Proficiencies: all armour, shields, simple weapons, martial weapons, 2 of: Acrobatics, Awareness, Climbing, Survival, Swimming.
Fighting Style: Choose one of the following fighting styles:
- Archery: +1 to attacks with missile weapons.
- Defence: +1 AC bonus when wearing armour.
- Duelling: +1 to attacks and damage rolls when wielding only a one-handed melee weapon.
- Heavy Weapon Fighting: When wielding a heavy, two-handed weapon, re-roll damage dice which come up 1. (You may only re-roll once per attack and must keep the second roll.)
- Protection: When wielding a shield, you can grant a +2 AC bonus to a single character within 5' of you.
- Two-Weapon Fighting: (The exact effect of this fighting style depends on the rules for two-weapon fighting, which I've not decided on yet.)
Warrior Archetype: Choose an archetype.
Extra Attack: You can make two attack rolls on your turn.
Extra Attack: You can make three attack rolls on your turn.
Extra Attack: You can make four attack rolls on your turn.
Improved Critical: An attack roll of 19 or 20 is a critical hit.
Indomitable: Once per day, you can re-roll a failed saving throw.
Fighting Style: Choose a second fighting style.
Spell-Casting: Limited spell list. Slow progression, up to 4th level spells. Number of spells known is strictly limited.
Weapon Bond: With a one hour ritual, you can bond up to two weapons to yourself. A bonded weapon can be summoned instantly to your hand from anywhere on the same plane of existence.
War Magic: You can make a single attack and cast a spell in the same round.
Favoured Enemy: Choose a monster type (dragons, goblinoids, giants, animals, etc) or a profession (cultists, witches, outlaws, etc). You gain a +1 bonus to Search checks to track or Lore checks to recall knowledge about your chosen enemy.
Extra Proficiencies: Gain proficiency with Awareness and Stealth.
Second Favoured Enemy: Choose another type of favoured enemy.
Expert Slayer: Gain +1 to hit and damage against your favoured enemies. Gain a +2 bonus to saving throws and AC against their attacks.
Animal Companion: A normal animal becomes your faithful companion. You may purchase the animal or find it in the wild. In combat, you can give the animal verbal commands. If your companion dies, you may find another beast to replace it after a week.
Extra Proficiencies: Gain proficiency with Awareness and Nature.
Bestial Fury: Your animal companion may make one extra attack each round.
I'm planning a berserker warrior sub-class, but haven't come up with any mechanics that I like yet. I'm not that keen on the 5e barbarian berserker, with the "resource management rage" mechanic. I don't see berserk fury as something that has to be scrupulously managed.
If anyone has any ideas for a berserker sub-class that'd fit with the system above, please suggest!
Wot No Paladins?
Yeah... I don't believe in paladins. I've never really understood how they're different from clerics.