You can use the following martial maneuvers.
Blinding Attack
When you hit a creature with an attack using a weapon or Unarmed Strike, you can expend two Sorcery Points as a Bonus Action to attempt to blind the target. Add 2d8 to the attack's damage roll. The target must succeed on a Constitution saving throw against your spell save DC or have the Blinded condition for 1 minute. At the end of each of its turns, the target repeats the save, ending the condition on itself on a success.
Ruinous Blow
When you hit a creature with an attack using a weapon or Unarmed Strike, you can expend two Sorcery Points as a Bonus Action to sunder its defenses. Add 2d8 to the attack's damage roll. The target has a -3 penalty to AC until the end of your next turn.
Wounding Strike
When you hit a creature with an attack using a weapon or Unarmed Strike, you can expend two Sorcery Points as a Bonus Action to deal the target a bleeding wound. Add 2d8 to the attack's damage roll. A creature with a bleeding wound can't regain Hit Points and takes Necrotic damage equal to 1d8 for each of its wounds at the start of each of its turns. This damage ignores Resistance and Immunity. A creature can take an action to staunch all of its bleeding wounds.