Soldier Features

Drill Master (Minor)

You combine discipline, repitition, and public example to get the best out of yourself and those you train.
  prerequisites: 10 Charisma
  When you train with at least two others, each creature involved (including yourself) may add half of your progress earned from this training to the amount of progress gained.

Quartermaster (Minor)

You make it your business to know equipment inside and out, and have been responsible in pairing soldiers with equipment that will match their abilities.
prerequisites:

You gain twice the amount of progress towards training to increase your proficiency with all weapon types you train with. You are able to make insight checks to figure out what weapons other creatures are proficient with, and how proficient they are with their best weapon.
 

Patrol Duty (Minor)

bonus to watch/guard rolls less likely to be surprised/ambushed

MRE Good Enough for Me (Minor)

Rations provide double hunger reduction. Meals that provide grit points provide double

Equipment Check (Minor)

Something to do with field repairing equipment, or getting more uses out of denial points. Or denial points are easier to recover.

Honor GuardĀ 

 

Scout Regiment?

 

Shoulder to Shoulder

bonuses when taking the same action
 

Student of War (Minor)

You may add half the proficiency bonus of your highest weapon proficiency to a skill of your choice from:

Action Surge (Core)

You can push yourself into incredible bursts of action in a short amount of time.
  prerequisites: level 3 Soldier, 10 dexterity
  Passive effect: At the start of your turn you may increase your martial readiness by 1.
  During your turn, you may use your action surge to regain your martial die if it is expended, your martial readiness becomes 1 immediately. Alternatively you may action surge to take additional actions. Decrease your martial readiness by any amount you want without expending it. You gain 1AP for every 2 points your martial readiness was decreased by. (you cannot decrease your martial readiness below 0 with this feature). You may only use this feature a number of times equal to your {base proficiency bonus}, but never more than once within the same round. You regain half of your maximum action surges when you complete a short rest and all of your maximum action surges when you complete a long rest.
 

Battle Meditation

Your martial ability is deeply tied to your inner focus.
  Prerequisites: None
  You may use a half action to take a brief moment and deeply focus on conflict at hand, increasing your martial readiness by an amount equal to your instinct modifier.
 

Martial Preparation

Through practice and experience the scope of your martial readiness expands
  prerequisites:
  Your martial die increases by 1 step. The steps are as follows: D6-D8-D10-D12-D20
In addition when your martial readiness resets out of combat it resets to a value equal to {your base proficiency bonus} instead of 1.
  You may take this feature multiple times.

Martial DisciplineĀ 

  prerequisites:
  You may choose another martial discipline from the Martial Disciplines list.
  You may take this feature multiple times.
 

Specialization

Your experience in combat and in life has taught you that sometimes it is necessary to learn to do new things, or even just how to do the same things in new ways. As the Dwarves say, "There is more than one way to skin a Gar, just not many you can survive".
  prerequisites: Level 2 Soldier
  You either choose a new specialty class of your choice that you meet the prerequisites for, or you gain a level in a specialty class you currently have. You may not have more than one specialty class through this feature.
  You may take this feature multiple times.
 

Superior Strike (Core)

In combat you can channel all your practiced martial readiness into an attack making it more effective in an increasing number of ways the more readiness you have.
  prerequisites: Soldier Prestige
  When you declare an attack you may cause that attack to then benefit from various effects based on the your current martial readiness. If you do, your martial readiness resets to a value of 1 immediately after the attack. The martial readiness values and their corresponding effects are as follows:
  • Value of 1+: add half your martial readiness value to the damage of your attack.
  • Value of 2+: include a combat maneuvre with the attack, add your martial readiness value to the DC of the save for that maneuvre.
  • Value of 3+: add half your martial readiness value to the attack roll of your attack.
  • Value of 4+: add half(again) your martial readiness value to the damage of your attack.
  • Value of 5+: add half(again) your martial readiness value to the attack roll of your attack.
  • Value of 7+: add all bonuses from this feature to any attacks against the target this turn.
  • Value of 9+: add your martial readiness value to the crit range of the attack.
  • Value of 11+: add all bonuses from this feature to any clash attacks against the target until your next turn.
  • Value of 19+: add your martial readiness value to your AC, and any of your saving throws or ability checks against the next attack, spell, ability or effect the target uses against you
  • Maximum Die Value: Double all the bonuses you gain from this feature. (does not include # of attacks or durations)
You gain the effects of all the values that your current martial readiness meets or exceeds.  

Second Wind (Core)

You have an uncanny ability to continue to fight when others would start to falter.
  Prerequisites: Soldier Prestige
  When you become bloodied you are granted your second wind until you are no longer bloodied, or you fall unconscious. When your second wind activates your martial readiness increases by an amount equal to the number of hit points you are missing. If this increase would go above your maximum amount you gain grit points equal to your soldier level for each excess point. While your second wind is active you may do any of the following:  
  • Reduce your martial readiness by half to add a bonus to your AC, a saving throw, or ability check for one incoming attack, spell, ability, or effect. The bonus is equal to the martial readiness you lost.
  • Expend your martial die to reduce your attrition by your current martial readiness for the duration of your second wind.
  • If your martial readiness is higher than your current hit points you may expend your martial die to gain grit equal to the difference multiplied by your soldier level.
   

Combat Officer (Minor)

You are able to direct others in a way that improves their effectiveness in combat.

prerequisites: Soldier Prestige.

You may use your action to       Experienced Fighter Starting at first level Fighters have an easy time picking up on how to effectively use the tools of battle. You may add half your proficiency when using any weapons, armors or shields you are not proficient with.       [(WIP concepts) Any time you would make a roll to determine the outcome of one of your character's actions you may expend your martial die to roll your martial die and add it to the result? Deferring initiative allows you to roll your martial die and gain readiness equal to the roll?]