Way of the Jaguar

Those who follow the Way of the Jaguar do so by focusing their Ki on movement, control, and stealth.

Leaping Into Battle

When you choose this path at 3rd level you learn to focus on the hunt while also having the ability to weave in and out of battle.

  • You gain proficiency in either stealth or acrobatics and gain a climbing speed equal to your walking speed.
  • You gain the ability to add your wisdom modifier (minimum of 0) to your initiative bonus.
  • During your turn, if you make a melee attack against a creature, that creature can’t make opportunity attacks against you for the rest of your turn.

Showing Your Claws

Also at 3rd level your abilities in the hunt cause your prey to be ever mindful of your presence.

When you take the Attack action on your turn, you can use a bonus action to attack with a melee attack that sows doubt in the creature's mind until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 psychic damage, and the spell ends.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. While you have no uses available, you can spend 1 ki point to use this feature again. This feature's extra damage increases when you reach certain levels in this class: to 2d8 at level 5, 3d8 at level 11, and 4d8 at level 17.

Hunting Your Prey

At 6th level, you can now control the fight as you see fit.

  • When you attack a creature with a melee attack you can spend 3 ki points to mark that creature as your prey. For one minute or until the creature successfully hides from you, the creature has disadvantage on all attacks on any creature other than you. You also have advantage on any Wisdom (Perception) check when the creature attempts to hide from you. Finally, once per turn you can add an extra 2d6 to one attack on that creature. This feature's extra damage increases when you reach certain levels in this class: to 3d8 at level 11 and to 4d10 at 17th level.
  • When a creature enters your reach you can use your reaction and spend 2 ki points to hit that creature with a melee attack.

Extra Attack

Beginning at 11th level, you can attack three times, instead of twice, whenever you take the attack action on your turn.

Nothing Gets Past You

At 17th level, no matter who’s turn it is, it is always the housecat’s turn. In combat, you get a special reaction that you can take once on every creature’s turn. You can use this reaction to either perform an opportunity attack when a creature leaves your reach, or you can use this reaction to attack after being attacked by a creature within 5 feet of you with more than one attack. You can’t use it if on the same turn you take your normal reaction.