Darkvision: 60ft
Brawny: Gain advantage on non-combat strength checks. Your claw damage is increased from 1d4 to 2d4
Large: Your creature size is large
Survival Instincts: Having survived for some years, you are able to make simple survival necessities. You can make fires, craft shelters, cook food, etc. without having to make a Survival check. Also, you may know several townspeople, hunters, and shop owners from your travels alone. Landmarks and places of interest may also be familiar to you.
Bonded Shield: You can forge a bond with a shield you wield, using it to perform incredible defensive feats. You must spend 1 hour practicing with a particular shield you want to bond with, which can be done during a short rest. You can't bond with more than one shield at the same time, and bonding with another one ends the bond with the previous one.
The bonded shield gain a bonus to its AC equal to +1. The bonus increases to +2 at 8th level, +3 at 15th level and +4 at 20th level.
The bonded shield also allows you to make a Shield Attack: While donning a bonded shield, you can also make attacks with your bonus action. You make a melee weapon attack against a creature within 5 feet, and cause 1d4 + your Strength modifier bludgeoning damage on a hit. This damage increases to 1d6 at 5th lvl, 1d8 at 9th lvl, 1d10 at 13th lvl, and 1d12 at 17th lvl (if the bonded shield damage is higher, consider the higher damage).
Defense Style (Minor 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.
Defense Style (Minor Unyielding Strength): If a creature makes a melee attack against you and misses, you may use your reaction to knock the enemy back 10 feet, knocking them prone. The saving throw to resist is equal 8 + your proficiency bonus + your Strength modifier.
Superior Healh: You can add your proficiency to the number of maximum hit points you gain when rolling hit dice, including this level. If the result of your die is less than 6, you treat it as if it were a 7. You also add your proficiency at your hit points, whatever the recover origin ( dice rest, potion, magic...).
Shield Bash: Starting at 4th level, once per turn when you take the Attack action while you are within 5 feet of a creature, you can bash that creature with your shield, without using an action. Make a shield attack against the target, and on a hit, it suffers the attack's normal effects, and you can choose to Shove that target (5 feet). The target loses its reactions until the start of your next turn. You can use this feature an amount of times equal to your Strength modifier. You recover all uses on a short rest.
Extra Attack: Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Mjölnir Shield: Your shield becomes unbreakable but as light as a feather to you and no longer reduces your speed. You can carry your shield easily, and it does not count against your maximum weight. No other creature is able to lift your shield it seems to weigh unimaginably heavy, it remains fixed to the ground, even the most fragile and be unable to be moved. You can magically sense the position of the shield, and you can use your bonus action to summon it to your hand. Additionally, you can choose to make it bright to light you up and deals an additional 2d6 thunder damage on an attack. The thunder damage is increase to 3d6 at 10th level, and 4d6 at 17th level.
Features & Traits