Sanguine Knot

A battle fought alone is often a battle already lost. Practitioners of the Sanguine Knot tradition focus on the opportunities presented when an ally is nearby to help. 

1st Degree

Double Team

1st degree sanguine knot maneuver

Exertion Cost: 1 exertion points

Casting Time: 1 bonus action

Range: 20 feet

Target: 1 creature

Duration: Instantaneous

Classes: Fighters, Paladins

Choose one ally within 20 feet of you. The next time they make a melee attack, they can use their bonus action to attempt to grapple or push the target 10 feet.

Legion Formation

1st degree sanguine knot maneuver

Exertion Cost: 2 exertion points

Casting Time: Part of an attack

Range: Your melee weapon's range

Target: 1 creature

Duration: Instantaneous

Classes: Fighters, Paladins

You strike your foes in such a way that leaves them open for you allies to follow up. When you hit another creature with a melee weapon attack, you can allow an ally within 5 feet of you to use their reaction to make a melee attack against the same creature.

Rush to Aid

1st degree sanguine knot maneuver

Exertion Cost: 1 exertion points

Casting Time: 1 reaction

Range: 20 feet

Target: 1 friendly creature

Duration: Instantaneous

Classes: Fighters, Paladins

When you see an ally get hit by an attack of opportunity, you can use your reaction to move up to you speed towards the ally. If you end within 5 feet of the ally, the opportunity attack misses.

Shoulder Check

1st degree sanguine knot maneuver

Exertion Cost: 1 exertion points

Casting Time: 1 reaction

Range: Your melee weapon's reach

Target: 1 creature

Duration: Instantaneous

Classes: Fighters, Paladins

After you see an ally get hit by a melee weapon attack from a creature within your reach, you can use your reaction to make an athletics check versus the opponents athletics or acrobatics check. On a success, you shove the attacking creature back 10 feet away from you, and you move 10 feet in that direction. This movement does not provoke attacks of opportunity.

2nd Degree

Shield Wall

2nd degree sanguine knot maneuver

Exertion Cost: 2 exertion points

Casting Time: 1 bonus action

Range: Self

Target: 1 creature

Duration: Stance, until the start of your next turn.

Classes: Fighters, Paladins

As a bonus action, you can choose another ally within 5 feet of you. Until the start of your next turn, both of you have a +2 bonus to your AC. If you and the ally are both wielding a shield, you instead gain a +4 bonus to your AC. You lose the benefits immediately if you and the ally are more than 5 feet from each other.

Back to Back

2nd degree sanguine knot maneuver

Exertion Cost: 2 exertion points

Casting Time: 1 bonus action

Range: Self

Target: 1 creature

Duration: Stance, until the start of your next turn.

Classes: Fighters, Paladins

As a bonus action, you can choose another ally within 5 feet of you. Until the start of your next turn, enemies cannot gain advantage against you or your ally, and you and your allies attacks do not provoke attacks of opportunity. You lose the benefits immediately if you and the ally are more than 5 feet from each other.

Double Tackle

2nd degree sanguine knot maneuver

Exertion Cost: 3 exertion points

Casting Time: 1 action

Range: Self

Target: 1 creature

Duration: Instantaneous

Classes: Fighters, Paladins

You and an ally tackle a foe together. Choose an ally you can see. Your ally can use their reaction to move up to 20 feet to be adjacent to a creature you designate. If you and your ally are both adjacent to the creature, it must make a strength saving throw versus your maneuver save DC with disadvantage or be knocked prone. If you and your ally choose to go prone, the creature automatically fails it's save.

You can only use this maneuver against creatures of a size category you are able to push/pull/grapple according to the strength chart.

3rd Degree

Hurl Ally

3rd degree sanguine knot maneuver

Exertion Cost: 2 exertion points

Casting Time: 1 bonus action

Range: 30 feet

Target: 1 friendly creature

Duration: Instantaneous

Classes: Fighters, Paladins

You summon immense strength to hurl your ally across the battlefield. Choose one willing ally within 5 feet of you. You can use your bonus action to throw the ally up to 30 feet. When the ally lands, they can use their reaction to make an attack with advantage. The ally does not provoke attacks of opportunity as they soar through the air.

Look at Me

3rd degree sanguine knot maneuver

Exertion Cost: 2 exertion points

Casting Time: Part of an attack

Range: Your melee weapon's range

Target: 1 creature

Duration: Until the start of your next turn

Classes: Fighters, Paladins

You strike an enemy with enough ferocity to hold their gaze. Your attack deals an extra 2d6 damage, and until the start of your next turn, nobody except for you provokes attacks of opportunity from the creature.

Follow Up

3rd degree sanguine knot maneuver

Exertion Cost: 3 exertion points

Casting Time: 1 reaction

Range: Your melee weapon's range

Target: 1 creature

Duration: Instantaneous

Classes: Fighters, Paladins

When an ally hits a creature within your melee weapon's reach, you can use your reaction to make a melee weapon attack against the creature. On a hit, the creature must make a strength save versus your maneuver save DC or be knocked prone.

4th Degree

Body Guard

4th degree sanguine knot maneuver

Exertion Cost: 3 exertion points

Casting Time: 1 reaction

Range: 5ft

Target: 1 friendly creature

Duration: Instantaneous

Classes: Fighters, Paladins

When a willing creature within 5 feet of you is hit with an attack, you can use your reaction to swap places with the ally, becoming the target of the attack. You only take half the damage of that attack.

Brotherhood Stance

4th degree sanguine knot maneuver

Exertion Cost: 3 exertion points

Casting Time: 1 bonus action

Range: 5ft

Target: Up to 2 friendly creatures

Duration: Stance, until the end of your next turn.

Classes: Fighters, Paladins

Choose up to 2 other allies within 5 feet of you. You and the chosen allies first attack each turn has advantage. If you or your ally scores a critical hit, they gain the benefits of the dodge action. You and your allies immediately lose the benefits of this maneuver if they move more than 5 feet away from you.

Doubletime

4th degree sanguine knot maneuver

Exertion Cost: 2 exertion points

Casting Time: 1 bonus action

Range: 5ft

Target: Up to 3 friendly creatures

Duration: Instantaneous

Classes: Fighters, Paladins

Choose up to 3 other allies within 5 feet of you. You can immediately move up to your speed without provoking attacks of opportunity. The chosen allies can use their reaction to do the same.

5th Degree

Rallying Cry

5th degree sanguine knot maneuver

Exertion Cost: 4 exertion points

Casting Time: 1 action

Range: 60ft

Target: Up to 5 friendly creatures

Duration: Instantaneous

Classes: Fighters, Paladins

You let loose an inspiring battle cry. Choose up to 5 other allies within 60ft feet of you. You and the chosen allies gain temp hp equal to twice your proficiency bonus + your charisma modifier.

United We Stand

5th degree sanguine knot maneuver

Exertion Cost: Variable, 4 exertion points

Casting Time: 1 action

Range: Your melee weapon's range

Target: 1 creature

Duration: Instantaneous

Classes: Fighters, Paladins

As an action, you designate on creature to be the target of a devastating combo attack. Every ally within range of that creature can use their reaction to make a melee attack with advantage against the designated creature, including you. Your attack deals an extra 2d6 damage.

If an ally doesn't have a reaction, you can spend 1 exertion point to allow them to make an attack anyways. If an ally isn't within range, you can also spend 1 exertion point to allow them to move up to their speed to get in range.