To begin learning, the user must have defeated/killed at least 50 opponents of a higher level where the only damage done is from the weapon damage of a claw (damage from the implicit of the claw/arrow is allowed). Boss level opponents are counted as long as the claw’s weapon damage played a significant role (DM discretion).
This mastery’s master is the user learning it (it has no dedicated master).
Level | Feature |
1 | Increased Claw Damage |
2 | Master’s Claw |
3 | Steady Breathing |
4 | Rapid Strike |
5 | Quickened Pace |
The weapon damage of all claws is increased by 20% (rounded down).
A claw master can modify a claw to increase the effect of its implicit by 50% (rounded down) or add [2d8] damage to it. Only 1 of these improvements can be made per claw.
A claw master’s breathing is hard to disturb. For every claw attack that hits, they heal for [2d4] HP.
If a standard claw attack is made with advantage, the claw master can forego the advantage and instead make 2 standard attacks. This can be done at most once per turn. Stacks with equivalent features of other masteries.
Gain 5ft movement for this turn for every 3 attacks made with a claw.