World-Shaking Strike
World-Shaking Strike
You smash the ground, knocking down your enemies with a shockwave.
Unyielding
Unyielding
Badly wounded, you force yourself to keep fighting.
When you are reduced to 0 hit points, you can use your reaction to regain hit points equal to 1d12 + your proficiency bonus + your Constitution modifier (minimum 0).
Burning Embers of Faith
Burning Embers of Faith
Digging within, you stave off the call of death and surge renewed towards your foes.
When you are reduced to 0 hit points, you can use your reaction to heal a number of hit points equal to your proficiency bonus.
Branding Steel
Branding Steel
You permanently mark your foe with your sword.
Wounded Animal Gambit
Wounded Animal Gambit
Playing dead, you surprise your foe with a sudden attack.
Furious Barrage
Furious Barrage
You unleash blow after blow, striking your opponent again and again, oblivious to your surroundings.
Make a melee weapon attack against a creature. On a hit, make another melee weapon attack. You can keep attacking until you miss. You cannot make more attacks than your proficiency bonus in this manner.
Attack rolls against you have advantage until the beginning of your next turn.
Perfect Assault
Perfect Assault
In a blur of smooth motion, you unleash a sequence of attacks.
When you activate this maneuver, you take the Attack action and make a weapon attack, as well as any additional attacks granted by Extra Attack.
Heart of the Sword
Heart of the Sword
You focus on the bond between you and your weapon.
Choose a weapon when you learn this combat maneuver. For the next minute, attacks made with the chosen weapon score a critical hit on a roll of 19–20 and ignore any damage resistances a target might have. If you already have a feature that increases the range of your critical hits, your critical hit range increases by 1 (maximum 17–20).