Beginning at 5th level, you can attack twice,
instead of once, whenever you take the Attack
action on your turn.
The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.
Use reaction to impose disadvantage on an
attack vs a creature within 5 ft of you (while
ielding a shield).
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.
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.
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.
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 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 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.
COMBAT SUPERIORITY
When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.
Superiority Dice
You have four superiority dice (d8). A superiority die is expended when you use it. 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.
Current Maneuver Save DC:
Maneuver Save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier
3rd level в—Ї в—Ї в—Ї
7th level в—Ї
15th level в—Ї