A battle fought alone is often a battle already lost and practitioners of the Sanguine Knot tradition focus on the opportunities presented when an ally is nearby to help. While they may be weaker alone, these warriors are lethal in tandem and the trust they have for their companions make them truly valuable adventurers to keep nearby.
Doubleteam (1 point)
1st degree Sanguine Knot bonus action
Working in tandem with an ally, you fray the defenses of an opponent so your companion can better land a strike. Choose a creature within your reach. The next ally within 20 feet that makes a melee weapon attack against that creature can use their bonus action to make a Power check against the target’s maneuver DC to grapple or push the target 10 feet.
Legion Stance (1 point)
1st degree Sanguine Knot bonus action (stance)
You strike your foes in such a way as to leave an opening for your allies to follow-up. When you score a critical hit against a creature, an ally within reach of the same creature can use their reaction to make an opportunity attack against it.
Shield Wall (1 point)
1st degree Sanguine Knot bonus action
Falling into step with a fellow warrior and putting both of your shields together makes each of you harder to hit. While you are wielding a shield, you can choose one ally within 5 feet that is also wielding a shield. Until the start of your next turn, as long as that ally remains within 5 feet of you and is able to take actions both you and your ally increase your AC by 2.
Shoulder Check (1 point)
1st degree Sanguine Knot reaction
Watching a companion under attack infuriates you and you fling yourself at their opponent with a powerful shove. After a creature within your reach makes a melee attack against an ally, you can use your reaction to make an Power check against the creature’s maneuver DC. On a success you shove the creature 10 feet away from you and you move 10 feet in that direction. This movement does not provoke opportunity attacks.
Back To Back (1 point)
2nd degree Sanguine Knot bonus action
You know how to fight while surrounded by foes and can quickly instruct an ally on how to move in concert to survive against an overwhelming number of foes. Choose an ally within 5 feet. Until the start of your next turn, as long as that ally remains within 5 feet of you and is able to take actions, and both of you are unmounted, you and your ally increase your AC by 2. In addition, each of you gets an extra reaction that can be used before the start of your next turn to either make an opportunity attack or activate a combat maneuver.
Double Tackle (3 points)
2nd degree Sanguine Knot action
You and an ally tackle a foe together, your combined strength forcing them to the ground. 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. As long as you move at least 20 feet and both you and your ally are adjacent to the creature, it makes an Anchor saving throw or is knocked prone. Alternatively, you and your ally may both choose to go prone to force the creature to fail its save. You cannot use this maneuver against creatures more than one size category larger than you or your ally.
Dual Grapple (2 points)
2nd degree Sanguine Knot bonus action
You join in a grapple instigated by an ally. Make a Power check against the maneuver DC of a creature an ally has grappled. If you succeed, the creature is restrained until the grapple ends, and either you or your ally (your choice) are also restrained until the grapple ends.
Follow-Up Topple (2 points)
3rd degree Sanguine Knot reaction
As your ally strikes an opponent, you seize the moment of imbalance to knock them down. When an ally within your reach hits a creature with a melee weapon attack, you can use your reaction to make a melee weapon attack against that creature. On a hit, the creature makes an Anchor saving throw or is knocked prone.
Hurl Ally (3 points)
3rd degree Sanguine Knot bonus action
You throw your ally at an opponent, lending them extra power. Choose a willing ally within your reach that is at least one size category smaller than you. You hurl your ally at a creature within 20 feet that is not adjacent to you. Your ally lands in a space adjacent to the creature and can use their reaction to make a melee weapon attack against it. On a hit, the creature makes a Dexterity saving throw or the attack deals an additional weapon dice of damage and the target becomes dazed until the end of its next turn.
Look At Me! (2 points)
3rd degree Sanguine Knot action
Your strikes make foes hesitate, leaving openings for your allies to move free of danger. When you activate this maneuver, you take the Attack action and make a weapon attack, as well as any additional attacks granted by Extra Attack. Until the start of your next turn, when you make a melee weapon attack against a creature you can choose one ally within reach. The chosen ally does not provoke opportunity attacks from that creature until the start of your next turn. In addition, the next melee attack the chosen ally makes against that creature before the end of their next turn gains an expertise die.
Bodyguard (3 points)
4th degree Sanguine Knot reaction
You interpose yourself to take a hit for your ally. When an ally within your reach is hit by an attack, you can use your reaction to swap places with them and become the target of that attack, taking half as much damage as normal.
Brotherhood Stance (3 points)
4th degree Sanguine Knot bonus action (stance)
By focusing on keeping enemies off-balance, you help allies attack more effectively. Whenever you hit a creature with a melee weapon attack, you can also take the Help action. On a critical hit, the target of your Help action can use their reaction to take the Dodge action.
Doubletime (2 points)
4th degree Sanguine Knot action
You execute a perfect retreat that distracts enemies and allows your companions to fall back beside you. You take the Disengage action, and up to 3 allies within your reach can use their reactions to take the Disengage action and move their Speed.
Rallying Cry (3 points)
5th degree Sanguine Knot reaction
You offer inspiring encouragement to an ally and they gain their second wind. When an ally you can see takes damage from an attack, you can use your reaction to release a hearty rallying cry. As long as they are able to hear you, your ally regains an amount of hit points equal to twice your proficiency bonus.
United We Stand (3 points)
5th degree Sanguine Knot action
You and your allies combine forces and attack a single foe with devastating results. Make a melee weapon attack against a creature. Any willing ally within your reach can use their reaction to make a melee weapon attack against the same creature. If the creature is hit by two attacks, it takes extra damage equal to your proficiency bonus. If the creature is hit by three attacks, it takes extra damage equal to twice your proficiency bonus and it is knocked prone. If the creature is hit by four or more attacks, it takes extra damage equal to twice your proficiency bonus, it is knocked prone, and it is stunned until the end of its next turn.