(-) When you use your breath weapon, each creature in the area of the exhalation must make a DEX saving throw.
The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus.
A creature takes 2d6 damage on a failed save, and half as much damage on a successful one.
After you use your breath weapon, you can't use it again until you complete a short or long rest.
(-) You have resistance to lightning damage based on your draconic ancestry.
Damage of this type is halved against you.
(-) Two Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
(-) 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.
(-) 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.
(-) 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 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 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.