Heightened Senses At 7th Level your mental and tactical prowess meld into one unifying sense enabling you perceive your surroundings without hindrance and work almost instinctively. You gain expertise in two skills you are already proficient in. You also gain a 20ft radius of Blindsight and cannot be surprised within the radius. Additionally after finishing a long rest you gain proficiency in one tool and one language of your choice. This ability is lost at the start of a long rest, requiring you to choose another language and tool.

Enhanced Physiology At 10th Level, your body has been trained to peak mortal condition and you are able to display an olympic level of maneuvers and feat, all without exerting yourself. When you dash or hold your breath you can add your proficiency bonus (on top of your Constitution Modifier) allowing you to dash more and hold your breath longer. (See page 252 'Running the Chase' DMG & page 183 'Suffocating' PHB) You can survive without sustenance or sleep, and march and labour in days equal to your constitution modifier before gaining exhaustion and add your proficiency bonus to checks for exhaustion or minor poison effects (Constitution). Additionally you can carry, lift and drag twice as much, and your jump distance is doubled.

Resounding Words At 15th Level, you learn to string words in a way that can almost stir up courage or fear in people, even if the odds are against you. When talking to a group of people you can Charm or Fear them, you can choose a number creatures whose entire CR level is rounded up to your Fighter Level and cannot exceed it. You talk to the group for 1 minute, they must be able to hear and understand you otherwise the ability fails. The group must make a Charisma Saving Throw against your DC. On a fail the group of people are either Charmed or Feared by you for 1 hour, depending on your words, on a success the effect on affects 1 third of the group. Additionally allies who can hear your speech gain a 1d10 dice to use on an ability check, saving throw or attack roll and have advantage on checks and saves against Charm or Fear effects for 1 hour. Once you use this feature, you cannot use it until you complete a long rest.