Homebrew
This subclass can work for Barbarians or Fighters, but whichever you choose include the following buffs: +3 STR and INT, +2 all other stats except DEX. Death Strike and also advantage on attack and damage rolls for targets with less than all their hit points.
hit dice:
1d10
hit points at 1st level:
10+Strength modifier
hit points at higher levels:
1d10+3 and your Intelligence modifier
armor proficiencies:
Silver, Leather
weapon proficiencies:
Greatswords and martial weapons
tools:
First Aid Kit
saving throws:
Constitution, Strength, Intelligence
skills:
Survival, Athletics, Religion and Arcana
starting equipment:
Greatsword and 2 runes. 2d12 gold pieces as well.
spellcasting:
Third level, you get magical weapon and fear. Both are innate spells, but after you use them you have to rest. Magical Weapon is permanent.
class features:
Strength Rune: You have for the next round a +2 bonus on attack and damage rolls.
Fear Rune: One target is frightened for 1 minute.
At level 7:
Fury Rune: You have a +3 bonus on attack and damage rolls. You also have advantage on savings throws.
Bulwark Rune: You gain 12 temporary hit points and take 3 less damage.
At level 12:
Endurance Rune: You have advantage on savings throws and constitution checks.
Blessed Rune: Your attacks for the next minute deal 5 additional force damage.
At level 18:
Enraged Rune: You have a +5 bonus on attack and damage rolls and take 10 less damage from attacks for the next hour.
Great Rune: You gain regeneration 5 for the next 10 rounds and gain 60 ft. truesight.
At level 20:
Master Rune: You become an avatar of violence, gaining the effects of the Great Rune, Enraged Rune and Blessed Rune for the next 10 minutes.
subclass options: