Unwavering Mark (2) #
- When you hit a Creature with a Melee Weapon Attack, you can mark the Creature until the end of your next turn. This effect ends early if you are Incapacitated or you die, or if someone else marks the Creature.
- While it is within 15 feet of you, a Creature marked by you has disadvantage on any Attack Roll that doesn’t target you.
- In addition, if a Creature marked by you deals damage to targets other than you, you can make a Melee Weapon Attack against the marked Creature as a Bonus Action on your next turn. You have advantage on the Attack Roll, and if it hits, the attack’s weapon deals extra damage to the target equal to half your fighter level.
Warding Maneuver (7) #
- If you or a Creature you can see within 5 feet of you is hit by an Attack, you can roll 1d8 as a Reaction if you’re wielding a Melee Weapon or a Shield. Roll the die, and add the number rolled to the target’s AC against that attack. If the Attack still hits, the target takes half as much damage from the Attack.
- You can use this feature a number of times equal to half your Levels in Fighter, and you regain all expended uses of it when you finish a Short or Long Rest. At Level 15 there is no limit on how many times you can use this Feature per Rest.
Hold the Line (10) #
- Creatures provoke an opportunity attack from you when they move 5 feet or more while within your reach.
- If you hit a Creature with an Opportunity Attack, the target has disadvantage on Attack Rolls made against you.
Ferocious Charger (15) #
- If you move at least 10 feet in a straight line right before attacking a creature and you hit it with the Attack, that target must succeed on a Strength Saving Throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked Prone. You can use this feature only once on each of your turns.
Vigilant Defender (18) #
- When you use your Reaction to make an Opportunity Attack it is not consumed in the process.