a 
  maximum of 24.
  Majestic Visage. While you are holding the 
  greataxe, you can use an action to force any 
  creatures you can see within 30 feet of you 
  to make a DC 17 Wisdom saving throw. On 
  a failure, the target is charmed by you for 1 
  hour or until you or your companions do 
  anything harmful to it.
  Summon Drone. While you are holding the 
  greataxe, you can use an action to summon 
  a spirit that assumes the form of a giant bee. 
  The bee appears within 30 feet of you and 
  has the statistics of a giant bee (see above) 
  but assumes the fey creature type. The bee 
  has an Intelligence of 6, and it has the ability 
  to understand one language of your choice 
  that you speak.
  The bee serves you as a mount, both in 
  combat and out, and you have an instinctive 
  bond with it that allows you to fight as a 
  seamless unit. While mounted on the bee, 
  you can make any spell you cast that targets 
  only you also target the bee.
  When the bee drops to 0 hit points, it 
  disappears, leaving behind no physical form. 
  You can also dismiss the bee at any time as 
  an action, causing it to disappear. Only one 
  bee can be summoned at any time.
  Once this property has been used, it cannot 
  be used again until the following dawn.
  Destroying the Axe. The only way to destroy 
  the axe is to feed it to one of the fey animal 
  lords. Only the animal lords possess the 
  strength to digest the honey spun by another 
  of their kind.
  BUZZING BLADE
  Weapon (any sword or axe), rare  
  (requires attunement)
  You can use a bonus action to speak this 
  weapon’s command word, causing the blade 
  to emit a loud buzzing sound. The buzzing 
  noise is audible out to 100 feet. While the 
  sword is buzzing, it deals an extra 2d6 
  thunder damage to any target it hits. The 
  buzzing lasts until you use a bonus action to 
  speak the command word again or until you 
  drop or sheathe the weapon. 
  CANDIED AXE
  Weapon (battleaxe), very rare  
  (requires attunement)
  This battleaxe bears a golden head spun 
  from crystalized honey. Its wooden handle 
  is carved with reliefs of bees. While attuned 
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  to the battleaxe, you gain a +2 bonus to 
  attack and damage rolls made with this 
  magic weapon.
  Blessing of the Bee. While you are attuned 
  to the candied axe, you have immunity 
  to poison damage and advantage on all 
  Charisma-based skill checks made while 
  interacting with beasts. 
  Honey Drip. While you are holding the 
  battleaxe, you can use an action to cast the 
  slow spell (save DC 15) from the weapon. 
  This action can’t be used again until the next 
  dawn. 
  Curse. The axe bears a curse that affects any 
  non-bearfolk that attunes to it. Even if the 
  attunement ends, the curse remains. With 
  each passing day, the creature’s physical 
  appearance and stature become more 
  bearlike. After 7 days, the creature looks like 
  a typical bearfolk, but the creature neither 
  loses its racial traits nor gains the racial traits 
  of a bearfolk. The physical changes wrought 
  by the axe cannot be dispelled, but they 
  can be undone by any effect that removes a 
  curse.
  GLAZED BLADE
  Weapon (any sword or axe), common
  A pleasant scent emerges from this weapon. 
  While it is on your person, you have 
  advantage on Charisma (Persuasion) checks 
  made to interact with humanoids and fey.
  SWEET NATURE
  Weapon (battleaxe), uncommon
  You have a +1 bonus to attack and damage 
  rolls made with this magic weapon.
  Sweet nature is a +1 battleaxe that deals 
  maximum damage when its wielder hits a 
  humanoid creature. If the wielder attempts 
  to use the axe to damage a plant creature 
  or an object made of wood, the axe’s blade 
  liquifies into harmless honey and takes a 
  day to reform.
  URSA MAJOR
  Weapon (battleaxe), legendary  
  (requires attunement)
  When a powerful guardian of the 
  forest passes from the world, a bearfolk 
  preserves a piece of the great beast’s soul 
  into an axe. The beautiful battleaxe is 
  missing a triangular shard from one of its 
  honey-colored blades.
  You gain the following benefits while 
  holding this magic weapon:
  • You gain a +2 bonus to attack and 
  damage rolls made with it.
  • You have advantage on Constitution 
  checks. You also gain 2d6 temporary hit 
  points each dawn, which are lost when 
  the sun sets.
  • You can’t be surprised by beasts while 
  you’re not incapacitated. You are also 
  aware when beasts are within 120 feet 
  of you and aren’t behind total cover 
  although you don’t know their location.
