Feather swirl. Gelbins attacks and parries swirl around him like a cloak of feathers. If he is not incapacitated his attacks deal an additional 1d10 damage and also hit an additional target within range.
Evasion. If Gelbin is subjected to an effect that allows him to make a saving throw to only take half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.
Mobile. When Gelbin attacks a creature he doesn't provoke attacks of opportunity from this creature until the start of his next turn. He doesn't need to successfully hit the creature.
Master of the Feather Sword. Gelbin knows the following Battle Maneuvers from the Battle Master Archetype: Disarming Attack, Evasive Footwork, Maneuvering Attack, Riposte. His superiority die for these maneuvers is d8 and he has an unlimited amount of them.
Multiattack. Gelbin makes two Feathersword attacks. If both attacks successfully hit the same target he can do a additional attack as bonus action.
Feathersword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target
Hit: 11 (1d10+5) slashing damage
Feather Parry. Gelbin can use his reaction to add 4 AC to his armor class against all attacks of one creature. Gelbin must see the creature and must be wielding a melee weapon to use this ability.
The Sparrows Last Flight. Gelbin focuses his entire being into battle and enters a meditative stance while fighting as an action. He can decrease his mental abilities down to 6 and increase his physical abilities by the same amount. The new Ability score cap is 30 during this stance. The fighter is completly unresponsive during this effect. This stance lasts until the end of combat or when Gelbin drops to 0 Hit Points. At the end of combat he will drop to 0 Hit Points nonetheless and will be forced to do Death saving throws. Mundane Medical Stabilization does not work on him and only Healing spells of lvl 5 or higher affect him.