Expend a use of Second Wind to add 1d10 to a failed ability check.
If you still fail, the use of Second Wind isn't expended.
You can expend a spell slot to gain a number of Sorcery Points equal to the slot's level
On your turn, you can take one 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.
You have four superiority dice, which are d8s. 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.
They turn into D10 at level 10
When you cast a spell that can be cast with a higher-level spell slot to target an additional creature, you can spend 1 Sorcery Point to increase the spell's effective level by 1.
expend one Superiority Die and take the Dash action. If you move at least 5 feet in a straight line immediately before hitting with a melee attack as part of the Attack action on this turn, you can add the Superiority Die to the attack's damage roll.
When you hit a creature with an attack roll, you can expend one Superiority Die to attempt to frighten the target. Add the Superiority Die to the attack's damage roll. The target must succeed on a Wisdom saving throw or have the Frightened condition until the end of your next turn.
If you hit a creature with a Javelin and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.
If you hit a creature with a Lance, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.
If you hit a creature with a Handaxe and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
Once per turn when you hit a target with a weapon, you can roll the weapon's damage dice twice and use either roll against the target.
Deal extra Necrotic damage equal to one roll of your Martial Arts die plus your Wisdom modifier.
Regain all expended Focus Points. When you do so, roll your Martial Arts die, and regain a number of Hit Points equal to your Monk level plus the number rolled.