Ursamar

Introduction

The Ursamar are a stout, bear-like people who dwell in rugged mountain territories and frigid tundras. Blending the stocky build of dwarves with the raw might and thick fur of bears, Ursamar value familial bonds, physical prowess, and an unbreakable loyalty to their kin. Although formidable at first glance, many Ursamar display gentle warmth during peacetime, celebrating communal hunts, forging hearty friendships, and protecting their ancestral lands with unwavering diligence.

Appearance & Culture

Appearance. Ursamar typically stand between 4 ½ and 5 ½ feet tall but appear heavier due to dense muscles and thick fur. Their pelts may range from snowy whites and steely grays to deep browns and near-black shades. Rounded ears protrude through their fur, and many develop distinctive beard-like growth on their lower jaws—often braided or decorated with tokens of status or family ties. Their faces combine a bear’s muzzle with expressive eyes, and claws protrude from their stout, powerful limbs.

Culture. Clan life revolves around mountain fortresses or tundra lodges fortified against howling winds and prowling predators. Communal feasts and lively storytelling sessions foster unity and preserve their oral history. Renowned for sturdy craftsmanship—metalwork, leatherworking, and stone-carving—they also practice druidic or shamanistic traditions called “Lodge Mysteries.” Despite a reputation for caution with strangers, Ursamar quickly bond with those who prove honorable. They stand firm to defend clan and kin, guided by an ancient code of loyalty.

Common Ursamar Names

Ursamar typically choose names inspired by earthy, resonant sounds. For instance, men’s names might be Bruen or Kargus, while women’s names include Rallia or Moerra. Clan names often evoke the raw landscape—such as Frostpeak, Glacierhide, or Stonegrowl.

Ursamar Traits

Creature Type

You are a Humanoid (Ursine).

Ability Score Increase

Your Strength score increases by 2, and your Constitution score increases by 1.

Age

Ursamar reach adulthood around 25 years, maintaining peak vitality well past a century. Some venerable elders may surpass 150, their fur gradually silvering.

Alignment

Clans emphasize loyalty, honor, and community welfare, lending most Ursamar to lawful or neutral good outlooks. Individual experiences can shape more varied moral paths.

Size

Though shorter than many humans, your dense build places you solidly in the Medium size category. Typically 4½ to 5½ feet tall.

Speed

Your base walking speed is 30 feet.

Darkvision

Accustomed to dim dens and twilight hunts, you have darkvision out to 60 feet. You see in dim light as though it were bright light, and in darkness as though it were dim light (shades of gray only).

Expertise in Athletics

Your powerful build and natural physicality grant you expertise in the Athletics skill (your proficiency bonus is doubled for any ability check you make that uses Athletics).

Natural Claws & Climbing

Your broad, sharp claws serve you both in battle and in navigating rugged terrain. Your unarmed strikes with claws deal 1d4 + your Strength modifier slashing damage on a hit. Additionally, you have a climbing speed equal to your walking speed, reflecting your ability to dig into rock and ice.

Thick Fur

You have resistance to cold damage, and you have advantage on saving throws or ability checks related to enduring cold climates and extreme temperatures.

Mountain Fortitude

You have advantage on saving throws against exhaustion imposed by harsh travel or forced marches in mountainous or tundra environments, reflecting your robust constitution and acclimation to thin, frigid air.

Languages

You can speak, read, and write Common and Ursine. The Ursine tongue mixes deep, throaty tones with rolling consonants evocative of growls and rumbles.

Special Abilities

Battle Roar

You can unleash a thunderous roar that emboldens allies and unnerves foes. As a bonus action, each friendly creature within 10 feet of you that can hear you gains temporary hit points equal to your proficiency bonus. Hostile creatures of CR ≤ your level + proficiency within 10 feet must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or become frightened of you until the end of their next turn.

Once you use this trait, you can’t use it again until you finish a long rest, unless you have remaining uses from your proficiency bonus pool. You can use Battle Roar a number of times equal to your proficiency bonus, and regain all expended uses when you finish a long rest.

Stone & Snow Harmony

As an action, you tap into the ancient resonance of your mountainous home. For 10 minutes, you gain tremorsense out to 15 feet, sensing vibrations within natural stone, rock, or ice. During this time, you can also ignore nonmagical difficult terrain composed of rocks, ice, or snow. Once you use this trait, you can’t use it again until you finish a long rest.

Spirit of the Lodge

You harness the primal magics of your people, gaining minor druidic abilities. You learn one druid cantrip of your choice (such as produce flame or thorn whip). At 3rd level, you can cast speak with animals once per long rest. At 5th level, you can cast spike growth once per long rest. Wisdom is your spellcasting ability for these spells.