The Dreng
Of all the classes of Mannaheim, none are more well known then the Dreng; belonging to every race and background.
Hit Points At 1st Level: 10 + your Constitution modifier
Hit Points At Higher Levels: 1d10 (or 6) + your Constitution modifier per dreng level after 1st
Weapon Proficiencies: Simple Weapons & Martial Weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival(a) Chain Mail or (b) Leather, longbow, and 20 arrows
(a) a simple weapon and a shield or (b) two martial weapons
a handaxe
a Dreng’s Pack
Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.
Blind Fighting. You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
Defense. While you are wearing armor, you gain a +1 bonus to AC. Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting. 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.
Interception. When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
Protection. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Superior Technique. You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice.)
You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
Thrown Weapon Fighting. You can draw a weapon that has the thrown property as part of the attack you make with the weapon.
In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Unarmed Fighting. Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.
At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.
Close Quarters Archery. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.
Mariner. As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to armor class.
Close Quarters Fighter. As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.
The Battle Master
The Elven Archer
The Elven Swordsman
The Horseman
The Rune Warrior
The Shieldman/Shieldwoman
The Skörungr
The Vikingr
Well-Rounded Specialists
Drengir learn the basics of all combat styles. Every dreng can swing an axe, throw a dagger, wield a sword or use a bow, and even trap foes in a net with some degree of skill. Likewise, a dreng is adept with shields and every form of armor. Beyond that basic degree of familiarity, each dreng specializes in a certain style of combat. Some concentrate on archery, some on fighting with two weapons at once, and some on augmenting their martial skills with magic. This combination of broad general ability and extensive specialization makes drengir superior combatants on battlefields and in the wilderness alike.Class Features
As a Dreng, you gain the following class features.Hit Points
Hit Dice: 1d10 per dreng levelHit Points At 1st Level: 10 + your Constitution modifier
Hit Points At Higher Levels: 1d10 (or 6) + your Constitution modifier per dreng level after 1st
Proficiencies
Armor Proficiencies: All ArmorWeapon Proficiencies: Simple Weapons & Martial Weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival
Equipment
Fighting Style
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.
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