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— Second Wind 1d10+9HP
— Action Surge
— Martial Adept You learn two maneuvers of your choice from among those available to the Battle Master archetype in the fighter class. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC is 19. You gain one superiority die per short rest, which is a d6, that is used to fuel your maneuvers.
— Superior Technique You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
Evasive Footwork When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.
Trip Attack When you hit with a weapon attack, you can expend one superiority die to add the total to the damage roll, and if the target is Large or smaller, it must make a STR saving throw (DC 19). On failure, you knock the target prone.
— Weapon Bond You can perform a 1 hour ritual to create a magical bond between yourself and one weapon. Once completed, you can't be disarmed of the weapon unless you are incapacitated, and you can summon it as a bonus action to your hand (if it's on the same plane of existence). You can have up to two bonded weapons.
— War Caster You have advantage on CON saving throws that you make to maintain your concentration on a spell when you take damage. You can perform the somatic components of spells even when you have weapons or a shield in one or both hands. You can use your reaction to make an opportunity attack to cast a spell that has a casting time of 1 action and targets only that creature.
— Arcane Recovery Once per day when you finish a short rest, you can choose expended spell slots to recover - up to a combined level of 5, and none of the slots can be 6th level or higher.
— Indomitable you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest.
You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.— Arcane Tradition Bladesinging Training in War and Song You gain proficiency with light armor, one type of one-handed melee weapon of your choice, and the Performance skill if you don’t already have it.