Arms warriors are battle-hardened weapon masters, using mobility and overpowering attacks to strike down their foes.
When you choose this specialization at 3rd level, you gain proficiency with the Insight skill.
Additionally, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:
Strength score
Dexterity score
Constitution score
Armor Class
Current hit points
Total class levels (if any)
Warrior class levels (if any)
Also at 3rd level, you are able to quickly adapt to the changing battlefield. You can take the Disengage or Help action as a bonus action on your turn in combat.
In addition, the first rage maneuver you use on your turn costs one less rage point (minimum of one rage point)
While all warriors can use their rage to fuel special combat maneuvers, at 7th level you learn how to use more potent martial techniques. You can use this feature two times, selecting any of the options listed below, and regain all expended uses of it when you finish a long rest. You gain an additional use of this ability at 10th, 15th, and 18th level.
After you make a successful weapon attack you can use this technique to rend your target's defenses. The next time that creature is hit with an attack, the creature has vulnerability to all of that attack's damage.
You can use your action to leap up to your speed towards an unoccupied space, which doesn't provoke opportunity attacks. Each creature within 10 feet of you when you land must make a Dexterity saving throw. On a failed save, a creature takes thunder damage equal to 2d12 + your warrior level and is knocked prone. On a success, a creature takes half as much damage and isn't knocked prone.
When you are hit by a weapon attack but before damage is rolled, you can use your reaction to add your proficiency bonus to your AC. If this causes the attack to miss you, you can immediately make one weapon attack against your attacker as part of the same reaction, if they are within range of your weapon.
When you reach 10th level, you can empower your weapon strikes with titanic strength. The first creature you hit on each of your turns with a weapon attack takes extra damage equal to 1d6 + half your warrior level.
Starting at 15th level, when you roll initiative and have no uses of Arms Techniques remaining, you regain one use.
When you reach 18th level, your commanding presence can sway the tide of battle. As a bonus action, you unleash a battle cry that emboldens your allies. Up to ten other creatures of your choice within 60 feet of you that can hear you are freed of any effects causing the charmed or frightened conditions. These creatures also gain advantage on attack rolls and saving throws until the start of your next turn.
Once you use this feature, you can't use it again until you finish a long rest.