  • While you are wielding ursa minor in 
  your other hand, attacks with ursa major 
  are made with advantage. 
  Sentience. Ursa major is a sentient, chaotic 
  neutral weapon with an Intelligence of 8, a 
  Wisdom of 16, and a Charisma of 10. It has 
  hearing and darkvision out to a range of 120 
  feet.
  The axe communicates by transmitting 
  strong emotion to its wielder, though it 
  can send images to its wielder’s mind using 
  limited telepathy.
  Personality. Ursa major contains the bound 
  spirit of a mighty mother bear. As such, 
  ursa major desires nothing more than to be 
  reunited with her lost shard who is bound 
  into the handaxe ursa minor. Ursa major 
  does all she can to persuade her wielder 
  to find ursa minor. Otherwise, ursa major 
  primarily expresses primal emotions, often 
  communicating hunger, rage, and the desire 
  for rest. 
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  20
  URSA MINOR
  Weapon (handaxe), legendary  
  (requires attunement)
  A shard of the blade of the battleaxe known 
  as ursa major was broken off when that axe 
  was made. Ursa minor, this handaxe, was 
  created from the broken, honey-colored 
  shard of that greater weapon. 
  You gain the following benefits while 
  attuned to this magic weapon:
  • You gain a +2 bonus to attack and 
  damage rolls made with it.
  • You gain 2d6 temporary hit points each 
  sunset, which are lost at dawn.
  • You can’t be surprised by beasts while 
  you’re not incapacitated. You are also 
  aware when beasts are within 120 feet 
  of you and aren’t behind total cover 
  although you don’t know their location.
  • While you are wielding ursa major 
  in your other hand, attacks with ursa 
  minor are made with advantage. 
  Sentience. Ursa minor is a sentient, chaotic 
  neutral weapon with an Intelligence of 6, a 
  Wisdom of 10, and a Charisma of 8. It has 
  hearing and darkvision out to a range of 
  120 feet.
  The axe is barely sentient since it is a 
  fragmented part of the magic weapon ursa 
  major. It can communicate emotions to its 
  wielder, though it is incapable of speech.
  Personality. Ursa minor contains a small 
  piece of the spirit of a mighty mother bear. 
  As such, ursa minor desires nothing more 
  than to be reunited with its mother who is 
  bound into the battleaxe ursa major. Ursa 
  minor does all she can to persuade her 
  wielder to find ursa major. Otherwise, ursa 
  minor primarily expresses primal emotions, 
  often communicating hunger and fear.
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  21
  O
  thers may look at the physically 
  imposing bearfolk and assume they 
  rely solely on brute force to solve their 
  problems, particularly in combat. While 
  this is true in general—and bearfolk clearly 
  value physical might over magical prowess—
  they have learned to embrace magical 
  traditions. Hitting something with an axe 
  or a paw doesn’t always overcome obstacles 
  presented by the hostile environments in the 
  Northlands or the Shadow Realm where they 
  reside. At the same time, atypical bearfolk 
  who show an aptitude for magic still focus 
  most of their time on combat training.
  Bearfolk magical traditions vary by 
  location. Those in the Northlands tend 
  toward druidic traditions with a sizable 
  percentage opting to become rangers to 
  marry druid spells with combat expertise. 
  Druids of the Northlands work with 
  nature to ensure good harvests, to blunt 
  the worst effects of bitter winters, and, 
  most crucially, to tend honeybees and 
  their hives. The importance of honeybees 
  among the Northlands bearfolk has spurred 
  the development of a bee-centric magic 
  tradition among their druids. They also 
  use their magic to summon animals in 
  their defense, alter the weather to their 
  advantage in combat, and manipulate the 
  earth to create shelter or thwart enemies. 
  Clerics who devote themselves to nature and 
  martial deities are the second most common 
  spellcasters. Bearfolk warriors greatly respect 
  these clerics because of their ability to apply 
  powerful healing during heated battles. 
  Wizards and other spellcasting bearfolk use 
  their spells to overwhelm their enemies, 
  calling forth energies that prove more 
  effective than steel. Against trolls, giants, and 
  werewolves encroaching on their borders, 
  bearfolk sorcerers, wizards, and (the rare 
  few) warlocks use straightforward magic.
  In the Moonlit Glades and elsewhere in 
  the Shadow Realm, druidic magic has even 
  more prominence than in the Northlands, 
  owing to the mighty druids who made the 
  first incursions into the Shadow Realm. 
