Tiger Claw Conclave

The Tiger Claw discipline embraces a feral rage that lurks within the heart of its initiates. In battle, such warriors growl like wild animals, attack with a savage fury , and rely on vicious assaults to defeat their enemies. Rangers who adopt this conclave often move and behave similar to the beast they wish to emulate. Most of them thoroughly enjoy preying on their foes and engaging in close quarters combat where they can use their talents in a brutal manner.

Tiger Claw Magic Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Tiger Claw Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know. Tiger Claw Spells Ranger level Spells 3rd Entangle 5th Enhance ability 9th Haste 13th Greater invisibility 17th Hold monster

Hunter's Sense With every waking hour, you become more comfortable channeling your inner beast. You sniff at the air like a hunting animal, focusing your mind - an array of scents that normally eludes your awareness becoming clear to you. Starting at 3rd level you have advantage on all Survival and Perception checks that rely on hearing or smell. Furthermore, you may add Beasts to your list of favored enemies if you didn't already choose them.

Blood in the Water Preying on the weak is not beneath you, only fools show remorse when facing their enemies. The smell of blood driving you into a fury, you slash into your foe, each fresh wound you inflict spuring you onward. Beginning at 3rd level, you automatically know when a creature within 30 feet of you is below half its hit point maximum and know the exact location of each such creature. Additionally, you have advantage on all attack rolls and contested ability checks against any creature that is bellow half its hit point maximum.

Dancing Mongoose With each stinging attack that connects against a foe, you slip around him, using the distraction provided by your attacks to prevent him from hindering your movement. Starting at 7th your base movement speed increases by 10 feet. Additionally, whenever you hit an opponent with a melee weapon attack, you may immediately move 5 feet without provoking attacks of opportunity. You cannot use this ability if you have no more movement speed left for this turn.

Pouncing Charge With a beastly roar and your weapons little more than a blur, you throw yourself into the fray, attacking with feral speed. Beginning at 11th level, your jumping distance is doubled and you are always considered having a running start. Additionally, if you move at least 20 feet in a straight line towards a creature, you gain advantage on all melee weapon attacks against that creature until the start of your next turn.