When you take the Grapple action and succeed on the contest, you can take the Shove action as part of the same action. Moreover, when you take the Attack action against a prone creature, your critical hit threshold for the attack roll is decreased by 1, or by 2 if the creature is also wounded.
Any hostile creature that can hear or see you rolls initiative with disadvantage. If the hostile creature is surprised, it also has a penalty to the roll equal to half your fighter level.
When you take the Attack action with a melee weapon and you have advantage on the attack roll, your critical hid threshold for the attack roll is decreased by 1, or by 2 if the target is wounded.
When you take the Attack action and reduce the creature to 0 hit points, your next attack roll made as part of an Attack action has advantage.
When you take the Attack action with a melee weapon and critically hit, you can take the Empower (Charge) action as part of the same action.
You gain proficiency in the Intimidation skill.
You are immune to the charmed condition caused by an effect from a humanoid creature, provided you can hear or see the creature.
When you or a friendly creature that you can see or hear within 30 feet of you take the Attack action and reduce a creature to 0 hit points, you can take a reaction to cause any hostile creature that can hear or see you within 30 feet of you to make a Wisdom saving throw against your choice of your Intelligence, Wisdom, or Charisma DC. Any friendly creature within reach of a hostile creature that failed the saving throw can take the Attack action as a reaction against the hostile creature.
When you take the Attack action against a wounded creature and hit, you can use an action to grant advantage on the next attack roll made as part of the Attack action before the end of your next turn.
When you take the Attack action and hit, you deal an additional die of the weapon's damage for each friendly creature within 10 feet of you.
When you take the Attack action and hit, you can take an action to cause the target to make a a Wisdom saving throw against your choice of your Intelligence, Wisdom, or Charisma saving throw. On a failed save, any attack roll you make as part of an Attack action before the end of your next turn is a critical hit, provided you don't take the Move action and you are not blinded or immobilized.
When you take the Attack action and critically hit a wounded creature, you can cause the target to make a Constitution saving throw against your choice of your Intelligence, Wisdom, or Charisma DC. On a failed save, the creature drops to 0 hit points. On a successful save, the creature starts bleeding until it finishes a short rest.