This is the blue-collar version of a Commander. You can play an archer, a swordmaster, an unarmed pugilist, or anything in between. The class is very low complexity, so its well suited for new players or players who just want to whack something. I feel it fills a meaningful niche, because sometimes you just want to be a guy with a sword, yknow?
Optional rule, Simpler Hardened Warrior: For a simpler way to play, use this version of Hardened Warrior. Your STR or DEX counts 2x when added to the damage of STR and DEX attacks, respectively. Your DEX counts 2x when added to your Defense. Ignore DEX maximums on armor. At levels 5, 10, and 15, increase the multiplier to 3x, 4x, and 5x.
Hit Dice
You're starting hit dice are 2d6. Every level, you gain 2d6 more. When you level up, roll 3d6 and drop the lowest, adding the total to your max HP. When spending hit dice, they do NOT need to be spent in groups of 2d6.
Hardened Warrior
Add the number of spent Hit Dice to the damage of your attacks and to your Defense.
Second Wind
(1/turn) Action: You may spend up to DEX Hit Dice to heal yourself (adding STR to each as usual). This counts as magical healing.
Bloody and Dangerous
(1/turn) When you HIT with an attack, you may spend up to DEX Hit Dice to deal extra damage equal to the result (adding STR to each as usual). The target becomes Taunted.
Action Surge
(1/Encounter) Gain 1 action on your turn.
Handy
You have advantage on checks to fix broken things. With 10 minutes, you can build a simple but sturdy structure (a stool, a 10-foot ladder, etc.) or do a perfectly passable job on any handyman task. With 8 hours of uninterrupted work, you and your party can build a large structure (a 2-story fort, a 50-foot trench, etc.).
Subclass
Choose a Soldier subclass.
Know 'Em When You See 'Em
You always know if a creature you can see is carrying a weapon.
Hard-Learned Lesson
Choose 1 Hard-Learned Lesson.
Key Stat Increase
+1 STR or DEX.
Secondary Stat Increase
+1 INT or WIL.
Action Surge (2)
(2/Encounter) Gain 1 action on your turn.
Hard-Learned Lesson (2)
Choose a 2nd Hard-Learned Lesson.
Tough
Your max Hit Dice increase by 2.
Subclass
Gain your Soldier subclass feature.
Hard-Learned Lesson (3)
Choose a 3rd Hard-Learned Lesson.
Key Stat Increase
+1 STR or DEX.
Secondary Stat Increase
+1 INT or WIL.
Spit Out a Tooth
(1/Encounter) When you drop to 0 HP, all enemies on the battlefield become Frightened until the end of your next turn.
Hard-Learned Lesson (4)
Choose a 4th Hard-Learned Lesson.
Hardened Warrior (2)
Add twice the number of spent Hit Dice to the damage of your attacks and to your Defense instead.
Subclass
Gain your Soldier subclass feature.
Hard-Learned Lesson (5)
Choose a 5th Hard-Learned Lesson.
Key Stat Increase
+1 STR or DEX.
Secondary Stat Increase
+1 INT or WIL.
Tough (2)
Your max Hit Dice increase by 4 instead.
Hard-Learned Lesson (6)
Choose a 6th Hard-Learned Lesson.
See How You Like It
(1/Safe Rest) When you defend against an attack from an adjacent creature, deal damage to that creature equal to the damage you took after Defense reduction.
Subclass
Gain your Soldier subclass feature.
Action Surge (3)
(3/Encounter) Gain 1 action on your turn.
Hard-Learned Lesson (7)
Choose a 7th Hard-Learned Lesson.
Key Stat Increase
+1 STR or DEX.
Secondary Stat Increase
+1 INT or WIL.
Tough (3)
Your max Hit Dice increase by 6 instead.
Hard-Learned Lesson (8)
Choose an 8th Hard-Learned Lesson.
Epic Boon
Choose an Epic Boon.
Greatest Warrior Of All Time
+1 to any 2 of your stats. Your Hit Dice become d10s.
Hard-Learned Lessons
Get To Them First
(1/turn) Gain +6 speed for a move if it ends adjacent to an enemy.
Don't Lay Down
You cannot be knocked Prone or forcibly moved.
Some Magic Is Good
When you use Bloody and Dangerous against a Hampered, Charged, or Smoldering target, roll 1 extra Hit Die for free (you must still spend at least 1 of your own).
Just Close Your Eyes
You are immune to the Frightened condition.
Don't Get Surrounded
(1/Encounter) Action: When 2 or more enemies are adjacent to you, make 1 attack against up to KEY of them (use the same roll).
Kill The Big Ones
(1/Encounter) When you use Bloody and Dangerous against a target larger than you, increase the size of the Hit Dice you spend by one step (d6 to d8).
Don't Let It Rust
(1/Safe Rest) At the start of combat, you and all allies gain the effects of Enchant Weapon until the end of combat.
Keep Your Friends Alive Too
(1/Encounter) After an enemy Taunted by you attacks you, an ally may spend a Hit Die for free to heal (adding their STR).
Took An Arrow To The Knee
(1/Encounter) When you defend against a ranged attack, it misses.
Anything Can Be A Weapon
• Action: With a grappling hook in two hands, pull a creature within Reach 6 up to STR spaces. • You may wield a torch as a 1d4+STR 1-handed weapon. On Crit, the target becomes Smoldering. • (1/turn) Drink or administer a potion for free, then throw the empty bottle at a target within 6 spaces for 1+DEX damage (it counts as a weapon).
Anything Can Be A Horse
(1/Encounter) 2 actions: While riding a creature, move it up to 8 spaces and attack up to 2 creatures within reach during or after the move (use the same roll).