Jaguar Knight

Jaguar Knights are the feared and revered warriors of the jungle temples, channeling the spirit of the jaguar—the silent stalker of the night. Clad in pelt and leaf, they move unseen through dense foliage or the shadows of ruined pyramids, their emerald eyes glowing with primal wisdom. They serve as guardians of sacred groves and hunters of spirit beasts that threaten the balance between the mortal world and the spirit realm. Steeped in ancient ritual, each Jaguar Knight undergoes a vision quest to bind a jaguar spirit to their soul, granting them uncanny senses, lethal prowess, and a deep connection to the cycle of life and death.

Class Features

Hit Die d10
Primary Ability Dexterity, Wisdom
Saving Throws Dexterity, Wisdom

Proficiencies

Armor Light armor, Medium armor
Weapons Simple weapons, Martial weapons
Tools Herbalism kit
Skills Choose 2 from Acrobatics, Stealth, Survival, Perception, Athletics, Intimidation

Starting Equipment

• (a) Scale mail or (b) Leather armor
• (a) Two martial weapons or (b) One martial weapon and shield
• Explorer's pack
• Herbalism kit

Class Abilities

Martial Abilities

Resource Spirit Points
Feral Claws
Passive Level 1

Your claws are natural finesse weapons that deal slashing damage.

Damage Effect
Damage: 1d6 slashing (Your Jaguar Knight level adds a flat +1 to damage)
Jaguar Leap
Action 1 Spirit Point Level 2

You launch yourself at a foe you see within 15 feet and strike with claws or a weapon.

Damage Effect
Damage: 1d8 slashing (+1d8 at levels 6 and 11)
Pounce Strike
Bonus Action 1 Spirit Point Level 2

If you move at least 10 feet straight toward a target and hit with a melee attack, the target must succeed on a Strength save or fall prone.

Control Effect
Saving Throw: Strength
Conditions: Prone
Duration: Until end of target’s next turn
Stalker’s Precision
Bonus Action 1 Spirit Point Level 4

You mark a creature you can see. Your next attack against it before the end of your turn deals extra damage.

Damage Effect
Damage: 1d6 slashing (+1d6 at level 10)
Shadow Strike
Action 2 Spirit Points Level 5

You meld with shadows and reappear behind a target within 30 feet, granting advantage on the attack.

Damage Effect
Damage: 2d6 psychic (+1d6 per 5 levels after 5th)
Night Ambush
Reaction 2 Spirit Points Level 6

When an enemy enters a space you’ve hidden in, you can use your reaction to make a claw attack with advantage.

Damage Effect
Damage: 1d8 slashing (+1d8 at level 9)
Savage Rake
Action 1 Spirit Point Level 8

You strike twice with your claws against a single target.

Damage Effect
Damage: 1d6 slashing (One extra claw at level 12)
Spirit Bite
Action 1 Spirit Point Level 9

You bite your foe, dealing slashing damage and necrotic energy.

Damage Effect
Damage: 1d6 slashing
Damage Effect
Saving Throw: Constitution
Damage: 1d6 necrotic (+1d6 at level 14)
Jaguar’s Fury
Reaction 1 Spirit Point Level 10

When you take damage, you can use your reaction and spend 1 Spirit Point to reduce that damage by half and make one melee attack against the attacker.

Buff Effect
Duration: Until end of this reaction
Spirit Roar
Action 2 Spirit Points Level 12

You unleash a terrifying roar. Creatures of your choice in 15 feet must make a Wisdom save or be frightened for 1 minute. A frightened target can repeat the save at the end of each of its turns. You spend 2 Spirit Points.

Debuff Effect
Saving Throw: Wisdom
Conditions: Frightened
Duration: 1 minute

Transformations

Jaguar’s Dawn
1 minute 2 Spirit Points Level 6

You call upon the rising jaguar spirit to imbue you with feral vigor.

Changes:

Proficiency in Strength and Dexterity saving throws, Climbing and long jump distances doubled, Gain darkvision 60 ft

Special Actions:

Free use of Pounce Strike and Jaguar Leap

Limitations:

Cannot cast spells

Eternal Jaguar
1 minute 4 Spirit Points Level 14

You merge fully with the spirit jaguar.

Changes:

Resistance to bludgeoning, piercing, and slashing damage, Advantage on Dexterity and Wisdom saving throws

Special Actions:

Feral Onslaught: as an action make three claw attacks

Limitations:

Can only teleport to spaces in dim light or darkness

Auras

Aura of the Night
10-foot radius Level 10

Your primal presence cloaks the area in jungle darkness.

Effect:

You and allies gain darkvision 60 ft and advantage on Dexterity (Stealth) checks

Companions

Spirit Jaguar
Celestial Beast
Level 3

A phantom jaguar that hunts at your side, unseen by most.

Statistics:
HP 3d8 + your Jaguar Knight level
AC 13
STR 14
DEX 15
CON 14
INT 3
WIS 12
CHA 7
Speed:
Walk 40 ft.
Climb 30 ft.
Skills:

Stealth +4

Senses:

Darkvision 60 ft

Features:

Keen Smell (advantage on Perception checks relying on smell), Pounce (if it moves at least 20 feet straight toward a target and then hits with a claw attack, it can immediately make one bite attack against the same target)

Commands:

Attack, Dash, Hide, Help

Scaling:

Level 7: Speed increases to 50 ft

Level 11: Gains Pack Tactics: advantage on attack if an ally is within 5 ft of target

Level 15: HP increases by 2d8

Class Features

Jaguar Spirit Magic (Level 1)

At 1st level, you forge a bond with the primal jaguar spirit. You gain a pool of Spirit Points equal to half your Jaguar Knight level (minimum 1). You can spend these points to fuel your martial abilities. You regain all spent Spirit Points after a long rest.

Feral Claws (Level 2)

Starting at 2nd level, your hands and feet transform into razor-sharp claws. You gain natural weapons that deal 1d6 slashing damage, are finesse and light, and count as martial weapons.

Primal Senses (Level 6)

At 6th level, your connection to the jaguar spirit sharpens your senses. You gain blindsight out to 10 feet and can’t be surprised while conscious. Allies within 10 feet gain advantage on Wisdom (Perception) checks based on hearing or smell.

Shadow Camouflage (Level 10)

At 10th level, you can use a bonus action to blend into dim light or darkness, becoming invisible until the end of your next turn. You can use this feature a number of times equal to your Wisdom modifier (minimum once), regaining uses after a long rest.

Spirit Surge (Level 14)

At 14th level, when you are reduced to 0 hit points but not killed outright, you can use your reaction and spend 1 Spirit Point to drop to 1 hit point instead. Immediately upon doing so, each creature of your choice within 10 feet must make a Wisdom saving throw (DC = 8 + your Wisdom modifier + your proficiency bonus) or become frightened of you until the end of your next turn.

Resource Cost: 1 Spirit Point

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