S.O.L.D.I.E.R

A person’s weapon is an extension of himself, when someone chooses to wield a blade they impart a piece of themselves into that choice. The moment they pick up a weapon, they have given themselves a definition and there is no prouder example of this than the S.O.L.D.I.E.R. Trained from a young age to serve as elite military officers across many nations, they are renowned and feared for their heinously large weaponry, high versatility, and almost inhuman reflexes. They dart around the battlefield in a barrage of steel. When a man puts a weapon into his hand, he is shaping the world inside of him and the world around him.

Role

The S.O.L.D.I.E.R excels at engaging fights from moderate distances, hopping around the battlefield to deal massive amounts of damage in short bursts, but leave themselves vulnerable to attack.

A Man And His Weapon:

At 3rd level, you learn a ritual that creates a magical bond between yourself and one two-handed heavy weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.

Once you have bonded a weapon to yourself, so long as you’re not incapacitated that weapon becomes a reflection of you. So long as you’re holding your bonded weapon, it will increase by one size category. Doing so will increase the damage dice of that weapon by one step, (1d10 -> 1d12, 2d6 -> 2d8, 1d12 -> 2d8) and will allow you strike two creatures within 5ft of each other with a single attack.

Strict Regiment

Beginning at 7th level, you are able to more properly tap into your training. You gain proficiency in Athletics. If you already had proficiency in Athletics, you may add twice your proficiency bonus to it.

In addition to that, for the purpose of short resting, you are treated as though you have two additional hit dice.

Cross Cleave

At 10th level you may use your action to initiate a hailstorm of blows. You may make up to five attacks consecutively against a single target. Each attack you choose to make after the first will have a -1 penalty to attack and damage. If you miss any slashes in the sequence, your target may make an opportunity attack. If their opportunity attack is successful, your combination will be interrupted and you may not make any more attacks this round. If you successfully land 5 attacks, the last will automatically be a critical hit.

You may use this ability two times per short or long rest.

Insanely Big:

Beginning at 15th level, you may use your bonus action to increase the size of your weapon by one category for 1 minute. Doing so will increase the damage dice by 1 step (2d8 -> 2d10, 2d10 -> 2d12) and will cause your attacks to effect an area in a 15ft horizontal line in front of you.

You may use this ability once per short or long rest.

Omni-Whirlwind

Beginning at 18th level you may activate your cross cleave in a 15ft cube around. Each creature in a 15ft area around you must make a successful Dexterity saving throw ( 8 + Proficiency Bonus + Strength Modifier) or be knocked into the air. While knocked in the air, each creature will be automatically struck by every attack used in your cross cleave ability.

You may use this ability once per long rest, and after doing so you will suffer from one level of exhaustion.