The Super Soldier
[If you've found yourself here, these are class feats I've created for when the feat update drops. I'm placing them here temporarily for anyone who is nosy and wants to look at them ahead of time.]
Class Name: The Super Soldier
Core Fantasy: The Super Soldier is a Strength-based Breaker who combines raw power, speed, and toughness in one body. In Break zones they lead from the front, holding lines, punching through monsters, and outlasting most other operatives.
Level 1 Features
Gate-Forged Physique (Level 1)
Your body is trained past normal human limits for Break work.
Rules:
You gain proficiency in Athletics. If you already have proficiency in Athletics, you instead gain proficiency in Acrobatics or Perception (your choice).
You have advantage on Strength (Athletics) checks.
Your carrying capacity, as well as the weight you can push, drag, or lift, is doubled.
Combat-Tested Instincts (Level 1)
You move into a fight before most people realize it has started.
Rules:
You gain proficiency in one of the following skills: Acrobatics, Intimidation, or Perception (your choice).
When you roll initiative, you can treat a d20 roll of 9 or lower as a 10.
Level 3 Feature
E-Rank: Trifold Stance (Level 3)
At E-Rank, you learn to shift between power, speed, and defense as a battle plan.
Rules:
When you finish a short or long rest, choose one stance: Power, Velocity, or Bulwark. You remain in that stance until you finish another short or long rest and choose again.
Power Stance. You gain a +2 bonus to damage rolls with melee weapon attacks.
Velocity Stance. Your walking speed increases by 10 feet. Opportunity attacks against you are made with disadvantage.
Bulwark Stance. You gain a +1 bonus to AC, and you have advantage on ability checks and saving throws made to resist being pushed, knocked prone, or grappled.
Level 7 Feature
D-Rank: Assault Flow (Level 7)
At D-Rank, you link your movement to your own burst actions.
Rules:
When you cast a spell from this class that has a casting time of a bonus action and targets only you, you can immediately move up to half your speed as part of the same bonus action.
This movement does not provoke opportunity attacks.
This feature does not change the spell’s other effects or duration.
Level 10 Feature
C-Rank: Onslaught Loop (Level 10)
At C-Rank, every solid hit lets you choose how to press your advantage.
Rules:
Once on each of your turns, when you hit a creature with a melee weapon attack, you choose one of the following effects:
Strong Hit. The attack deals extra damage equal to your Strength modifier (minimum 1).
Quick Advance. You can move up to 10 feet immediately after the attack. This movement does not provoke opportunity attacks.
Unbreakable Guard. You gain temporary hit points equal to your Strength modifier (minimum 1). These temporary hit points last until the start of your next turn.
You can choose a different option each time you trigger this feature.
Level 13 Feature
B-Rank: Overdrive Formation (Level 13)
At B-Rank, you push your whole squad toward your own physical standard.
Rules:
As a bonus action, you choose a number of friendly creatures you can see within 30 feet of you, up to a maximum equal to your proficiency bonus. You can choose yourself.
For 1 minute, each chosen creature gains the following benefits:
Its walking speed increases by 10 feet.
It gains a +1 bonus to AC.
Once on each of its turns when it hits with a weapon attack, it deals extra damage equal to your Strength modifier (minimum 1).
The effect ends early on a creature if it is more than 60 feet away from you for a full round or if you fall unconscious.
You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.
Level 16 Feature
A-Rank: Perfected Trifold Stance (Level 16)
At A-Rank, each stance gains a second layer, pushing it closer to your ideal form.
Rules:
Your Trifold Stance feature gains the following additional benefits based on the stance you are in:
Power Stance. When you reduce a creature to 0 hit points with a melee weapon attack, you can immediately move up to half your speed as part of the same attack. This movement does not provoke opportunity attacks.
Velocity Stance. You can move through the space of hostile creatures, and their spaces do not count as difficult terrain for you. You must still end your movement in an unoccupied space.
Bulwark Stance. You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
Level 20 Feature
S-Rank: Apex Drive (Level 20)
At S-Rank, you enter a brief state where all three paths fuse at once.
Rules:
As an action, you enter Apex Drive for 1 minute. For the duration, you gain all of the following benefits at the same time:
Your walking speed increases by 20 feet.
You gain a +2 bonus to AC.
Once on each of your turns, when you hit a creature with a melee weapon attack, the attack deals extra damage equal to your Strength modifier (minimum 1), and you gain temporary hit points equal to your Strength modifier (minimum 1). These temporary hit points last until the start of your next turn.
While Apex Drive is active, you are considered to be in Power, Velocity, and Bulwark stances at the same time for the purposes of your Trifold Stance and Perfected Trifold Stance features.
You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest