Drengr
Hit Points
Hit Dice: d10 per Drengr level
Hit Points at first Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Drengr level after 1st
Proficiences
Armor: Light, medium, heavy, shields
Weapons: Simple Melee, Martial Melee
Tools: None
Saving Throws: Strength, Wisdom
Skills: Choose two from Perception, Performance, Nature, Intimidation, animal handling
Class Features
Inner Strength
Starting 1st level, an incredible drengiligr strength from within channels into a plasma-like energy which trails your every strike. Once per turn, you can deal extra damage to one creature you hit with a melee attack if you have advantage on the attack roll. You may add the appropriate Drengila bonus as shown on the Drengr table to your damage die. The Drengila bonus is dealt as Force damage until 3rd level, at which you choose a subclass that will turn the damage from Force to either Lightning, Radiant, Psychic, or Thunder depending on your subclass.
Drengr's Stance
Starting 1st level, you may choose to specialize in a specific form of combat. Choose one of the following options:
Stout Wielder
You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren’t light.
Sturdy Wielder
You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
Battle Bonded
When an ally within 5ft of you is targeted by a hostile creature using a melee attack, you may expend your reaction to impose disadvantage on that attack.
Two-Hand
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Surge
Starting 2nd level, you have learned to channel the power within you through your hands and the weapons you wield, however this power is limited by your own Physical abilities. The amount of Surges you have access to is equal to your Proficiency bonus. You may expend a Surge to activate one of the following effects:
Chase
Expend one Surge to make an attack of opportunity on a creature that has just taken the disengage action.
Catch
Expend one Surge and add your break bonus to any attacks of opportunity you perform until your next turn.
Poise
Expend two Surges to gain advantage on your next melee attack.
Drengr Way
As a Drengr, your path is no one's to chose but your own. At 3rd level, you get to chose the way in which you follow the Drengr code and what Icon you will take to represent you on your journey through life. Your choice grants you special abilities at 3rd, 6th, 10th, 14th, and 18th levels.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal you can't increase an ability score above 20 using this feature. (Optional Rule: your passive perception increases by 1)
Charge
Your ferocity has grown as well as your self control, both in and out of battle. At 5th level, you have gained the ability to expend 2 Surges and take a dash action towards an enemy creature, and make a melee attack on that creature dealing 2d4 force damage in addition to the melee attack. you have advantage on this attack.
Drengr's Resilience
Your Drengiligr spirit, in combination with your immense physical strength, makes you a warrior that has little need for armor or other conventional means of protection. Starting at 7th level, while you are not wearing any armor, or wielding a shield, your armor class = 10 + your Strength modifier + your Constitution modifier.
Starting Equipment
(a) A Longsword or (b) Two Handaxes or (c) Two light Hammers or (d) A Spear
(a) plate armor or (b) a shield
(a) a dungeoneer's pack or (b) an explorer's pack
A musical instrument of your choice
Subclass Options
Icon of the Leader
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Icon of the Berserker
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Icon of the Watcher
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Icon of the True Drengr
You are both a formidable opponent in battle, as well as a fair and just Jarl (leader). Your weapon of choice is an axe of any measure, and your patrons are those of Tyr and Forseti.
Intrusive Perception
Through your years of experience with people of your own kind as well as others, you have come to realize that very few have any honor to speak of and are therefor not only not worth your time or attention, but are also very predictable in how they behave.
At 3rd level, you become proficient in the Insight skill, if you are already proficient then double your proficiency bonus when making an Insight (Wis) check.
Earthen Translator
Your axe has become imbued with the same power that was possessed by the axe of Froseti, and the earth that covers the world is at your command. Also at 3rd level, you gain access to the Move Earth cantrip.