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SCHOOL OF THE BEAR

SCHOOL OF THE BEAR

Atop a windswept bluff on the Isle of An Skellig stands the ruined keep Haern Caduch that
used to house the Bear School. Witchers of the school are known for a brutal fighting style relying on two-handed weapons and outlasting one’s enemy. The School of the Bear was founded to combat large monsters like giants and trolls that used to infest the island.
BONUS PROFICIENCY
At 3rd level you gain proficiency with an armoring kit which allows you to repair armor in the field and to don and doff armor in half the time as if you had help.
BEAR SCHOOL TECHNIQUE
At 7th level, while you wear medium or heavy armor you gain 5 temporary hit points; these temporary hit points return after you spend a short rest tending to your armor.
INDOMITABLE
At 10th level you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest.
BATTLE TRANCE
At 15th level, after three rounds of combat, you enter a Battle Trance (known as Riastradh in
Skellige). While in Battle Trance you gain the following benefits:
You have advantage on Strength checks and Strength saving throws.
When you make a melee attack using Strength, you deal 5 extra damage.
You gain 5 temporary hit points at the start of each of your turns. These are not cumulative.
You can cast Signs while in Battle Trance, and you can concentrate to sustain or recharge them.
However, if you have the ability to cast spells, you cannot cast them in Battle Trance.
Your Battle Trance lasts for a number of rounds equal to your Constitution modifier (minimum 1). It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your Battle Trance on your turn as a bonus action. Once your Battle Trance ends, you must wait for another three rounds of combat to pass before you can enter it again.

BEAR MANEUVERS


Bear Stance.
You can expend a superiority die to enter bear stance. Bear stance reduces the
effect of any forced movement used against you by a number of feet equal to the number
rolled on your superiority die. However, while in bear stance your speed is halved. Maintaining
bear stance requires concentration.
Great Fortitude.
When you make a Constitution saving throw, you can spend a superiority die
as a reaction to gain a bonus on your save equal to the number rolled on your superiority die.
Mighty Blow.
When you hit a creature with a two-handed weapon, you can spend a superiority
die to deal extra damage equal to the number rolled plus your Strength modifier. However,
performing this mighty blow costs you any temporary hit points you currently have, breaks your
concentration, and grants the next creature to attack you before the start of your next turn
advantage on their attack roll.
Weapon Bind.
When you hit a creature with a two-handed weapon, you can spend a superiority die to make a grapple check against that creature using your weapon. While grappled, each time the creature makes an attack or fails an escape check, it suffers damage (of the type dealt by your weapon) equal to the number rolled on your superiority die.
Withstand the Storm
(requires Bear Endurance mutation). You can expend a superiority die to endure extremes of altitude or cold, or to extend a forced march, for a number of hours equal to the number rolled without any ill effect.

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