There is a fundamental need to survive that all creatures tap into during a fight, an urge to endure that can be captured and focused to tremendous effect. Wielders of Tooth and Claw are animalistic in their attacks, moving around in combat and pouncing upon an opponent’s every weakness.
Bounding Strike (1 point)
1st degree Tooth and Claw action
You leap and bound toward your enemy with animal fury. Move 15 feet in a straight line and make an Acrobatics check to jump as you do so. If a creature is within your reach when you land, you can make a melee weapon attack against it using the result of your check instead of an attack roll.
Raking Strikes (2 points)
1st degree Tooth and Claw action
You lash out with one strike that sets up another, faster and wilder attack. Make a melee weapon attack. On a hit, you can make an additional attack against the same target. You have disadvantage on this additional attack.
Ride Enemy (2 points)
1st degree Tooth and Claw reaction
You leap atop your enemy just as it attacks. When a creature at least one size category larger than you attacks you with a natural weapon, you can use your reaction to use the Grab On basic maneuver, making your Anchor saving throw with advantage.
Springing Stance (1 point)
1st degree Tooth and Claw bonus action (stance)
Every time you step, slide, or turn you do so more quickly than usual and it becomes much easier to hurl yourself about. You increase the distance of your horizontal jumps by a number of feet equal to your proficiency bonus, and the distance of your vertical jumps by a number of feet equal to half your proficiency bonus. In addition, you gain an expertise die on Acrobatics checks and checks made to jump.
Expert Tumble (2 points)
2nd degree Tooth and Claw bonus action
You throw your body across the battlefield, careening around opponents in a route and manner that makes it difficult to anticipate where you’ll move next. As long as you move your full Speed on your turn (and your Speed is greater than 0), your AC increases by an amount equal to your proficiency bonus until the start of your next turn.
Leaping Strike (1 point)
2nd degree Tooth and Claw action
Like a stalking predator you run down your prey and pounce with a lethal attack that throws your opponent to the ground or knocks them back. 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. Move up to 40 feet in a straight line. If you hit with a melee weapon attack at the end of your movement, the target makes an Anchor saving throw, and on a failure it is either knocked prone or pushed back 10 feet (your choice).
Primal Intercept (2 points)
2nd degree Tooth and Claw reaction
The instant you sense an opponent has moved within your guard you immediately attack in response. When a creature makes a melee weapon attack or attempts to grapple you, you can use your reaction to make a melee weapon attack against it.
Gut Strike (3 points)
3rd degree Tooth and Claw reaction
You instinctively know when you hit an opponent’s weak spot and can muster an extra bit of force to devastating effect, causing your foe to suffer momentary fatigue. When you hit a creature with a weapon attack, you can use your reaction to give the target one level of fatigue for 1 minute. On a critical hit, the target gains two levels of fatigue instead. A target cannot gain more than two levels of fatigue from this maneuver.
Rake (1 point)
3rd degree Tooth and Claw action
With two deft attacks you rend at your opponent, striking at them first to diminish their defenses then delivering a ferocious second blow. 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 hit a creature with two or more melee weapon attacks, each hit after the first deals 1d8 extra damage.
Wild Capering (1 point)
3rd degree Tooth and Claw bonus action
You move through the environment like a cat, running along walls and easily leaping across gaps. Move 30 feet. Until the start of your next turn, you gain a climb speed equal to your Speed and your minimum jump distance increases to 10 feet vertically and 15 feet horizontally.
Blind Instinct (3 points)
4th degree Tooth and Claw bonus action
You use all your senses to focus your attacks on a single enemy. You gain blindsight out to a range of 30 feet until the end of your next turn. If a creature leaves the range of your blindsight, you can use your reaction to mark it as prey and move up to your Speed. The next melee weapon attack you make against that creature before the end of your next turn deals an additional weapon damage die.
Bloody Roar (3 points)
4th degree Tooth and Claw action
A victorious battle cry strikes fear in the heart of your foes. Make a melee weapon attack against a creature. On a hit, you release a mighty roar that shakes the very earth and firmament in a 30-foot cube centered on you. Each hostile creature in the area makes a Courage saving throw. On a failure, a creature takes psychic damage equal to twice your proficiency bonus and it becomes frightened until the end of its next turn, or on a success it takes half damage and does not become frightened.
Mercurial Striking Stance (1 point)
4th degree Tooth and Claw bonus action (stance)
By tapping into your basic survival instincts you not only unleash your potential —you make certain that every strike counts. The minimum result on a damage die rolled with a natural weapon, unarmed strike, or weapon with the dual-wielding property is a 3.
Furious Barrage (3 points)
5th degree Tooth and Claw action
You unleash blow after blow, striking your opponent again and again, oblivious to your surroundings. Make a melee weapon attack against a creature. On a hit, make another melee weapon attack. You can keep attacking until you miss. You cannot make more attacks than your proficiency bonus in this manner. Attack rolls against you have advantage until the beginning of your next turn.
Wounded Animal Gambit (3 points)
5th degree Tooth and Claw reaction
Playing dead, you 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 within your reach before the beginning of your next turn, you can immediately stand up and spend exertion to use a Tooth and Claw maneuver you know against it. No action is required to activate the maneuver and any melee attacks made as part of the maneuver have advantage. After you have used Wounded Animal Gambit against a creature, if you activate it again before the end of combat it receives a Sanity saving throw. On a success, it realizes you are playing dead.