  Druids work to purify the outer boundaries 
  of their realm and keep meticulous watch 
  over land even deep within their borders 
  to counter any corruption attempting to 
  creep in. Bearfolk in the Moonlit Glades 
  worry that non-druid, non-cleric casters 
  are more prone to falling to the corruption 
  pervading the realm, so they have inherent 
  BEARFOLK MAGIC  
  by Mike Welham
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  22
  mistrust toward such casters, even among 
  their own kind. However, they recognize 
  the power these magical practitioners can 
  wield against umbral vampires and other 
  shadow denizens.
  The relatively small number of bearfolk 
  inhabiting the Rothenian Plain deal with 
  less hardship in terms of environment but 
  tend toward a nomadic lifestyle common to 
  many people of the plains. Plains bearfolk 
  deem druids and rangers the most valuable 
  spellcasters as they can use their magic 
  to find the least treacherous paths when 
  journeying to a new location and ensure 
  their tribes have access to plentiful meat 
  and grain. Traditions involving bees and 
  other pollinating insects follow from the 
  druids in the Northlands, though the plains 
  druids either tend mobile hives or establish 
  colonies in select fruitful locations.
  Bearfolk Druid Circle
  At 2nd level, a druid gains the Druid Circle 
  feature. The following option is available 
  to all druids but is especially suited to 
  Northlands bearfolk.
  CIRCLE OF BEES
  Druids of the Circle of Bees are friends 
  to all stinging insects but focus 
  their attention on honeybees 
  and other pollinating insects. 
  When not adventuring, 
  they tend hives, created by 
  the insects or themselves. 
  They tap into the horror 
  inherent in stinging insects 
  to protect their allies or the fields 
  hosting their bee friends.
  CIRCLE SPELLS
  Your bond with bees and other 
  stinging insects grants you 
  knowledge of certain spells. At 
  2nd level, you learn the true strike cantrip. 
  At 3rd, 5th, 7th, and 9th levels, you gain 
  access to the spells listed for those levels in 
  the Circle of Bees Spells table.
  Once you gain access to a circle spell, you 
  always have it prepared, and it doesn’t count 
  against the number of spells you can prepare 
  each day. If you gain access to a spell that 
  doesn’t appear on the druid spell list, the 
  spell is nonetheless a druid spell for you.
  CIRCLE OF BEES SPELLS
  Paladin  
  Level
  Spells
  3rd
  blur, bombardment of stings (see below)
  5th
  fly, haste
  7th
  giant insect, locate creature
  9th
  insect plague, telepathic bond
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  23
  BONUS PROFICIENCY
  When you choose this circle at 2nd level, you 
  gain proficiency in Acrobatics or Stealth.
  BEE BOND
  Starting at 2nd level, you can speak and 
  understand the Bee Dance language. Bees 
  refuse to attack you (even with magical 
  coercion) while other stinging insects must 
  succeed on a Charisma saving throw against 
  your spell save DC or have disadvantage on 
  their attack rolls against you. Additionally, 
  you can expend one use of your Wild Shape 
  as an action to grow a bee’s stinger, typically 
  growing from your wrist. The stinger deals 
  1d4 piercing damage, and if you hit, the 
  target must make a Constitution saving 
  throw against your spell save DC, taking 
  1d6 poison damage on a failed save or half 
  as much damage on a successful one. If 
  the target’s saving throw is successful, it 
  is immune to poison damage from your 
  stinger for the next 24 hours.
  The stinger lasts for 10 minutes or until 
  you use your Wild Shape again.
  FLIGHT OF THE BUMBLEBEE
  At 6th level, you can Dash as a bonus 
  action. When you do so, creatures have 
  disadvantage on attack rolls against you.
  You can use this feature a number of times 
  equal to your Wisdom modifier (minimum 
  of once). You regain all expended uses when 
  you finish a long rest.
  HIVE MIND
  At 10th level, when you cast telepathic bond, 
  all creatures in the link have advantage on 
  Intelligence, Wisdom, and Charisma ability 
  checks if at least one creature in the link 
  has proficiency in a skill that applies to a 
  check. Additionally, if one creature in the 
  link succeeds on a Wisdom (Perception) 
  check to notice a hidden creature or on a 
  Wisdom (Insight) check, all creatures in the 
  link are treated as if they succeeded on the 
  check. Finally, a linked creature can use its 
  reaction to grant advantage on an attack roll 
  to another linked creature it can see.
  MANTLE OF BEES
  At 14th level, you can spend an action to 
  cover yourself in bees. While you have a 
  mantle of bees, you gain a +2 bonus to AC. 
