Base Class: Fighter
The Drengr were fearless battle-hardened warrior, that embodied the skills and tactics of the warrior goddess Luta, or even the might of the great god Thonir. These formidable fighters revel in the chaos of combat, massacring their foes in their rage, or even guiding and protecting their allies drawing their strength from their year of experience and the countless raids they participated in, or even lead themself. Armed with the weapons they’ve mastered to the point they became second arms, they fearlessly charged into the battlefield, guiding their allies behind them, and leaving a mountain of corpses in their wake.
Ways of The Drengr
At 3rd level, The drengr are warrior that dedicate them self into different ways of combat. Choose one of the following:
Dual Wielder
Dual wielder: You can use the two weapons fighting feature with weapons that don’t have the light property, as long as they don’t have the heavy property. Also, you can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
Heavy Weapons Wielder
Heavy weapons wielder: Ones per turn, when you hit a creature with a melee weapons attack, that has the heavy property, you can choose to knock down the creature. The creature needs to succeed on a str saving Throw or be pushed 5ft away from you, falling prone. The save is equal to 8 + your prof + your str modifier. Creatures that are 2 sizes larger than you, role the save with advantage, and creature that are 3 size or more larger automatically succeed the save
Shield Wielder
Shield wielder: When you wild a shield, you get an extra +1 bonus to your AC. Also, whenever you succeed on a shove action, you do so in the form of a shield strike against the opponent, dealing 1d4 + str modifier bludgeoning damage. If you succeed the check by more than 5, you push the creature 10ft instead of 5. You can change this choice whenever you level up this class.
Drengr Path
At 3rd level, You get access to one of the drengr path from the list below:
Path of the Berserkr (The Warrior of Fury)
Through the use of self induced hypnosis, the consumption of weird mushrooms, or even simple giving in into your bloodlust, you go into a raging fighting trance, improving your normal physical capacities, at the cost of some of your mental ones. You get the following benefits:
• You get immunity to the frighten condition, but also have disadvantage on intelligence saving throws.
• Your speed increases by 15ft, and your jumping distance is doubled.
• Your weapon attack damage gets an extra bonus equal to half your str or dexterity modifier, rounded up (witch ever you use for the weapon). The damage type is the same as the weapons damage. Unarmed strikes can benefit from this feature.
• This trance has made so that the extreme adrenaline of combat fuels and sustains your body in battle. Whenever you score a critical hit with a weapon attack, you gain temporary hit point equal the damage you dealt with the crit. This temporary hit points disappear if you berserkr state ends.
Path of the Hersir (The Raid Leader)
Path of the Hersir (The raid leader): As a bonus action, you quickly scan the battlefield, getting a completeimage of what's happening in combat, using this info to add you and your Allys. For a minute, you get thefollowing benefits:
• You get advantage on perception checks and your passive perception gets increased by a +3.
• You get 30 ft of blindsight. If you already have blindsight, it is increased by 30 ft.
• Enemy analysis: As an bonus action, you can try to discern the weakness, strength or condition of a single foe on the battlefield. Choose a creature that you can see (blindsight counts), that’s withing 30 ft of you. Roll a contested insight or investigation check, and the creature rolls a deception check. If you succeed, youcan discern one of the following:
o Which is the lowest or highest ability score of the creature(this feature doesn’t tell you the number of the ability score nor the ability modifier)
o 1 resistance, immunity or vulnerability of the creature. If the creature has many resistances, immunities or vulnerabilities, the Dm choose which one to reveal
o 1 condition that the creature may be suffering, like the charmed condition, if the creature is experimenting some kind of madness, if the creature has a decease or any effect the Dm may decide applies as a condition like hunger or even depression. This doesn’t necessarily reveal the source of the condition.
