Tunnelling Rage
Beginning at 3rd level, you can call upon the spirit of the mole. While raging, you gain a burrow speed of 20 feet, which can be used to move through sand, earth, mud, or ice. Additionally, you can spend 1 exertion at the beginning of your turn to be able to burrow through unworked stone until the start of your next turn.
When burrowing this way, you can choose whether or not to leave a passage. When making a passage, you move at half speed and can’t take the Dash action, but you leave a stable, 5-foot diameter tunnel behind you.
Mole's Vicious Claws
When you select this archetype at 3rd level, the Mole spirit's power changes your body. You grow long, sharp claws like a Mole, which allow your unarmed strikes to deal 1d8 slashing damage and count as weapons with the finesse and dual-wielding properties.
Furthermore, you learn a maneuver from the Tooth and Claw tradition that you meet the prerequisites for, and it does not count against your maneuvers known. While you are raging and fighting unarmed, Tooth and Claw maneuvers have their exertion cost reduced by 1, to a minimum of 1.
At 6th level, on any turn where you begin by emerging from the ground, choose one creature you can see within 10 feet that you haven't yet chosen. Your melee weapon attacks against that creature score a critical hit on a roll of 18–20 until your next turn, and if the creature saw or heard you emerge, it must succeed on a Courage saving throw (Maneuver DC) or be frightened until the end of your next turn.