  Additionally, any adjacent creature that 
  hits you with a melee weapon must make 
  a Constitution saving throw against your 
  spell save DC, taking 1d6 piercing damage 
  and 1d6 poison damage on a failed save or 
  half as much on a successful one. A creature 
  that fails its saving throw is poisoned until 
  the end of its next turn. You also have 
  advantage on Charisma (Intimidation) 
  checks while covered in bees.
  You can spend an action to direct the bees 
  to swarm a 10-foot-radius sphere within 60 
  feet of you. All creatures in the area must 
  make a Constitution saving throw against 
  your spell save DC, taking 4d6 piercing 
  damage and 4d6 poison damage on a failed 
  save or half as much on a successful one. 
  A creature that fails its saving throw is 
  poisoned for 1 minute. When you use this 
  ability, you dismiss the mantle.
  The mantle lasts for 1 hour or until you 
  dismiss it.
  Once you have used this feature, you can’t 
  use it again until you finish a short or long 
  rest.
  Bearfolk Magic Items
  The following magic items are suited for or 
  inspired by bearfolk.
  BRAWN ARMOR
  Armor (hide armor), rare  
  (requires attunement)
  While you wear this armor crafted from a 
  grizzly bear’s hide, you gain a +1 bonus to 
  AC, and you have advantage on grapple 
  checks. The armor has 3 charges. You can 
  expend 1 charge as a bonus action to inflict 
  your unarmed strike damage to a creature 
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  24
  you are grappling. The armor regains all 
  expended charges at dawn.
  CHIEFTAIN’S AXE
  Weapon (battleaxe), very rare  
  (requires attunement)
  Furs conceal the worn runes lining the haft 
  of this oversized battleaxe with a silvered 
  head. You gain a +2 bonus to attack and 
  damage rolls made with it.
  You can use an action to raise the axe 
  while shouting a rallying cry. All allies who 
  can hear and see you can use a reaction 
  to make a melee attack. You can’t use this 
  property again until you finish a long rest.
  If you are a non-bearfolk, bearfolk who 
  see you carrying the chieftain’s axe have 
  a starting attitude of hostile. You also 
  have disadvantage on Charisma checks 
  to influence a bearfolk. However, if you 
  turn the axe over to bearfolk, provided 
  you haven’t used the axe against bearfolk 
  to their knowledge, they have a starting 
  attitude of friendly.
  HEALTHFUL HONEYPOT
  Wondrous Item, rare
  This clay honeypot weighs 10 pounds. A 
  sweet aroma wafts constantly from it, and 
  it produces enough honey to feed up to 12 
  humanoids as if they had consumed 1 day’s 
  worth of rations. You can use an action to 
  eat one of the remaining portions of honey 
  to regain 1d8 hit points. The honeypot 
  replenishes its uses at dawn.
  You can use the honeypot’s magic to 
  create a resplendent honey-based banquet, 
  including an exquisite mead. Up to twelve 
  creatures can feast on the banquet, which 
  requires an hour to consume. After the hour 
  is over, each creature that participated is 
  cured of all diseases and poison, becomes 
  immune to poison and being frightened, 
  and makes all Wisdom saving throws with 
  advantage. These benefits last for 24 hours. 
  If the honeypot is used in this way, it loses 
  all of its magic for 1 week.
  Bearfolk Spells
  Bearfolk from a variety of spellcasting 
  traditions can choose from these spells.
  ABRUPT HUG
  1st-level transmutation (ranger)
  Casting Time: 1 reaction, which you take 
  when you or a creature within 30 feet of 
  you takes an Attack action
  Range: 30 feet
  Components: V
  Duration: Instantaneous
  You or the creature taking the Attack action 
  can make an unarmed strike. If the spell’s 
  subject hits, it can grapple the target in 
  addition to dealing damage to the target.
  BEAST WITHIN
  4th-level transmutation (druid, ranger, 
  warlock)
  Casting Time: 1 round
  Range: 30 feet
  Components: V, S, M (fang or tooth from  
  a lycanthrope)
  Duration: Concentration, up to 1 hour
  You imbue a target creature with a touch 
  of lycanthropy. The target must be a 
  willing bearfolk or other creature with a 
  shared ancestry with lycanthropes. For 
  the duration, the target gains resistance to 
  bludgeoning, piercing, and slashing damage 
  from nonmagical attacks that aren’t silvered. 
