second wind - bonus action heal 1d10+5. once per rest Great weapon fighting - reroll 1s and 2s once each dice per attack action surge - can take another turn once per rest. maneuvers - 8 superiority die, d8s, disarming attack, tripping attack, parry, feinting attack combat mastery - may take multi attack on all creatures within 5ft of user. reflexes - whenever a creature makes an attack on you, if the attack hits you may move up to and shove the creature (no reaction required) Great weapon master - can take a -5 to acc to add +10 dmg, when crit or kill can atk again as bonus action. Heavy Armor Master - -3 to all physical damage from B,P,S
Multi attack - range 5ft, +8 to hit, makes two attacks with greatsword, 2d6+5 for each attack