When you take the Attack action with a melee or thrown weapon using Strength and you have advantage on the attack roll, you can reroll one of the two d20s once.
While raging, you are immune to the charmed, frightened, and exhausted conditions.
When you take the Attack action and critically hit or reduce a creature to 0 hit points, you can take an action, choose any number of creatures that can see you within 60 feet of you, and cause each creature to make a Wisdom saving throw against your choice of your Strength, Dexterity, or Constitution DC. On a failed save, a creature drops any weapon it has equipped and becomes frightened of you until the end of your next turn.
You can take an action on your subsequent turns to extend the duration of the frightened condition on a creature until the end of your next turn, causing the creature to repeat the saving throw at the end of its turn. The condition ends if the creature ends its turn more than 60 feet away from you.
If a creature succeeds on the saving throw, it's immune to the effects of this feature until you finish a short rest.
When a creature within reach takes the Attack action against you and hits, you can take the Attack action as a reaction with a melee weapon against that creature.
When you take the Attack action at least twice on the same turn against the same target with a melee or thrown weapon using Strength, you can cause the target to make a Constitution saving throw against your choice of your Strength or Dexterity DC. On a failed save, the target starts bleeding.