Shield Adept. If you take the Attack action on your turn and used a shield as your weapon, as part of that action you can try to shove a creature within 5 feet of you with your shield. If you aren't incapacitated, you can add your shield's AC bonus (+2) to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.
Entrenched. When you don’t use your movement during your turn, you enter a defensive stance. While in this stance, all attacks done against you have disadvantage. Using your movement removes you from your defensive stance.
Coverage. When a creature that is within 5 ft of you is attacked, you can impose disadvantage on the attack roll (no action required).
Action Surge (1/short rest). On your turn, you can take one additional action.
Indomitable (1/long rest). you can reroll a saving throw that you fail. If you do so, you must use the new roll
Superiority Die (5/short rest). You have 5 superiority die which are d8s. The save DC is 19.
Bait and Switch. When you’re within 5 feet of a creature on your turn, you can expend one superiority die and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and isn’t incapacitated. This movement doesn’t provoke opportunity attacks. Roll the superiority die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled.
Goading Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.
Lunging Attack. When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack’s damage roll.
Commander's Strike. 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.
Distracting Strike. 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.
Legacy of Avernus. You know the thaumaturgy cantrip. Once you reach 3rd level, you can cast the Searing Smite spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the Branding Smite spell once as a 3rd-level spell. You must finish a long rest to cast these spells again with this trait. Charisma is your spellcasting ability for these spells (DC 14).
Know Your Enemy.
if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:
- Strength score
- Dexterity score
- Constitution score
- Armor Class
- Current hit points
- Total class levels (if any)
- Fighter class levels (if any)
Piercer. Once per turn, when you hit a creature with an attack that deals piercing damage, you can re-roll one of the attack’s damage dice, and you must use the new roll. When you score a critical hit that deals piercing damage to a creature, you can roll one additional damage die when determining the extra piercing damage the target takes.
Sentinel. When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach. When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.
Polearm Master. When you take the Attack action and attack with a polearm, you can use a bonus action to make a melee attack with the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon's damage die for this attack is a d4, and it deals bludgeoning damage. While you are wielding a polearm, other creatures provoke an opportunity attack from you when they enter the reach you have with that weapon.
Chef. As part of a short rest, you can cook special food, provided you have ingredients and cook's utensils on hand. You can prepare enough of this food for 10 creatures. At the end of the short rest, any creature who eats the food and spends one or more Hit Dice to regain hit points regains an extra 1d8 hit points. With one hour of work or when you finish a long rest, you can cook up to 6 treats. These special treats last 8 hours after being made. A creature can use a bonus action to eat one of those treats to gain temporary hit points equal to your proficiency bonus.
Multiattack. You can attack twice per action.
Bloodshed Spear. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 11 (1d6 + 8) piercing damage. Invoking the Rune (1/dawn). When you target a creature with an attack using this weapon, you can invoke the sword's rune, causing it to flare with crimson light and infusing your attack with bloodthirsty precision. You then spend and roll one of your unspent Hit Dice and add the number rolled to the attack roll. You can choose to invoke the rune after rolling the d20. If this attack hits, you can also spend and roll any number of your unspent Hit Dice and add the total rolled to the weapon's damage.
Aegis Shield. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 5) bludgeoning damage.
Mocking Taunt (3/long rest). As an action, you may choose up to 3 creatures that are within 30 feet of you. As long as the target can hear you, each creature must succeed in a Wisdom saving throw contested with your Wisdom score (16) or be forced to attack you. When attacked or at the end of its turn, the creature can reroll the saving throw ending the effect on a success. This feature also ends early if you fall unconscious.
Second Wind (1/short rest). You can use a bonus action to regain hit points equal to 1d10 + 8.
Tough Resistance (5/long rest). Being trained in the art of defense, many seemingly hurtful attacks are blocked by your use of shields and physical resistance. When attacked, you can use your reaction to roll one of your Tough Resistance dice (1d8) and add the result to your AC for that attack, potentially causing the attack to miss you.
Gatekeeper's Mark. Whenever you make an opportunity attack, you may expend and roll one of your Tough Resistance dice to mark the creature until the end of their next turn. While marked, the creature has a penalty to all their attack rolls, damage rolls, ability checks and saving throws. The penalty is equal to half of the number rolled (rounded up).
Overseer (1/short rest). Whenever you are hit with a melee attack, you can use your reaction to gain one of your Tough Resistance dice.
Restraining Prison (1/long rest). Additionally, between turns you can use this feature to do a reaction even when you have already spent your reaction.
Whenever a creature you can see starts its turn within 30 feet of you, you can use your reaction and force the creature to succeed on a Wisdom saving throw (DC 17). On a failure, the creature is paralyzed until the start of its next turn. On a success, the use of this feature is not expended, but your reaction is.
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