The statblocks of your class features
[block: * Fighting Style
>Great Weapon Fighting:
You can reroll a 1 or 2 on damage dice with melee weapons wielded with two hands.
* Second Wind
>Once per short rest]
[block: you can use a bonus action to regain 1d10 + 4 HP.
*Action Surge
>Once per short rest]
[block: you can have a secon action on top of the regular action and bonus action
*Combat Superiority
> 5/5 dice]
[block: all d8's
> Save DC is 14 (8+proficiency(+2)+STR(+4))
> You regain all dice in a short or long rest
*Extra Attack
> You hit twice when using the attack action
* Maneuvers
-FEINTING ATTACK. You can expend one superiority
die and use a bonus action on your turn to feint]
[block:
choosing one creature within 5 feet of you as your
target. You have advantage on your next attack roll
against that creature]
[block: add the
superiority die to the attack's damage roll.
->GOADING ATTACK. When you hit a creature with a
weapon attack]
[block: you can expend one superiority die
to attempt to goad the target into attacking you]
[block: You
add the superiority die to the attack's damage roll]
[block:
and the target must make a Wisdom saving throw]
[block:
on a failed save]
[block: the target has disadvantage on all
attack rolls against targets other than you until the
end of your next turn.
->PRECISION ATTACK. When you make a weapon
attack roll against a creature]
[block: you can expend one
superiority die to add it to the roll. You can use this
maneuver before or after making the attack roll]
[block: but
before any effects of the attack are applied.
->DISTRACTING STRIKE. When you hit a creature with
a weapon attack]
[block: you can expend one superiority die
to distract the creature]
[block: giving your allies an
opening]
[block: 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.
->DISARMING ATTACK. When you hit a creature with a
weapon attack]
[block: you can expend one superiority die
to attempt to disarm the target]
[block: forcing it to drop one
item of your choice that it's holding]
[block: you add the
superiority die to the attack's damage roll]
[block: and the
target must make a Strength saving throw]
[block: on a
failed save]
[block: the
object lands at its feet.
-MENACING ATTACK. When you hit a creature with a
weapon attack]
[block: you can expend one superiority die
to attempt to frighten the target. You add the
superiority die to the attack's damage roll]
[block: and the
target must make a Wisdom saving throw]
[block: on a failed
save]
[block: it is frightened of you until the end of your next
turn.
-MANEUVERING ATTACK. When you hit a creature
with a weapon attack]
[block: you can expend one
superiority die to maneuver one of your comrades
into a more advantageous position]
[block: you add the
superiority die to the attack's damage roll]
[block: and you
choose a friendly creature who can see or hear you]
[block:
That creature can use its reaction to move up to half
its speed without provoking opportunity attacks
from the target of your attack.
-AMBUSH. When you make a Stealth check or an
initiative roll]
[block: you can expend one superiority die
and add the die to the roll.
-STUDIOUS EYE. When you make an Insight or an
Investigation check]
[block: you can expend one superiority
die]
[block: and add the superiority die to the ability check.
-SWEEPING ATTACK. When you hit a creature with a
melee weapon attack]
[block: you can expend one
superiority die to attempt to damage another
creature with the same attack]
[block: choose another
creature within 5 feet of the original target and within
your reach]
[block: If the original attack roll would hit the
second creature]
[block: it takes damage equal to the
number you roll on your superiority die]
[block: the damage
is of the same type dealt by the original attack.
-LUNGING ATTACK. When you make a melee weapon
attack on your turn]
[block: you can expend one superiority
die to increase your reach for that attack by 5 feet. If
you hit]
[block: you add the superiority die to the attack's
damage roll.
-COMMANDER'S STRIKE. When you take the Attack
action on your turn]
[block: you can forgo one of your
attacks and use a bonus action to direct one of your
companions to strike]
[block: choose a
friendly creature who can see or hear you and
expend one superiority die]
[block: that creature can
immediately use its reaction to make one weapon
attack]
[block: adding the superiority die to the attack's
damage roll.
-PUSHING ATTACK. When you hit a creature with a
weapon attack]
[block: you can expend one superiority die
to attempt to drive the target back. You add the
superiority die to the attack's damage roll]
[block: and if the
target is Large or smaller]
[block: it must make a Strength
saving throw]
[block: you push the target
up to 15 feet away from you.
->RESTRAINING STRIKE. Immediately after you hit a
creature with a melee weapon attack on your turn]
[block:
you can expend one superiority die and use a bonus
action to grapple the target (see chapter 9 in the
Player’s Handbook for rules on grappling). Add the
superiority die to your Athletics check. The target is
also restrained while grappled in this way.
-BAIT AND SWITCH. When you’re within 5 feet of an
ally on your turn]
[block: you can expend one superiority die
and switch places with that ally]
[block: provided you spend
at least 5 feet of movement. This movement doesn’t
provoke opportunity attacks. Roll the superiority die.
Until the start of your next turn]
[block: the ally gains a
bonus to AC equal to the number rolled.
-TRIP ATTACK. When you hit a creature with a
weapon attack]
[block: you can expend one superiority die
to attempt to knock the target down. You add the
superiority die to the attack's damage roll]
[block: and if the
target is Large or smaller]
[block: it must make a Strength
saving throw]
[block: you knock the target
prone.
]