• Using your awareness of the battlefield, you can create opportunities for your ally's attack, by employing your own attacks to distract your enemy's, creating gaps in their defenses. Ones per turn, when attacking a creature, before you roll you can take a –3 to the attack role. Regardless of if the attack hits or not, the next attack made by an ally is done with advantage. Regardless of your “Drengr path” choice, it always lasts one minute, and it ends early if you fall unconscious. You have 2 uses of it per long rest, and you gain an extra when you reach level 10nd of this class.
Path of the Skjaldborg
Path of the Skjaldborg (The shiel bearer): As a bonus action, you go into a defensive stance, focusing onmitigating attacks. For a minute, you get the following benefits:\
- You get advantage on dexterity and str saving throws.
- You get a +2 bonus to your ac.
- You can use your bonus action to take the dodge action.
- Ally’s protector: The defensive stance allows you to intercept attacks made against your allies. Ones per round, whenever an ally withing 5ft of you is going to be hit by an attack, you can switch places with him, becoming the target of the attack(doesn’t consume reaction). This is done before the attack is rolled. This movement doesn't provoke opportunity attacks for you or the moving ally.
Weapons art of the Drengr
At 7nd level, Your training with certain weapons has finally come into fruition, allowing you to enhance the capacities of the weapons you’ve mastered. Choose 2 weapons arts from the list below. You can change this choice whenever you finish a long rest, in the form of practicing and running drills with the other weapons:
Art of the Battleaxe
Art of the Battleaxe: When wielded with one hand, battleaxes damage die becomes a d10, and whenever you role a critical hit with a battleaxe, you get an extra attack that turn. You can only get one extra attack from this feature per round. If you score a critical attack with an opportunity attack, you get the extra attack on your next turn, and cannot get any extra attacks from critical attacks on that same turn.
Art of the Bow
Art of the bow: Every time you hit a creature with an arrow from a bow, its speed is reduced by 5ft till the end of their next round. Also, you can use a str for weapons attack and damage roles, but if done so, the effective range of short bows becomes 60/90, and the longbow 60/120.
Art of the Greataxe
Art of the Greataxe: Once per turn, if you hit a creature with a weapon attack, while wilding a greataxe, and there's another creature withing your melee attack range, you can role an attack against that creature, dealing half the damage you did to the original creature on a hit. If this role is a critical hit, then you do full damage. If the original creature you hit is a large size creature or bigger, you can target the same creature.
Art of the Greatsword
Art of the Greatsword: Whenever you score a critical hit from a greatsword, when rolling the damage roles of the attack, any dice that’s below 3 becomes a 4. Also, whenever you miss with a weapon attack, you still do damage to the target, equal to your str modifier. Special weapons properties like the extra damage of the “flame tongue” sword, don’t apply for this damage.
Art of the Handaxes
Art of the handaxes: the damage die becomes a d8, and their throw range becomes 60/120 for you. Also, if you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.
Art of the Longsword (Control)
Art of the longsword (Control): When wielded with one hand, longsword damage die becomes a d10. Also, when you hit a creature with an attack from a longsword, you can reduce its speed by 5ft till the start of your next turn. If you hit multiple creatures on a round with a longsword, you can reduce the speed of all of them by 5ft, but you cannot reduce the speed of a singular creature more than 5ft on a single round, by using this feature.
Art of the Longsword (Destreza)
Art of the Longsword (Destreza): When wielded with one hand, longsword damage die becomes a d10. Also, longswords count as finesse weapons for you.
Art of the Spear
Art of the spear: When held with one hand, the damage dice of spears and javelins becomes a d8(d10 when wielded with both hands) and your melee weapon attack range with these weapons is increased to 10 feet. Also, these weapons get the finesse property for yourself.
Art of the Unarmed Combat
Art of the Unarmed Combat: The damage of your unarmed strikes becomes a d6 plus your strength modifier. If you have the unarmed fighting style, then your unarmed strikes deal a d8 plus str modifier, even when wielding a shield. Also, your unarmed strikes count as magical for the purpose of overcomingresistance and immunity to nonmagical attacks and damage. Finally, when you score a critical hit with an unarmed strike, that creature can’t use reaction until the end of your next turn.
