When you take the Stabilize action or cause a creature to regain hit points, you can take the Move action as a reaction ignoring any Attack action taken by a creature against you until the end of the turn.
When you roll initiative, you and a creature of your choice within 10 feet of you can spend any number of hit dice plus its Constitution modifier for each hit die spent and regain hit points equal to the total.
When you cause a creature to regain hit points or become stabilized, you and the creature gain a +1 bonus to AC and saving throws until the start of your next turn.
When you expend one use of your Action Surge feature, a number of friendly creatures equal to half your fighter level that you can see within 10 feet of you can expend any number of hit dice and regain a number of hit points equal to the hit die rolled plus its Constitution modifier, provided the creature isn't incapacitated.
When a creature that you can see within reach takes the Attack action and critically hits, you can take a reaction to cause the target of the Attack action to start bleeding until the end of your next turn.
When a creature within 5 feet of you that you can see makes a saving throw, you can take a reaction to expend one use of your Indomitable feature to let that creature succeed on the saving throw instead. Moreover, you can take three actions, expend 300 GP, and expend one use of your Indomitable feature to cause one dead creature within reach that has died within 1 minute to become stabilized with 1 hit point. You can't use this feature on a creature that has died of old age, nor can it restore any missing body parts.
You have advantage on ability checks and saving throws against an effect that would unwillingly grant you a condition.
When you roll initiative, you can expend any number of your fighter hit dice to regain the same number in expended uses of your choice of your Maneuvers, Action Surge, or Indomitable features.