At 17th level, when you roll for initiative and have no uses of Second Wind remaining, you regain your use of Second Wind. ### Action Surge Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. Once you use this feature, you must roll initiative and enter combat before you can use it again.
Starting at 6th level, when you use your Action Surge feature, you can also move up to your speed or take one additional bonus action
Starting at 10th level, when you use your Action Surge feature, you can also move up to your speed and take one additional bonus action. You also gain two special uses of your Action Surge feature. Once you expend these special uses, you must finish a long rest to use them again. You may only use an Action Surge once on the same turn.
Starting at 14th level, when you use your Action Surge feature, you may also choose to make saving throws to end effects on you as if you had started and ended your turn. Additionally, once you expend the special uses of your Action Surge feature, you must finish a short or long rest to use them again.
Starting at 18th level, you may use an Action Surge twice on the same turn. Additionally, your special uses of Action Surge are regained when you roll initiative. ### Quick Draw An expert in weapons is also an expert in handling them quickly. You can draw and stow a weapon as part of the attack you make with it, and you can don or doff a shield as a bonus action. \columnbreak ### Superior Technique At 5th level, you learn maneuvers that are fueled by special dice called superiority dice. **Maneuvers.** You learn three maneuvers of your choice, which are listed under "Maneuvers" below. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn two additional maneuvers of your choice at 9th, 13th, and 17th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one. **Superiority Dice.** You have one superiority die, which is a d8. A superiority die is expended when you use it. You regain an expended superiority die at the beginning of your turn in combat. **Saving Throws.** Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:
Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
At 9th level, you regain an expended superiority die at the beginning of each turn in combat. ### Fighting Style Improvement At 6th level, you gain the Fighting Style Improvement feat as if you were 8th level. ### Extra Attack Improvements At 9th level, you can attack four times, instead of twice, when you take the Attack action. This increases to seven times at 13th level, and eleven times at 17th level.
Starting at 9th level, you can attack twice, instead of once, when you attack with a bonus action. This increases to four times at 17th level.