On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hitpoints equal to the superiority die roll + your charisma modifier.
When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the superiority die to the attack's damage roll, and the target must make a strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
(None) Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 2d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or ranged weapon.
You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated and you don't have disadvantage on the attack roll.
The amount of the extra damage increases as you gain levels in this class
(None) Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On yout 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.
(None) You have a limited well of stamina 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
(None) Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used to take the Dash, Disengage or Hide action.