Unending Wheel

Masters of the Unending Wheel are exceptionally focused in specific facets of combat, who prize dedicated training above all else.

1st Degree

Deflect Strike

1st degree unending wheel maneuver

Exertion Cost: Variable, 2 exertion points

Casting Time: 1 reaction

Range: Self

Target: Self

Duration: Instantaneous

Classes: Blood Hunters, Fighters, Monks, Rangers 

You can deflect attacks with your weapons. When you are hit with a weapon attack, you can spend your reaction to deflect it if you are also wielding a weapon. You reduce the damage taken by a number of d6's equal to your proficiency bonus. If you reduce the damage to 0, the attack counts as a miss.

The amount of exertion you must spend on this maneuver is equal to the amount of d6's you roll. You may roll less d6's than your proficiency bonus to reduce the cost of this maneuver.

Throwing Master

1st degree unending wheel maneuver

Exertion Cost: 1 exertion point

Casting Time: Free action

Range: Self

Target: Self

Duration: Until the end of combat.

Classes: Blood Hunters, Fighters, Monks, Rangers 

You have mastered the art of thrown weapons, allowing you to throw your weapon so that it bounces back to you after every toss, or attaching a chain or a rope to it so that you can yank it back. Until the end of combat, your thrown weapons return to you after you make an attack with them, assuming there is a path for them to return.

Victory Cry

1st degree unending wheel maneuver

Exertion Cost: 1 exertion point

Casting Time: 1 reaction

Range: 15 feet

Target: Allies within range

Duration: Instantaneous

Classes: Blood Hunters, Fighters, Monks, Rangers 

As a reaction when you score a critical hit, you let loose a victorious battle cry. You and allies within 15 feet of you gain temporary hit points equal to your proficiency bonus.

Weapon Master

1st degree unending wheel maneuver

Exertion Cost: 1 exertion point

Casting Time: 1 reaction

Range: 15 feet

Target: Allies within range

Duration: Instantaneous

Classes: Blood Hunters, Fighters, Monks, Rangers 

Choose 1 simple weapon that you are proficient in and that has a weapon damage die of no more than 1d6. You can use a reaction to make an attack of opportunity with that weapon against a creature that leaves your reach even if they disengaged, and you may draw the weapon as part of that attack.

2nd Degree

Instant Strike

2nd degree unending wheel maneuver

Exertion Cost: 3 exertion points

Casting Time: Free action

Range: Your melee weapon's range

Target: 1 creature

Duration: Instantaneous

Classes: Blood Hunters, Fighters, Monks, Rangers 

Choose 1 weapon that you are proficient in. As a free action at any time during combat, you can make a weapon attack with it. This attack cannot benefit from advantage or any other maneuvers or special abilities such as sneak attack, smite, etc. You can only do this once per combat encounter.

Preternatural Strikes

2nd degree unending wheel maneuver

Exertion Cost: 2 exertion points

Casting Time: Part of an attack

Range: Your melee weapon's range

Target: 1 creature

Duration: Instantaneous

Classes: Blood Hunters, Fighters, Monks, Rangers 

You have mastered cutting through the enemies defenses. Your attack deals an extra 2d6 damage, and this attack and the rest of your attack made until the end of the turn ignore the creatures resistances to bludgeoning, piercing, or slashing damage.

Tend to Wounds

2nd degree unending wheel maneuver

Exertion Cost: 2 exertion points

Casting Time: Part of an attack

Range: Self

Target: Self

Duration: Instantaneous

Classes: Blood Hunters, Fighters, Monks, Rangers 

You have become so adept with your weapons, that you can chug a potion while making a weapon attack. When you make an attack, you can give yourself a potion as part of that attack.

3rd Degree

Formation Breaker

3rd degree unending wheel 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: Blood Hunters, Fighters, Monks, Rangers 

You are a master at breaking the formation of your opponents. As a bonus action, you enter a stance that prevents you from triggering opportunity attacks until the end of your next turn. Additionally, once per turn when you hit an enemy, you can move them 5 feet in any direction, but it must be safe for them to move to.

Formation Breaker

3rd degree unending wheel 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: Blood Hunters, Fighters, Monks, Rangers 

You are a master at breaking the formation of your opponents. As a bonus action, you enter a stance that prevents you from triggering opportunity attacks until the end of your next turn. Additionally, once per turn when you hit an enemy, you can move them 5 feet in any direction, but it must be safe for them to move to.

Speed Loader

4th degree unending wheel maneuver

Exertion Cost: 2 exertion points

Casting Time: Free action

Range: Self

Target: Self

Duration: Until the end of your turn

Classes: Blood Hunters, Fighters, Monks, Rangers 

You are a master at loading and reloading your weapons. Until the end of your turn, you can ignore the loading property on a ranged weapon, and also reload a firearm for free once this turn.

4th Degree

Missed Opportunity

4th degree unending wheel maneuver

Exertion Cost: 3 exertion points

Casting Time: 1 reaction

Range: Your weapon's range

Target: 1 creature

Duration: Instantaneous

Classes: Blood Hunters, Fighters, Monks, Rangers 

You are a master at turning your mistakes into opportunities. When you miss a weapon attack, you can use your reaction to reroll the attack against a different creature within range using the same weapon. You make this attack with advantage, and if both rolls made with advantage would hit, the attack is a critical hit.

Expert Critical Striker

4th degree unending wheel maneuver

Exertion Cost: 3 exertion points

Casting Time: 1 reaction

Range: Self

Target: Self

Duration: Instantaneous

Classes: Blood Hunters, Fighters, Monks, Rangers 

You are an expert at delivering pain with your critical strikes. As a reaction when you score a critical hit, you roll double the damage dice like normal, and take the higher roll. You then take the higher roll on the damage dice, add any relevant modifiers (except from other abilities like sneak attack, smite, etc) and then double it.

Any extra damage, such as sneak attack, smite, etc, is still done like normal.

Wind Strike

4th degree unending wheel maneuver

Exertion Cost: 3 exertion points

Casting Time: 1 bonus action

Range: Self

Target: Self

Duration: Concentration, until the end of your next turn

Classes: Blood Hunters, Fighters, Monks, Rangers 

Choose a melee weapon that you are proficient with when you learn this combat maneuver. You can use the chosen weapon to strike a distant target with air pressure, giving your attack a normal range of 30 feet and long range of 90 feet. You have advantage on attack rolls made using this maneuver, and deal an additional 1d6 damage.

When this maneuver ends at the end of your next turn, assuming you haven't lost concentration, you can spend 2 exertion points to continue using the maneuver until the end of your next turn.

5th Degree

Perfect Assault

5th degree unending wheel maneuver

Exertion Cost: 5 exertion points

Casting Time: Free action

Range: Self

Target: Self

Duration: Instantaneous

Classes: Blood Hunters, Fighters, Monks, Rangers 

You can release a deadly assault on your enemies. Once per combat encounter, you can use your bonus action to make 3 additional attacks. These attacks cannot benefit from any other effects, such as maneuvers, sneak attack, smite, etc.

Battle Soul

5th degree unending wheel maneuver

Exertion Cost: 4 exertion points

Casting Time: 1 bonus action

Range: Self

Target: Self

Duration: Until the end of your next turn

Classes: Blood Hunters, Fighters, Monks, Rangers 

Until the end of your next turn, your critical hit range is increased by 2, and you can use multiple maneuvers that have a casting time of "part of an attack" per turn. Additionally, maneuvers that have a casting time of "part of an attack" cost 1 less exertion (minimum of 1).