  Additionally, the target has advantage on 
  Wisdom (Perception) checks that rely on 
  hearing or smell, as appropriate to the 
  lycanthrope. Finally, the creature gains a 
  claw attack that deals slashing damage equal 
  to its unarmed strike damage and a bite 
  attack that deals piercing damage equal to its 
  unarmed strike damage +2. The target’s bite 
  damage does not inflict lycanthropy.
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  JARRING GROWL
  1st-level enchantment (ranger, warlock)
  Casting Time: 1 bonus action
  Range: Self
  Components: V
  Duration: Instantaneous
  You loose a growl from deep within the 
  pit of your stomach, causing others who 
  can hear it to become unnerved. You have 
  advantage on Charisma (Intimidation) 
  checks you make before the beginning of 
  your next turn. Additionally, creatures 
  adjacent to you must make a Wisdom saving 
  throw. On a failure, you have advantage on 
  attack rolls against that creature until the 
  end of your turn. You are aware of which 
  creatures failed their saving throws.
  LESS FOOL, I
  1st-level divination (bard, cleric)
  Casting Time: 1 action
  Range: Touch
  Components: V, S
  Duration: Concentration, up to 10 minutes
  A creature you touch becomes less 
  susceptible to lies and magical influence. 
  For the duration, other creatures have 
  disadvantage on Charisma checks to 
  influence the protected creature, and the 
  creature has advantage on spells that cause it 
  to become charmed or frightened.
  At Higher Levels. If you cast this spell 
  using a spell slot of 3rd level or higher, the 
  duration is concentration, up to 1 hour. If 
  you use a spell slot of 5th level or higher, 
  the duration is 8 hours. If you use a spell 
  slot of 7th level or higher, the duration is 
  24 hours. If you use a 9th level spell slot, 
  the duration is 1 year. Using a spell slot of 
  5th level or higher grants a duration that 
  doesn’t require concentration.
  At Higher Levels. When you cast this spell 
  using a spell slot of 5th level or higher, you 
  can target one additional creature for each 
  spell slot above 4th.
  BOMBARDMENT OF STINGS
  2nd-level evocation (druid, ranger,  
  sorcerer, wizard)
  Casting Time: 1 action
  Range: Self (30-foot cone)
  Components: V, S, M (a handful of bee 
  stingers)
  Duration: Instantaneous
  Each creature in a 30-foot cone must make 
  a Dexterity saving throw. A creature takes 
  4d6 piercing damage and is poisoned for 
  1 minute on a failed save or half as much 
  damage and is not poisoned on a successful 
  one.
  At Higher Levels. When you cast this spell 
  using a spell slot of 3rd level or higher, the 
  damage increases by 1d6 for each slot level 
  above 2nd.
  FIND THE MOONLIT PATH
  2nd-level divination (druid)
  Casting Time: 1 action
  Range: Self
  Components: V, S, M (sliver of stone from a 
  Moonlight Glades border marker)
  Duration: Concentration, up to 8 hours
  Bearfolk from the Moonlight Glades share 
  this spell with known allies but otherwise 
  guard the spell’s secrets. For the duration, 
  you can sense the location of shadow roads 
  leading to the Moonlight Glades. When in 
  sight of such a shadow road, it glows silver.
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  26
  NEVER SURRENDER
  3rd-level abjuration (bard, cleric, paladin, 
  ranger)
  Casting Time: 1 reaction, which you take 
  when you or a creature within 60 feet of 
  you drops to 0 hit points.
  Range: 60 feet
  Components: V, S
  Duration: Instantaneous
  When the spell’s subject is reduced to 0 hit 
  points, the spell allows them to fight looming 
  death to stay in the fight. The spell’s recipient 
  does not fall unconscious but must still make 
  death saving throws as normal. However, 
  they need not make a death saving throw 
  until after the end of their next turn, but 
  that first subsequent death saving throw is at 
  disadvantage. Additionally, massive damage 
  required to kill the subject outright increases 
  such that the damage must equal or exceed 
  twice the subject’s hit point maximum. 
  Should the target’s hit points be increased to 
  1 or greater, the effects of this spell end.  
  At Higher Levels. If you cast this spell using 
  a spell slot of 6th level or higher, the spell’s 
  subject does not have disadvantage on its 
  first death saving throw.
  OVERSIZED PAWS
  2nd-level transmutation (druid, ranger)
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S, M (claw or talon from a 
  bear or other large animal)
  Duration: Concentration, up to 1 minute
  Until this spell ends, the hands and feet 
  of one willing creature you choose within 
  range become oversized and more powerful. 
