Base Class: Barbarian
The Path of the Soldier is walked by those who stride into battle with the powerful techniques of a military commander. They gain thrill and focus from the act of combat, and rarely does their rage end in the heat of battle. As they rush forward with their might, their anger does not cloud their mind but shape their thoughts into discipline, courage and fortitude. Their rage is an ire, twisted and forged into a deadly weapon to bring destruction and rain death upon their foes.
War Trained
At 3rd level, you have honed your skills in combat. You gain 1 fighting style of your choice from the Fighter's fighting style list.
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.
Battle High
At 3rd level, the thrill of the fight energises you. If you are raging at the start of your turn, and have at least 1 hit point, you gain temporary hit points equal to your proficiency bonus. When you hit a target with an attack you can choose to expend all of those temporary hit points to deal additional damage equal to the temporary hit points expended.
Focused Rage
Starting at 6th level, your discipline allows you to maintain your anger. If your turn ends and you haven't attacked a hostile creature or taken damage since your last turn, you can make a DC 10 Wisdom saving throw. On a successful save, you maintain your focus and don't end your rage early.
Ironclad Mind
At 10th level, your mental fortitude increases from your experience in battle. You gain proficiency in Wisdom saving throws. In addition, if a creature you can see is forced to make a Wisdom saving throw, you can use your reaction to assist them, giving them advantage on the triggering save.
Powder Keg
Starting at 14th level, you let your rage transform and go beyond your bodily limits. As a bonus action, you gain the following benefits until the start of your next turn:
- You can attack four times when you take the Attack action on your turn.
- Your movement speed is doubled.
- Your weapon attacks score a critical hit on a roll of 19 or 20.
Your rage immediately ends at the start of your next turn.
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