You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits:
• When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.
• Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
• When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.
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.
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.
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.
With a swift, practiced tug at your belt, you brace your defenses just as an opponent positions to strike.
When a creature you can see prepares to attack you, you can use hitch 'em up before the attack roll is made. You gain a +1 bonus to your AC against that single incoming attack.
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 1dl0 + your fighter level.
Once you use this feature, you must finish a short or long rest before you can use it again.
Use reaction to impose disadvantage on an
attack vs a creature within 5 ft of you (while
ielding a shield).