Horizon Shot
Horizon Shot
No matter how far away a foe is, if you can see them they’re still in danger.
Hear the Wind
Hear the Wind
You can literally hear the sound of incoming missiles and react to them easily.
Until the end of your next turn, you gain blindsight to a range of 20 feet. When you are hit by a ranged attack, you make a Perception check against a DC equal to the attack roll.
On a success the attack misses you, and on a critical success you redirect it back at the attacker.
Wheeling Charge
Wheeling Charge
You repeatedly charge your mount at your opponent, attacking again and again.
Reassuring Pat
Reassuring Pat
Your mount takes comfort from your presence and gains its second wind.
When your mount is hit by an attack, you can use your reaction to pat it reassuringly. Your mount regains hit points equal to your level.
World-Shaking Strike
World-Shaking Strike
You smash the ground, knocking down your enemies with a shockwave.
Unyielding
Unyielding
Badly wounded, you force yourself to keep fighting.
When you are reduced to 0 hit points, you can use your reaction to regain hit points equal to 1d12 + your proficiency bonus + your Constitution modifier (minimum 0).
Burning Embers of Faith
Burning Embers of Faith
Digging within, you stave off the call of death and surge renewed towards your foes.
When you are reduced to 0 hit points, you can use your reaction to heal a number of hit points equal to your proficiency bonus.
Branding Steel
Branding Steel
You permanently mark your foe with your sword.
Wounded Animal Gambit
Wounded Animal Gambit
Playing dead, you surprise your foe with a sudden attack.
Furious Barrage
Furious Barrage
You unleash blow after blow, striking your opponent again and again, oblivious to your surroundings.
Make a melee weapon attack against a creature. On a hit, make another melee weapon attack. You can keep attacking until you miss. You cannot make more attacks than your proficiency bonus in this manner.
Attack rolls against you have advantage until the beginning of your next turn.