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.