Summon Species

Powerful and proud, bears are feared and charge into battle head first. They accept only those with courage in their hearts, and make loyal, dependable allies.

Summon Type: Carnivorian
Toughness: 10
Defensive Ability Score: Constitution
Saving Throws: Strength, Constitution, Wisdom
Creature Skills: Athletics, Perception, Survival
Creature Senses: Darkvision (60ft), Keen Smell

Roles

Bears are physically powerful creatures. Capable of powerful physical attacks and withstanding equally brutal swipes.

When creating a Summoned creature, select one of the following roles;

  • Defender: This summon gains a bonus to its AC equal to their rank when summoned. (D-Rank/C-Rank: +1, B-Rank/A-Rank: +2, S-Rank: +3)
  • Striker: This Summon has the Multiattack trait. Multiattack: You can make up to two attacks using your Bite or Claws. Bite or Claw attacks add your Constitution to damage rolls once per turn.

Natural/Weapons

Claws. Melee Weapon Attack: 5ft., one target. Str + Prof to hit, +Str Slashing damage. On a roll of 18~20 when you deal damage with this attack, the target gains 1 rank of Bleed.

Bite. Melee Weapon Attack: 5ft., one target. Str + Prof to hit, +Str Piercing damage. On a roll of 15 or higher, when you deal damage with this attack, the target becomes grappled by you.

Save DC's and Attack Bonuses:

All Jutsu Save DC's: 8 + Strength modifier + Summoner's Proficiency Bonus.
All Jutsu Attack Bonus: Strength modifier + Summoner's Proficiency Bonus.

Special Features:

D-Rank

Kuma Flex: This summon gains DR vs all incoming damage equal to its summoner’s proficiency bonus.

Kuma Assault: Attacks made with this summons Claws cannot be made at disadvantage while within 30 feet of your summoner.

Kuma Block: This summon can spend its reaction to interpose an attack, targeting its summoner if they are within 15 feet. If it does this summon moves to a space adjacent to its summoner and the triggering attack must now target the summon.

C-Rank

Kuma Roar: As an action, in place of one of its attacks made with Multiattack, this summon can roar in an attempt to demoralize all of its enemies. All hostile creatures within 20 feet of this summon must make a Wisdom saving throw. On a failed save, they become demoralized for 1 minute, suffering a 1d4 penalty to attack rolls they make. Demoralized creatures can spend an action to remake their saving throw, ending this effect on them on a success.

Kuma Guard: Constructs and structures this summon conjures using Ninjutsu with the Earth Release keyword, have increased hit points and temporary hit points equal to twice this summons level, once per casting.

Kuma Focus: This summon gains a +1 bonus to its critical threat range with melee attacks.

B-Rank

Kuma Toughness: This summon gains a 1d4 bonus to Strength and Constitution saving throws.

Kuma Agility: Gain Proficiency on Dexterity saving throws.

Kuma Ferocity: Gain Proficiency in Charisma saving throws.

A-Rank

Kuma Mobility: This summon gains +20 movement speed, ignores difficult terrain, and cannot be knocked prone.

Kuma Savagery: Melee attacks this summon makes ignore Damage reduction.

Kuma Armor: This summon gains temporary hit points at the beginning of each of its summoner’s turns equal to its summoner’s proficiency bonus.

S-Rank

Kuma King: This summon is considered a King of a Kuma tribe, becoming Immune to Physical Conditions.

Kuma Queen: This summon is considered a Queen of a Kuma tribe, becoming Immune to Sensory Conditions.

Kuma Knight: This summon is considered a Knight of a Kuma tribe, gaining advantage on all Claw and Bite attacks it makes.

Jutsu Specialty

Bears have access to any Jutsu with the following keywords or effects without the Hijutsu keyword;

  • Earth Release and without the Medical keyword.
  • Taijutsu that require an attack roll.
  • Bukijutsu with a Melee Slashing Weapon Component.
Rank Level Size STR DEX CON INT WIS CHA Jutsu Slots Jutsu Speed
D-Rank 4th M 16 10 14 10 12 10 4 2 D-Rank 30ft
C-Rank 8th M-L +6 Ability Score Increases up to 20. 6 2 D-Rank, 2 C-Rank 30ft
B-Rank 12th M-L +6 Ability Score Increases up to 22. 9 2 C-Rank (or Lower), 2 B-Rank 40ft
A-Rank 16th M-H +6 Ability Score Increases up to 24. 12 3 B-Rank (or Lower), 1 A-Rank 40ft
S-Rank 20th M-G +6 Ability Score Increases up to 26. 15 3 A-Rank (or Lower), 1 S-Rank 50ft
Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License