Primal Path
Notes from the Nails: new goal: make a maneuver subclass for every class.
Path of Superiority
You’ve always thought “barbarian” was a relative term. Sure, you rely on your rage and finely-honed muscles in a fight, but does that make you an uncultured brute? Clearly not, when you have studied the art of war just as closely as any painter has studied the “fine” arts. Who has the right to say what is and isn’t “civilized”, anyway?
Perhaps you’ll just have to prove them wrong. If a so-called barbarian can learn the same martial techniques as their greatest masters, maybe then they’ll have to re-evaluate the nomenclature, eh?
Combat Superiority
At 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.
Maneuvers. You learn three maneuvers of your choice from among those available to the Battle Master archetype in the fighter class. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.
You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.
Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.
You gain another superiority die at 7th level and one more at 15th level.
Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:
Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
Savage Cunning
By 6th level, your barbarous way of life has taught you some surprising tricks. Choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
A Warrior’s Culture
At 10th level, your cultured mind is alert to metaphysical threats as well as physical ones. Your Danger Sense can now grant you advantage on Wisdom saving throws against effects created by humanoids.
Raging Technician
Starting from 14th level, your superiority dice turn into d12s while you are raging. Furthermore, if you enter a rage with no superiority dice, you regain 1 superiority die.