Blind Instinct
Blind Instinct
You use all your senses to focus your attacks on a single enemy.
You gain blindsight out to a range of 30 feet.
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
Bloody Roar
A victorious battle cry strikes fear in the heart of your foes.
Bounding Strike
Bounding Strike
You leap and bound toward your enemy with animal fury.
Expert Tumble
Expert Tumble
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.
Furious Barrage
Furious Barrage
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.
Gut Strike
Gut Strike
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.
Leaping Strike
Leaping Strike
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.
Mercurial Striking Stance
Mercurial Striking 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.
Primal Intercept
Primal Intercept
The instant you sense an opponent has moved within your guard you immediately attack in response.
Rake
Rake
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 technique, 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.
Raking Strikes
Raking Strikes
You lash out with one strike that sets up another, faster and wilder attack.
Ride Enemy
Ride Enemy
You leap atop your enemy just as it attacks.
Springing Stance
Springing 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.
Wild Capering
Wild Capering
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.
Wounded Animal Gambit
Wounded Animal Gambit
Playing dead, you surprise your foe with a sudden attack.