Improved Drengr Path
At 10nd level You get an extra use of your drengr path per long rest. Also, the different drengr path’s are improved in the following way:
Improved Hersir
Improved Hersir: You increase the blindsight of this feature to 60 ft. when your path is active you gain the following reaction:
Attack interception: Your awareness in combat has improved to the point that you can not only parry attacks against you, but also parry attacks against your allies, even when they are not next to you. As a reaction of a creature hitting you or an ally that’s withing 60 ft of you with an attack that you can see coming, you attempt to parry the blow with an attack of your own. roll a weapon attack. You subtract the resulting number from the enemy attack role, potentially turning the attack into a miss(if you role a 1, you still subtract the resulting number). If your ally is not withing melee range, the parry is done by way of you using your range weapons to intercept the attack(In this case, this reaction consumes a piece of ammo). If you don’t have a ranged weapon equipped, this reaction allows you to equip a range weapon. This reaction has no effect on critical hits. You can use this reaction a number of times equal to your prof modifier per long rest.
Improved Berserkr
Improved Berserkr: The extra damage to your weapons attack this feature grants, now uses your full strength or dexterity modifier instead of only half, but the total damage bonus cannot be more than 5. Also, when your path is active you gain the following reaction:
- Offence as a defense: You have learned how to disrupt attacks against you by using your own attacks, reducing the damage you would have suffered. As a reaction of a melee attack hitting you (that you can see coming), before the damage is rolled, you make a weapon attack against the attacking creature. If yourattack hits, the creature rolls the damage of the attack 2 times and picks the lower number. This reaction has no effect on critical hits, but you can still use it to attack the enemy creature. You can use this feature a number of times equal to your prof modifier per long rest.
Improved Skjaldborg
Improved Skjaldborg: The extra ac you get from this path becomes a +4. Also , when your path is active you gain the following reaction:
- Armor deflection: Your experiences on the battlefield have taught you how to use your armor to mitigate the damage of an attack, that would otherwise normally hit you. Whenever you get damaged by an attack that you can see coming. you can use your reaction to reduce the physical damage taken by an amount equal to half your current AC(rounded up). If you reduce the total damage you would have taken to 0, the attack is turned into a miss. You can use this feature a number of times equal to your prof modifier per long rest.
Drengr Battlecry
At 15th level, you’ve learned how to unleash a mighty battle cry that boast you allies into combat. When you are rolling initiative, and are not surprised, you can unleash your battle cry. You, and all the allies that can hear you, get an extra +2 to their initiative role. Also, if you still have uses of it, this battlecry automatically activates your drengr path(This consumes a use of it). You can use your battlecry once per short rest.
End Road of the Drengr Path
At 18th level, You have taken your drengr path to its maximum heights, becoming the warrior others vikings aspire to be. When your path is active, Your critical range is increased by 1 and all the paths get new benefits:
Master Berserkr
Master Berserkr: While you are in your Berserkr state, You can now choose to attack with disadvantage, and if you do so, your crit range is further increased by an extra +2. Finally, when you score a critical hit, while you are in your Berserkr state, you can spend a use of your indomitable feature (free action) to make that attack do maximum damage, plus an extra 25 points of damage (same damage type as your weapons).
Master Hersir
Master Hersir: When you are in your Hersir state, allies withing 60 ft of you, get a bonus to saving throws of a +1, in the shape of you verbally guiding them in combat. Also, When an ally withing 30 ft of you fails a saving throw, you can spend a use of your indomitable (free action), so that he/she can rerolls the save (He must use the new save). An ally must be able to hear you to benefit from this feature.
Master Skjaldborg
Master Skjaldborg: While you are in you're Skjaldborg state, your now add half your proficiency to all the saving throws you are not proficient with. Also, if you use your indomitable feature, while you are in your Skjaldborg state, you automatically succeed the save.
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