Beginning at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.
You learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.
Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.
You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down.
You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.
When you make an Intelligence (Investigation), an Intelligence (History), or a Wisdom (Insight) check, you can expend one superiority die and add the superiority die to the ability check.
When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach.
If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.
When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.
On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions.
When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.
As a bonus action, you can expend one superiority die and make a ranged attack with a weapon that has the thrown property.
You can draw the weapon as part of making this attack. If you hit, add the superiority die to the weapon's damage roll.
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back.
You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.
When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll.
You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.
When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target.
You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position.
You add the superiority die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.
When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet.
If you hit, you add the superiority die to the attack's damage roll.
Immediately after you hit a creature with a melee attack on your turn, you can expend one superiority die and then try to grapple the target as a bonus action (see the Player's Handbook for rules on grappling).
Add the superiority die to your Strength (Athletics) check.
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you.
You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.
You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target.
You have advantage on your next attack roll against that creature this turn. If that attack hits, add the superiority die to the attack's damage roll.
When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.
When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening.
You add the superiority die to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding.
You add the superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
When you make a Charisma (Intimidation), a Charisma (Performance), or a Charisma (Persuasion) check, you can expend one superiority die and add the superiority die to the ability check.
When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike.
When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack's damage roll.
When a creature you can see moves into the reach you have with the melee weapon you're wielding, you can use your reaction to expend one superiority die and make one attack against the creature, using that weapon. If the attack hits, add the superiority die to the weapon's damage roll.
When you're within 5 feet of a creature on your turn, you can expend one superiority die and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and isn't incapacitated. This movement doesn't provoke opportunity attacks.
Roll the superiority die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled.
When you make a Dexterity (Stealth) check or an initiative roll, you can expend one superiority die and add the die to the roll, provided you aren't incapacitated.
Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die.
You have four superiority dice, which are d8s. These dice are used to fuel your maneuvers and are expended when you use them.
You regain all of your expended superiority dice when you finish a short or long rest.
You gain another superiority die at 7th level and one more at 15th level.
At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s.
Starting at 7th level, 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
- Fighter class levels, if any
You learn three maneuvers of your choice. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.
Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.
Starting at 15th level, your weapon attacks score a critical hit on a roll of 18-20.
Starting at 7th level, you can add half your proficiency bonus (rounded up) to any Strength, Dexterity, or Constitution check you make that doesn't already use your proficiency bonus.
In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.
Your weapon attacks score a critical hit on a roll of 19 or 20.
Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest.
You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.
Once you use this feature, you must finish a short or long rest before you can use it again.
Starting at 17th level, you can use it twice before a rest, but only once on the same turn.
You have a limited well of stamina that you can draw on to protect yourself from harm.
On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.
The weapon must have the two-handed or versatile property for you to gain this benefit.
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
While you are wearing armor, you gain a +1 bonus to AC
You gain a +2 bonus to attack rolls you make with ranged weapons.