Way of the Tiger (5e Subclass)
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Way of the Tiger
Based on the traditional style of kung fu with the same name, the Way of the Tiger is a powerful martial art that emphasizes power.
- Tiger Stance
At 3rd level, you learn the basics of the Tiger Style stance. As an action, you begin to focus your ki throughout your body so that it begins to power your strikes. The stance lasts for 1 minute and costs 1 ki to activate it. While you're in this stance, you gain the following bonuses and abilities: Your AC increases by 1; You gain a bonus to your melee attack damage equal to your proficiency bonus; As a bonus action, you may use the Shove action as a bonus action.
- Tiger Senses
At 6th level, you may channel your ki to imitate the abilities of the tiger. As a bonus action, you may spend 1 ki point to gain the following abilities for 1 hour: You gain darkvision up to 60 feet. If you already have this ability, your normal darkvision increases by 60 feet for the duration of this ability; You gain an advantage on all Wisdom (Perception) checks that involve smell; You gain advantage on Dexterity (Stealth) checks.
- Tiger Reflexes
At 11th level, you learn how to quickly prepare for combat by going into your stance. Instead of taking an action, it now takes you a bonus action to go into your Tiger Stance. In addition, you gain the following abilities when you go into your Tiger Stance: You deal bonus damage equal to your proficiency bonus plus 1; You gain the ability to pounce on your enemies. When you move up to 20 feet in a straight line, when you hit an enemy with a melee attack. If you do, they must make a Strength Saving Throw equal to your ki Save DC or else be knocked prone. If they are knocked prone in this way, you may use a bonus action to perform one additional melee attack on them.
- Tiger Strike
At 17th level, you learn to unleash the full power of your Tiger Style fighting. By spending 3 ki points, you gain the ability to perform a double-handed strike with both of your palms. This can be done any time you can make a melee attack. When you do hit your opponent with this strike, your attack deals an additional +15 damage and they must make three consecutive saving throws each made with disadvantage, with a DC equal to your ki save DC. First is a Strength saving throw. If they fail this saving throw, they are knocked back in a straight line 50 ft. Second is a Dexterity saving throw. If they fail this saving throw, they are knocked prone and take an additional +10 damage. Third is a Constitution saving throw. If they fail this saving throw, they are stunned for 2 turns.