Tooth and Claw
Wielders of Tooth and Claw are animalistic in their attacks, moving around in combat and pouncing upon an opponent’s every weakness.
1st Degree
Animalistic
1st degree tooth and claw maneuver
Exertion Cost: 1 exertion point
Casting Time: 1 bonus action
Range: Self
Target: Self
Duration: Stance, until the end of your next turn.
Classes: Barbarians, Blood Hunters, Fighters, Unkindled
You enter an animilastic stance, moving gracefully like a beast. As a bonus action, you can activate this stance until the end of your next turn. While this stance is active, you have a climbing and swimming speed equal to your base walking speed.
After the effects of this maneuver end, you can use an exertion point to continue to gain the benefits until the end of your next turn.
Bounding Strike
1st degree tooth and claw maneuver
Exertion Cost: 1 exertion point
Casting Time: 1 action
Range: 25 feet
Target: Self
Duration: Instantaneous
Classes: Barbarians, Blood Hunters, Fighters, Unkindled
As an action, you can leap up to 25 feet in a straight line, over creatures and objects, ignoring difficult terrain and opportunity attacks. If you land within 5 feet of an enemy, you can use your bonus action to make a melee weapon attack with advantage.
Primal Hunt
1st degree tooth and claw maneuver
Exertion Cost: 1 exertion point
Casting Time: 1 bonus action
Range: Self
Target: Self
Duration: Stance, until the end of your next turn.
Classes: Barbarians, Blood Hunters, Fighters, Unkindled
You enter a primal stance, ready to hunt down your foes. As a bonus action, you can activate this stance until the end of your next turn. As part of the bonus action to activate this stance, and your bonus action on subsequent turns, you can move up to 15 feet towards an enemy.
After the effects of this maneuver end, you can use an exertion point to continue to gain the benefits until the end of your next turn.
Raking Strikes
1st degree tooth and claw maneuver
Exertion Cost: 1 exertion point
Casting Time: Part of an attack
Range: Your melee weapon's range
Target: 1 creature
Duration: Instantaneous
Classes: Barbarians, Blood Hunters, Fighters, Unkindled
You make your attack with disadvantage. If you hit, you can make an additional attack with disadvantage as a bonus action. The additional attack also deals an extra d6 of damage
2nd Degree
Expert Tumble
2nd degree tooth and claw maneuver
Exertion Cost: 1 exertion point
Casting Time: 1 action
Range: Self
Target: Self
Duration: Start of your next turn
Classes: Barbarians, Blood Hunters, Fighters, Unkindled
You use your action to dash. Your AC increases by an amount equal to your proficiency bonus until the start of your next turn when you dash this way.
Primal Intercept
2nd degree tooth and claw maneuver
Exertion Cost: 2 exertion points
Casting Time: 1 reaction
Range: Your melee weapon's range
Target: 1 creature
Duration: Instantaneous
Classes: Barbarians, Blood Hunters, Fighters, Unkindled
If a target moves 5 feet while within your reach, you can make an attack of opportunity against them.
Ride Ally
2nd degree tooth and claw maneuver
Exertion Cost: 2 exertion points
Casting Time: 1 bonus action
Range: 5 feet
Target: 1 friendly creature
Duration: Instantaneous
Classes: Barbarians, Blood Hunters, Fighters, Unkindled
You can leap atop an ally, and ride them into battle. As a bonus action, you can leap onto a willing creature that has the strength score to grapple you according to the strength chart. You do not impede the movement of the creature you ride. While you are mounted on your ally, you get any benefits granted to you for being mounted.
Whenever you or the creature you are riding gets hit, you must make a Strength or Dexterity check to stay mounted, with the DC being equal to half the damage taken or 13, whichever is higher.
3rd Degree
Rake
3rd degree tooth and claw maneuver
Exertion Cost: 2 exertion points
Casting Time: Free action
Range: Your melee weapons range
Target: 1 creature
Duration: Instantaneous
Classes: Barbarians, Blood Hunters, Fighters, Unkindled
If you hit a creature with three attacks in a single turn, they take an additional 2d8 damage of the weapons damage type.
Wild Jumps
3rd degree tooth and claw maneuver
Exertion Cost: 1 exertion point
Casting Time: Free action
Range: Self
Target: Self
Duration: Until the end of your next turn
Classes: Barbarians, Blood Hunters, Fighters, Unkindled
Your long and high jump distances are doubled until the end of your next turn.
Wild Movement
3rd degree tooth and claw maneuver
Exertion Cost: 2 exertion points
Casting Time: Free action
Range: Self
Target: Self
Duration: Until the end of your next turn
Classes: Barbarians, Blood Hunters, Fighters, Unkindled
Your speed increases by 25 feet until the end of your next turn.
4th Degree
Blind Instinct
4th degree tooth and claw maneuver
Exertion Cost: 2 exertion points
Casting Time: 1 bonus action
Range: Self
Target: Self
Duration: Until the end of your next turn
Classes: Barbarians, Blood Hunters, Fighters, Unkindled
As a bonus action, you trust your senses blindly. Until the end of your next turn, you have blind sight out to a range of 30 feet
Bloody Roar
4th degree tooth and claw maneuver
Exertion Cost: 2 exertion points
Casting Time: 1 action
Range: 20 foot sphere centered on you
Target: Creatures of your choice within range
Duration: Instantaneous
Classes: Barbarians, Blood Hunters, Fighters, Unkindled
As an action, you can unleash a bloody roar. Each creature of your choice within a 30 foot sphere of you must make a wisdom saving throw versus your maneuver save DC or suffer psychic damage equal to 3 times your proficiency bonus. Enemies that succeed a saving throw take half damage.
Primal Stance
4th degree tooth and claw maneuver
Exertion Cost: 2 exertion points
Casting Time: 1 bonus action
Range: Self
Target: Self
Duration: Stance, until the end of your next turn
Classes: Barbarians, Blood Hunters, Fighters, Unkindled
As a bonus action, you can enter a primal stance, ferocious with blood lust. During this stance, the minimum number you can roll on a melee weapons damage die becomes 3.
5th Degree
Furious Barrage
5th degree tooth and claw maneuver
Exertion Cost: 4 exertion points
Casting Time: 1 action
Range: Your melee weapon's range
Target: 1 creature
Duration: Instantaneous
Classes: Barbarians, Blood Hunters, Fighters, Unkindled
Using an action, you can make a melee attack against a creature. You can keep repeating this attack until you miss, or until you make a number of attacks equal to your proficiency bonus.
Wounded Animal
5th degree tooth and claw maneuver
Exertion Cost: 3 exertion points
Casting Time: 1 reaction
Range: Your melee weapon's range
Target: Self
Duration: Up to 1 minute
Classes: Barbarians, Blood Hunters, Fighters, Unkindled
You play dead to surprise your foe with a sudden attack. When you lose hit points, you can use your reaction to fall prone and pretend to be dead. All hostile creatures able to see you consider you to be dead or dying. If a creature moves into your reach before the beginning of your next turn, you can immediately stand up and make an attack with advantage against the creature. Your attack deals an extra 6d6 damage.
After you use this maneuver, you cannot do so again in the same combat encounter.