Base Class: Monk
The monks of this tradition, better known as Tiger Style, studied the techniques, strategies, forms, and attributes of tigers, applying their fundamentals to martial arts. A monk of this way will not fight on all fours and bite like a tiger, as the goal is not simply to imitate the animal, but to use it as inspiration for their techniques.
This style of techniques is based on the use of raw power, characterized by powerful attacks, jumps, pushes, grabs, upward strikes, joint dislocations, and twists. The grip strength of the fingers is so high that practitioners of this style are able to use it to tear an opponent's flesh, especially the throat. The joints and bones of the hands are slowly hardened over years of training.
Besides strength, the tiger also represents courage and ferocity, so its practitioners are often confident in achieving their goals.
Level 3: Tiger Implements
At 3rd level, you've undergone arduous physical training to perform this style's techniques correctly. You gain proficiency in Athletics and can use your Dexterity modifier instead of Strength in checks with that skill. You can also use your Dexterity score instead of Strength to calculate the range of your jumps.
Level 3: Tiger Style Adept
Starting at 3rd level, you've learned the tactics that are the foundation of this combat style and can now show your opponents the power of the tiger. When you hit a creature with an unarmed strike or a monk weapon in melee, you can spend 1 ki point to, as part of the attack, attempt to knock the target prone, grapple the target, or push the target 15 feet away from you. For this attempt, use the normal rules for grappling and shoving/knocking in the Player's Handbook. You can make this attempt on one of the attacks guaranteed by your Flurry of Blows without spending the ki point for the additional effect.
Furthermore, at the start of each of your turns, you can inflict bludgeoning damage equal to one roll of your Martial Arts die to a creature you are grappling.
Level 6: Restrictive Grab
Starting at the 6th level, your grip has become desperate and deadly, like a tiger's. When you grab a creature, you can choose to keep it restrained for the duration of the grapple. While restrained in this way, the creature can attempt to escape as with a normal grapple; when it escapes your grip, you can spend 1 ki point as a reaction to immediately deal bludgeoning damage equal to two Martial Arts dice; you have disadvantage on attack rolls against other targets and can only make attacks if they are unarmed. Additionally, if the restrained creature attempts to cast a spell with a somatic or verbal component, you can spend your reaction to try to interrupt the casting. The creature must make a successful Dexterity saving throw against your Ki DC, and if it fails, the spell fails, so the action is lost, but the spell slot or use is not expended.
Level 11: Powerful Blows
Starting at 11th level, your technique and ki control make your strikes more powerful and difficult to defend against. Whenever you miss with an unarmed attack or a monk weapon in melee against a creature, unless it was a natural 1 or you rolled with disadvantage, the target takes half the damage the attack would have dealt if it had hit.
In addition, once on each of your turns, when you hit a creature with an unarmed attack or a monk weapon in melee, you can add a damage bonus equal to one roll of your Martial Arts die (same type as the weapon or unarmed attack).
Finally, you can now attempt to push or knock prone creatures up to 2 size categories larger than you, and you can push a target up to 20 feet away from you.
Level 17: The Tiger Who Challenges The Dragon
At 17th level, you've mastered all the techniques of the Tiger Style and can now unleash their true potential in a powerful attack. As an action, you can spend 4 ki points to make an unarmed strike attack roll against a creature within your reach. If you hit, instead of taking normal damage, the target takes 10d10 magical bludgeoning damage, is knocked prone, and must make a Constitution saving throw. If the saving throw fails, they gain 1 level of exhaustion.
If you miss, the target takes half the damage and must make a Strength saving throw. If the saving throw fails, they are pushed 10 feet away from you.
Additionally, whether the attack hits or misses, a shockwave propagates from the blow, so that every creature in a 15-foot radius sphere centered on the target, except you and the target, must make a Constitution saving throw. If the saving throw fails, they take 5d10 thunder damage and are pushed 10 feet away from the target. On a successful save, they take half damage and are not pushed.
Finally, as part of the same action, before making the attack roll, you can jump up to half your walking speed toward the intended target if you have no remaining speed or a special type of movement (such as flight) required to reach it, and you are not restricted from moving.







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