  For the duration, the creature adds 1d4 to 
  damage it deals with its unarmed strike.
  At Higher Levels. When you cast this spell 
  using a spell slot of 3rd level or higher, you 
  can target one additional creature for each 
  spell slot above 2nd.
  SHARED FRENZY
  3rd-level enchantment (bard)
  Casting Time: 1 bonus action
  Range: 30 feet
  Components: V, S
  Duration; Concentration, up to 1 minute
  You yell defiantly as part of casting this 
  spell to encourage a battle fury among 
  your allies. Each ally in range must make 
  a Charisma saving throw; a creature can 
  choose to fail this saving throw if it wishes. 
  If a creature fails its saving throw, it gains 
  resistance to bludgeoning, piercing, and 
  slashing damage and has advantage on 
  attack rolls. However, attack rolls made 
  against the creature have advantage.
  At Higher Levels. When you cast this spell 
  using a spell slot of 4th level or higher, 
  you can designate one creature for each 
  slot level above 3rd. The spell does not 
  give advantage on attack rolls against the 
  designated creature(s).
  SILVERSHOUT
  2nd-level abjuration (bard, cleric)
  Casting Time: 1 action
  Range: Self (30-foot cone)
  Components: V, S, M (ounce of silver 
  powder)
  Duration: Instantaneous
  You unleash a shout that coats all creatures 
  in a 30-foot cone in silver dust. If a 
  creature in that area is a shapeshifter, the 
  dust covering them glows. Additionally, 
  each creature in that area must make a 
  Constitution saving throw. On a failed save, 
  all weapon attacks against that creature for 
  1 minute are considered to be silvered for 
  the purposes of negating resistances and 
  immunities.
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  27
  At Higher Levels. When you cast this spell 
  using a spell slot of 2nd level or higher, you 
  can target one additional creature for each 
  slot level above 1st. The creatures must 
  be within 30 feet of each other when you 
  target them.
  Modifications to  
  Existing Spell Lists
  Bearfolk druids add tiny hut to their spell 
  list. The spell must be cast in an area with 
  sufficient space to hold a cave, and it creates 
  a cave per the spell’s dimensions that lasts 
  for the duration. 
  SUDDEN SLEUTH
  4th-level conjuration (druid)
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S
  Duration: 
  Instantaneous
  With a growl, 
  you call forth 
  dozens of bears you 
  direct to overrun all 
  creatures in a 20-foot 
  square within range. 
  All creatures in the area 
  must make a Dexterity 
  saving throw. A creature 
  takes 6d6 bludgeoning damage 
  and is knocked prone on 
  a failed save or half as 
  much damage and not 
  knocked prone on a 
  successful one. The 
  bears disappear after 
  making their charge.
  SUPPRESS REGENERATION
  1st-level transmutation (ranger, sorcerer, 
  warlock, wizard)
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S, M (skin from a troll or 
  other regenerating creature)
  Duration: 1 minute
  You attempt to temporarily remove the 
  ability to regenerate from a creature you 
  can see within range. It must make a 
  Fortitude saving throw. If it fails the saving 
  throw, it can no longer regenerate damage 
  (through Regeneration or a similar trait). It 
  can receive magical healing as usual.
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  28
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  of this License. 
  14. Reformation: If any provision of this License is held 
  to be unenforceable, such provision shall be reformed only 
  to the extent necessary to make it enforceable. 
  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, Wizards of 
  the Coast, Inc. 
  System Reference Document 5.0 Copyright 2016, 
  Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy 
  Crawford, Chris Perkins, Rodney Thompson, Peter Lee, 
  James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris 
  Sims, and Steve Townshend, based on original material by 
  E. Gary Gygax and Dave Arneson.
  Deep Magic for 5th Edition © 2020 Open Design LLC; 
  Authors: Dan Dillon, Chris Harris, and Jeff Lee
  Midgard Heroes Handbook  © 2018 Open Design 
  LLC; Authors: Chris Harris, Dan Dillon, Greg Marks, Jon 
  Sawatsky, Michael Ohl, Richard Green, Rich Howard, Scott 
  Carter, Shawn Merwin, and Wolfgang Baur
  Warlock 23: Bearfolk. Author: Celeste Conowitch, Sarah 
  Madsen, Mike Welham. © 2020 Open Design LLC.
  John Waite - mattekure@gmail.com - 296421
  
  John Waite - mattekure@gmail.com - 296421
  
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Kobold Press/Warlock/Warlock #23 - Bearfolk.pdf