{"name":"Drengr","overview":"","hitdice":"d10","hitpointsfirstlevel":" 10 + Constitution modifier","hitpointsathigherlevels":"1d10 (or 6) + Constitution modifier per Drengr level after 1st","armorproficiencies":"Light, medium, heavy, shields","weaponproficiences":"Simple Melee, Martial Melee","tools":"None","savingthrows":"Strength, Wisdom","skills":"Choose two from Perception, Performance, Nature, Intimidation, animal handling","equipment":"(a) A Longsword or (b) Two Handaxes or (c) Two light Hammers or (d) A Spear\r\n[br]\r\n\r\n(a) plate armor or (b) a shield\r\n[br]\r\n(a) a dungeoneer's pack or (b) an explorer's pack\r\n[br]A musical instrument of your choice","spellcasting":"","features":"[b]\r\n[h1][b]Inner Strength[\/b][\/h1]\r\n[br][\/b]\r\nStarting 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.\r\n[br]\r\n[br][b]\r\n[h1][b]Drengr's Stance[\/b][\/h1]\r\n[br][\/b]Starting 1st level, you may choose to specialize in a specific form of combat. Choose one of the following options:\r\n[br]\r\n[br]\r\n[b]Stout Wielder\r\n[br][\/b] You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren\u2019t light.\r\n[br]\r\n[br]\r\n[b]Sturdy Wielder\r\n[br][\/b] You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.\r\n[br]\r\n[br]\r\n[b]Battle Bonded[\/b]\r\n[br]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.\r\n[br]\r\n[br][b]Two-Hand\r\n[br][\/b] 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.\r\n[br]\r\n[br]\r\n\r\n[h2][b]Surge[\/b][\/h2]\r\n[b]\r\n[br][\/b]\r\n\r\nStarting 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:\r\n[br]\r\n[br][b]Chase\r\n[br][\/b]Expend one Surge to make an attack of opportunity on a creature that has just taken the disengage action.\r\n[br]\r\n[br][b]Catch\r\n[br][\/b]Expend one Surge and add your break bonus to any attacks of opportunity you perform until your next turn.\r\n[br]\r\n[br][b]Poise\r\n[br][\/b]\r\nExpend two Surges to gain advantage on your next melee attack.\r\n[br]\r\n[br]\r\n\r\n[h1][b]Drengr Way[\/b][\/h1]\r\nAs 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.\r\n[br]\r\n[br]\r\n\r\n[h1][b]Ability Score Improvement\r\n[br][\/b][\/h1]\r\n\r\nWhen 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)\r\n[br]\r\n[br]\r\n[h1][b]Charge[\/b]\r\n[br][\/h1]\r\n\r\nYour 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.\r\n[br]\r\n[br]\r\n\r\n[h1][b]Drengr's Resilience\r\n[br][\/b][\/h1]\r\n\r\nYour 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.","subclasses":"\r\n[br][b][i][h3][b]Icon of the Leader[\/b][\/h3]\r\n[br][\/i][\/b]Place holder\r\n[br]\r\n[br]\r\n[h3][b][i]Icon of the Berserker\r\n[br][\/i][\/b][\/h3]\r\nPlace holder\r\n[br]\r\n[br]\r\n\r\n[h3][b][i]Icon of the Watcher\r\n[br][\/i][\/b][\/h3]\r\n\r\nPlace holder\r\n[br]\r\n[br]\r\n\r\n[h3][b][i]Icon of the True Drengr\r\n[br][\/i][\/b][\/h3]\r\n\r\nYou 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.\r\n[br]\r\n[br]\r\n\r\n[h1][b]Intrusive Perception\r\n[br][\/b][\/h1]\r\n\r\nThrough 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.\r\n[br]\r\nAt 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.\r\n[br]\r\n[br]\r\n\r\n[h1][b]Earthen Translator\r\n[br][\/b][\/h1]\r\n\r\nYour 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.","tabledata":"","tags":"","templateId":"25","blockId":"532998","world":"7f2f5086-db1e-448c-bed9-76ecb633969a","folder":"","isShared":"on"}