You gain three action points that last until the end of the turn.
Once you use this feature, you must finish a rest to use it again.
You gain expertise with one armor of your choice.
expertise with one simple or martial weapon of your choice, and
When you take the Command action, you can target a number of companions equal to your fighter level.
While you have heavy armor and a shield equipped, any friendly creature within reach gains a +1 bonus to its AC.
When a friendly creature makes a save against the frightened condition, you can expend 1 action point to let the friendly creature reroll the save.
You have blindsight (10 feet). Moreover, you have advantage on saves against the blinded and deafened conditions.
When you take the Strike action against a creature that is no more than one size larger than you and hit with a weapon that deals bludgeoning damage, you can cause the target to move 5 feet to an unoccupied space of your choice. If you critically hit, the target also becomes prone and slowed.
You are proficient with improvised weapons, and you can use your training die for the damage rolls of improvised weapons.
You have advantage on saves against falling off your mount, and if you fall no more than 10 feet off your mount, you don't become prone, provided you are not incapacitated. Moreover, if your mount makes a Dexterity save to take half damage, it takes no damage on a successful save, or half damage on a failed one.
While you have a ranged or thrown weapon equipped, you are immune to the threatened condition.
You gain 2 hit points per fighter level, and your fighter hit dice increase by one size.
When you take the Attack action with a dagger or kunai and you are not blinded, the attack roll can't be made with disadvantage, and on a miss, you can take the Attack action as a reaction with the same weapon against the same target.
You have a +2 bonus to your attack rolls and Armor Class, provided you have a finesse weapon and no more weapons equipped, and no heavy armor or a shield equipped.
Your choice of your Strength, Dexterity, or Constitution score and its maximum increase by 4.
Once on each of your turns, when you take the Strike action, you regain one expended action point.
You can take two Feat options of your choice.
You gain proficiency with firearms.
When you take the Attack action with a flail as a two-handed weapon, the attack roll can't be made with disadvantage, provided you are not blinded. Moreover, you can take an action to gain a +2 bonus to any attack roll you make using a flail as a two-handed weapon when you target a creature with a shield equipped.
When you take the Attack action with a hammer (hammer axe, light hammer, mace, maul, morningstar, or warhammer) as a two-handed weapon, the weapon gains the broad property for that action. Moreover, you can take an action to gain a +2 bonus to any attack roll you make using a hammer as a two-handed weapon when you target a creature with a shield equipped.
You ignore the bulky property of any heavy armor you have equipped, provided you are not encumbered. Moreover, if the total for a Strength saving throw you make while you have heavy armor equipped is less than your AC, you can use your AC in place of the total.
When you take the Attack action with a heavy weapon, the attack roll can't be made with disadvantage, provided you are not blinded or incapacitated and the target is no more than one size larger than you.
You can expend a number of stamina points equal to twice your fighter level to succeed on a save.
While you have light armor equipped, your movement speed increases by 10 feet, and you ignore any Attack action against you made as a reaction after you take the Move action within a creature's reach.
You can take the Aim (Farshot) action as one action. Moreover, when a creature takes the Move action within the normal range of a ranged or thrown weapon you have equipped, you can take the Attack action as a reaction with a ranged weapon against the creature.
You can take the Aim (Swipe) action as one action, including with a lunge weapon. Moreover, while you have a lunge weapon equipped, you can take an action to cause any foot moved by a hostile creature within reach to cost 1 extra foot of movement.
When you take the Attack action against a concentrating creature, until the start of your next turn, the target has disadvantage on Concentration checks and you gain advantage on saves against spells cast by the targert.
You gain the following features:
When you take the Attack action and reduce a creature to 0 hit points, you regain one expended stamina point.
You gain an additional number of stamina points equal to your Constitution score.
You gain a swimming speed equal to your walking speed, and you can hold your breath for twice as long while underwater.
Any medium armor you have equipped is immune to the bulky property, provided you are not encumbered. Moreover, you can add 3, rather than 2, to your AC while you have medium armor equipped.
When you take the Attack action while unarmed or with a melee weapon, the attack roll can't be made with disadvantage, provided you haven't taken the Move action on the same turn.
