Lev 1 Superiority dice: you have 4 d8s superiority dice to spend on maneuvers, you gain another dice at 8th and 14th level.
Ranged Expert
Thanks to extensive practice with ranged weapons, you gain the following benefits:
You ignore the loading quality of crossbows with which you are proficient.
Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
When you use the Attack action and attack with a one handed weapon, you can use a bonus action to attack with a hand crossbow you are holding.
Disarming Attack
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
Evasive Footwork
When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.
Riposte
When a creature misses you with an attack, you can use your reaction and expend one superiority die to make a weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.
Quick draw
When initiative is rolled, but before any turns are taken, you may use your reaction to make a single weapon attack.
Drawing or stowing a weapon does not consume your object interaction.
As a bonus action, you can expend one superiority die and make a ranged weapon attack. You can draw a thrown weapon as part of making this attack. If you hit, add the superiority die to the attack’s damage roll.
Studious Eye
When you make a Wisdom (Insight) check or an Intelligence (Investigation) check, you can expend one superiority die, and add the superiority die to the ability check.
Lev 2: Weapons are part of my religion: at level 2 the character has advantage on wisdom saving throws during combat and against any attempt to dissuade them from combat.
Lev 3: sub class choice: choose a subclass from one of the provided fighting styles that make each banished unique.
Lev 4: Ability score increase
Lev 5: Warrior Spirit: at 5th level you possess an indomitable spirit to achieve your goals and rise again. Gain 1 charge of the fighter skill indomitable
Lev 6: expertise
Lev 7: archetype ability
Lev 8: ability score increase
Lev 9: Warmonger: at 9th level the horrors of war do not sway you in the slightest, you are immune to intimidation and gain the barbarian’s skill danger sense as you are ready for anything
Lev 10: archetype ability
Lev 11: I like those odds: at 11th level you are so proficient in combat that you suffer no penalties for being engaged by multiple opponents, once per turn if an attack successfully hits you the next attack automatically misses as long as there are 2 or more opponents within 5 ft of you
Lev 12: Ability Score Improvement
Lev 13: Warrior of the wastes: your experience with the toxic jungles and the general wilderness of serberus grants you ‘freedom of movement’
Lev 14: Way of the Phoenix: at level 14 you have mastered the usage of the banished icarus harness, which allows for short flight and the use of slowfall
Lev 15: Archetype Ability
Lev 16: ability score increase
Lev 17: Red Warrior: the red ones were said to have existed before the 12 days of fire, as warriors of extraordinary renown, this title has been bestowed upon you for your achievements, with its benefits. Once per long rest you may embody the red warriors of old for 2d4 turns. When you activate this ability your movement speed doubles, you gain 20 extra Hp, gain an additional attack and may add an extra 2d6 to damage rolls for the duration as the spirits of the ancestors envelope you. After the state ends you take 1d2 levels of exhaustion
Lev 18: Archetype ability
Lev 19: ability score increase
Lev 20: Death of Honor: honor cannot be maintained within us forever, though the banished have a strict code it must sometimes be broken. Discard the code to achieve a moment of greatness. This ability can only be used once per day, when activated you may discard your warrior’s honor and automatically crit on one attack roll, skill check, or saving throw.
Two-Weapon Fighting (Douche) When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second Attack. You can use your bonus action to disengage by using your second weapon to fend off attackers. Lev 7: Uncanny dodge Lev 10: deflect missile Lev 15: Economy of movement: dex mod is added to ac for one round, you have the parry reaction, and a flat 20 increase to movement. Lev 18: cheap shot: make a melee riposte as a free action if you are hit 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. When you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you. Lev 7: Unarmed attack Lev 10: Honor bound warrior Lev 15: Decisive strikes Lev 18: Blade of the red wind Archery You gain a +2 bonus to Attack rolls you make with Ranged Weapons. They start 3d6 they can add to damage. When an ability score improvement arrives they are able to instead get an extra d6 to spend. Lev 7: Hide as a bonus action Lev 10:Exotic Arms Lev 15: ignores cover Lev 18: Ace in the Hole