You have a limited well of physical and mental stamina that you can draw on. As a Bonus Action, you can use it to regain 1d10+3 HP.You can use this 2 times per Long Rest, and can regain one expended use when you finish a Short Rest.
You can push yourself beyond your normal limits for a moment. On your turn, you can take 1 additional action, except the Magic action.Once you use this feature, you can't do so again until you finish a Short or Long Rest.
When you fail an ability check, you can expend a use of Second Wind, and instead of regaining HP, you roll 1d10 and add the result to the ability check.If the check still fails, this use of Second Wind isn't expended.
Your training with your preferred weapons has given you mastery over them and special abilities.Longsword: SapIf you hit a creature with a Longsword, that creature has Disadvantage on its next attack roll before the start of your next turn.Heavy Crossbow: PushIf you hit a creature with a Heavy Crossbow, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.Halberd: CleaveIf you hit a creature with a melee attack roll using a Halberd, you can make a melee attack roll with the Halberd against a second creature within 5 feet of the first that is also within your reach.On a hit, the second creature takes the Halberd’s damage, but don’t add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.
You have Blindsight with a range of 10 feet. You can see within this range without relying on physical sight.You can see anything within 10 feet that isn’t behind Total Cover even if you have the Blinded condition or are in Darkness. Moreover, in that range, you can see something that has the Invisible condition.
Once per turn when you hit a target with a weapon, you can roll the weapon's damage twice and use either roll against the target.