When you take the Attack action with a melee weapon against a creature that isn't mounted, the attack roll is made with advantage. Moreover, when a creature takes the Attack action against your mount, you can take a reaction to cause the attack to target you instead.
You can take the Flank action as one action.
When you take the Attack action with a piercing weapon and hit, you can roll one additional damage die. On a critical hit, the target becomes bloodied until the end of your next turn.
When you take the Attack action with a lunge weapon as a two-handed or versatile weapon and hit, you can take an action to deal an additional 1d4 bludgeoning damage against the target. Moreover, when you equip a quarterstaff or a spear, it counts a lunge weapon and their damage die increases by one size.
You can take the Aim (Thrust) or Empower (Charge) action as one action.
You can take the Aim (Accuracy) action as one action. Moreover, you gain a +2 bonus to attack rolls you make with a ranged weapon against a half or three-quarters covered target.
When you take the Ready action with the Attack action against any creature that takes the Move action within reach, you don't take any reactions to take the Attack action until the start of your next turn.
You can take the Empower (Strike) action as one action.
Whenever you make a saving throw, you can treat a roll on the d20 lower than your guardian level as your guardian level, provided you are not unconscious.
When you take the Attack action with a scimitar or heavy scimitar, it counts as a broad weapon, and if you have advantage on the attack roll and hit, the target starts bleeding, provided the lower of the two d20s would also hit.
Your shield is a simple melee weapon (1d6 bludgeoning) with the light property, and you can take the Brace action as one action. Moreover, while you have a shield equipped, when you make a Dexterity saving throw to take half damage, you can take a reaction to take no damage on a successful save, or half the damage on a failed one.
When you take the Attack action with a weapon you have expertise with, your critical hit threshold for the attack roll is decreased by 1.
When you take the Attack action with a melee weapon and hit, you deal an additional damage die, provided there are no friendly creatures within 30 feet of you that are not incapacitated.
When a creature takes the Attack action with a melee weapon against you, you have a +1 bonus to your AC, provided there are no friendly creatures within 30 feet of you that are not incapacitated.
Once on each round, when you take the Strike action outside your turn, you regain one expended action point.
While equipped with a shield, when you take the Strike action with a melee weapon and hit, you deal +2 of damage with that weapon.
When you take the Move action on your turn, you ignore difficult terrain.
When you take the Attack action with a thrown weapon, you can take the Aim (Accuracy) or Aim (Farshot) action as one action.
Choose a level 1 maneuver. You can use that maneuver without expending a stamina point.
You are immune to the slowed condition, and you have advantage on ability checks and saving throws that would cause you to become bound, grappled, immobilized, or prone, provided you are not unconscious.
You gain an additional action point that you can only use outside your turn.
Choose one weapon you have training with. You have the following benefits with the weapon:
You have a +1 bonus to attack rolls and to the maneuver DC of the maneuvers you use with the weapon.
You can't be disarmed of the weapon, provided you are not incapacitated.
The weapon's damage die size increases by one.
You can reroll any 1 on the weapon's damage roll.
You gain expertise with one simple or martial weapon of your choice.
When you take the Attack action with whip or war whip, your reach increases by one size, and on a hit against a creature smaller than you, you can take the Shove (Pull) action as part of the same action. Moreover, you can take the Handle action using the whip or war whip.
You can take the Aim (Accuracy) action to double the normal range of your ranged and thrown weapons.
You can take the Aim (Farshot) action to ignore disadvantage on attack rolls you make within the long range of a ranged or thrown weapon.
You can take the Aim (Swing) action to ignore disadvantage on attack rolls you make with a melee weapon.
You can take the Aim (Swipe) action to increase your reach with non-lunge melee weapons by one.
You can take the Aim (Thrust) action to decrease your critical hit threshold by 1 on attack rolls you make.
You can take the Empower action with one of the options below.
You can take the Empower (Charged) action to roll an additional damage die whenever you roll the maximum possible roll on a damage die for the next attack you make or spell you cast.
You can take the Empower (Strike) action to take a penalty to the next attack roll made as part of the Attack action equal to your proficiency bonus, and grant a bonus to the damage roll equal to your mastery bonus.