Berserkers specialized at breaking through enemy formations, Linebreakers are known for their fearlessness, ferocity, and destructiveness. These elite warriors crush the defensive positions of other armies on foot or on horseback and the most experienced can actually cause localized seismic activity and fling their enemies around like rag dolls.
You are not one to retreat. At 3rd level when you take this archetype, you can run right through damage. While you are raging, once you have moved at least 10 feet, until the beginning of your next turn, every time you take damage, it isreduced by an amount equal to your proficiency bonus. This reduction is only applied once per source no matter how many different types of damage it does.
Also at 3rd level, you gain access to the Spirited Steed combat tradition and you may select a Spirited Steed maneuver that you qualify for. It does not count against your maneuvers known.
Additionally, while you are raging, your mount also gains resistance to bludgeoning, piercing, and slashing damage and its speed increases by 10 feet.
At 6th level, your rage becomes frightening to your enemies. While you are raging, the first time each round you make a melee attack against a creature (successful or not), it must make a Wisdom saving throw against your maneuver DC or be frightened of you for one minute. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. Once a creature has successfully saved against your Morale Smasher feature, it is immune to its effects for 1 hour.
Also at 6th level, you gain the ability to smash through protective measures. You gain the following additional Furious Critical ability which does not count against your furious critical options known:
Your attacks destroy the protective measures of your foes. When you score a critical hit, you may choose to either impose the broken property on your target’s armor or shield (if present) until it is repaired or you reduce the armor class of your target by -2 for one hour if it does not have armor or a shield. A given creature can only be affected by one instance of the -2 armor class reduction at a time. In addition, while you are raging, any weapon you wield gains the Breaker property.
At level 10, your movement alone shakes the earth. While you are raging, whenever you move, you deal 1d6 thunder damage to all creatures that are on the ground and occupying or adjacent to squares you move through. You (and your mount, if applicable) are unaffected by this damage, as are other creatures with this archetype and their mounts. A target can only be affected by this damage once from any given creature in a round.
At level 14 your charge can send foes flying! If you are raging, as an action you may make a special Scattering Charge attack. To do so, you must have moved at least 10 feet this turn. Make a single melee weapon attack against a creature within reach. If you hit, that creature and all hostile creatures in squares adjacent to it are pushed 10 feet away from you and take an additional 1d8 bludgeoning damage.