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Action Surge

  • casting time Instant
  • range

  • components
  • duration

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.

Fighter Ability

Riposte

  • casting time 1 Reaction
  • range

  • components
  • duration

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.

Fighter Maneuver

Distracting Strike

  • casting time Instant
  • range

  • components
  • duration

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.

Fighter Maneuver

Commander's Strike

  • casting time 1 Bonus Action
  • range

  • components Verbal
  • duration

When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack's damage roll.

Fighter Maneuver

Second Wind

  • casting time 1 bonus action
  • range

  • components
  • duration

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.

Fighter Ability

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