Jaguar Warrior (5e Subclass)

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Jaguar Warrior[edit]

Barbarian Subclass

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The Jaguar Warrior embraces the spiritual resilience of the Totem Warrior with the ferocious might of the Berserker. They are the elite guard of the Temple cities of the deep jungles and high mesas. They can be both disciplined and fight in organized formations but also know when to fly into a fearsome rage when in pitched battles. They embrace the deadly and mysterious jaguar as their Totem, utilizing it's discipline and stealth but also it's fearlessness and ferocity.

Jaguar Totem

At 3rd level when you adopt this path, you develop a strong kinship with the Jaguar. You gain the ability to cast the Beast Sense and Speak with Animals spells, but only as rituals and only targeting feline beasts (such as jaguars, tigers and similar creatures).

Rage of the Jaguar

At 3rd level, you embody the spirit of the raging jaguar. While raging, you can use your bonus action to pounce towards an opponent, up to a range of 15 feet, and make a melee weapon attack. On a hit, you cause no damage, but the target is knocked prone.

Speed of the Jaguar

Starting at 6th level, whenever you take the Dash action, you can make an Attack or Shove attempt as part of the same action.

In addition, your jump speed and your pounce distance double until the start of your next turn whenever you Dash.

The Quetzalcoatl's Blessings

Beginning at 10th level, you can pray to the feathered serpent and to the spirit of the jaguar asking for blessings. Choose a blessing when you finish a long rest. Whenever you enter in rage, you can change the blessing being manifested.

Jaguar Skull. You have resistance to psychic damage and advantage on saving throws against the following conditions: charmed, frightened, stunned, paralyzed. Your mind cannot be read during the rage.
Quetzalcoatl's Scales. Choose two damage types from the following: acid, cold, fire, lightning, poison or thunder. You gain resistance to that damage type.
Quetzalcoatl's Fangs. Your weapon attacks score a critical on rolls of 19-20.
Jaguar Claws. All Versatile weapons can deal two handed damage when wielded one handed.
Jaguar Frenzy. You can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion.
Jaguar's Heart. While raging, you don't become unconscious while dying, and can act normally. You still needs to make death saving throws, and suffer the normal consequences of failing the death saving throw or taking damage while dying.
The Jaguar's Death Whistle

at 14th level, when you enter in rage, or as a bonus action during your rage, you can mark a creature you can see within 30 feet. When that marked creature makes an attack while you are within 5 feet of it, you can use your reaction to make a melee weapon attack against that creature if you can reach her with a pounce. If creature dies your character can mark a new creature during for the duration of the rage.

In addition, whenever you reduce a Marked creature to 0 hit points, all other creatures in 30 foot radius around you must succeed on a Wisdom saving throw (DC = 8+ Your Proficiency Bonus + Your Charisma Modifier) or be frightened by you for the remainder of your rage. The creature can make another saving throw at the end of each of its turns.

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