Fighter
Base Class: Fighter

A Viking, You've traveled far warrior whether by land or sea, snow or shine you have proven there is nothing that will get in your way. Your pursuit of riches will take you far but never forget where your from, a land of many wonders and tradition. your connection to your home will see you through the day and if Odin wills it you shall be victorious in whatever you do. Arm yourself fight with your fellow drengr and do it all with honor so at the end of it all the Valkyrie will carry you off to the halls of Valhalla where you may feast and prepare for the war of the gods amongst legendary warriors and be proud to count yourself as one of them.

To "Go A Viking"

Starting at level 3 you have been trained to never waste a second in battle as such you may use a bonus action to move up to double your movement speed towards and enemy you can see, once that enemy is within reach you must make an attack with advantage on that enemy.

Your training also grants you proficiency in water vehicles and intimidation.

Might Of The Raiders

At 7th level you learn how to use your aggressive fighting style as an asset. You gain the ability to make a Weapon Attack on an enemy within range at Advantage, on a successful hit you may add double the damage dealt by the attack as temporary hit points.

You can use this feature a number of times equal to your Proficiency Bonus and you regain all expended uses of it when you finish a Long rest or Short rest.

Drengr's March

At 10th Level the bond with your fellow drengr has grown stronger than ever before. You and all friendly creatures within 20ft of yourself score a critical hit on a roll of 19 or 20.

A Raiders Might

At 15th level Your might in battle is something to behold. As a reaction you can attempt to stop a melee attack against you by adding half of your character level to your AC until the start of your next turn you also make an attack against your attacker.

You may take this reaction a number of times equal to your proficiency modifier and regain all uses on a long or short rest.

Valhalla Awaits

At 18th level the halls of Valhalla prepare for your arrival but you wont go down without a fight. When you start your turn bellow half of your maximum hit points your gain multiple bonuses.

  • Gain resistance to Bludgeoning, Piercing and Slashing damage.
  • Gain advantage on Dexterity, Strength and Constitution saving throws.
  • Gain an extra 2d6 force damage to all attacks.

This effect lasts until you heal to above half your maximum Hit Points or you die.

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