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  Monastic Tradition 
  Three traditions of monastic pursuit are common in the 
  monasteries scattered across the multiverse. Most 
  monasteries practice one tradition exclusively, but a few 
  honor the many traditions and instruct each monk 
  according to his or her aptitude and interest. All traditions 
  rely on the same basic techniques, diverging as the student 
  grows more adept. Thus, a monk need choose a tradition 
  only upon reaching 3rd level. 
  Way of the Panther 
  Through ritual combat, you have joined the ranks of the 
  secretive panther monastery. This order of monks defends 
  their jungles and the downtrodden with the might and 
  nobility of their namesake beast. Guided by their ancestors, 
  these monks are blessed by the Panther Goddess with 
  unearthly speed and unparalleled physical might. Despite 
  this, the way to the monastery is forever hidden to 
  outsiders; it seems the goddess is selective with her 
  followers, or can only bestow her gifts on a select few. 
       Monks who follow this tradition tend to be deeply 
  spiritual, owing to a strong reverence for their ancestors. 
  They seek to ready their soul and balance their deeds for 
  the day that they join their forebears in the endless paradise 
  prepared for them by the Panther Goddess. 
  Keen Senses 
  When you choose this monastic tradition at 3rd level, you 
  imbibe a peculiar heart-shaped herb that enhances your 
  senses and blesses you with the eyes, ears, and nose of the 
  panther. You gain darkvision out to a range of 60 feet. If 
  you already have darkvision from your race, its range 
  increases by 30 feet. 
       In addition, you gain proficiency with the Perception 
  skill if you do not already have it. When you make a 
  Perception check you add double your proficiency bonus to 
  the roll. 
  Panther Claws 
  Also at 3rd level, you gain proficiency with claw gauntlets, 
  which also count as monk weapons for you. Additionally, 
  when you make a melee attack roll with a weapon that 
  deals slashing damage, you score a critical hit on a roll of 
  19 or 20. 
  Elusive Pounce 
  Starting at 6th level, you can use your reaction when a 
  creature moves within 5 feet of you to leap away, up to half 
  your movement speed, without provoking opportunity 
  attacks. You can choose to leap up to that distance into the 
  air, but you fall if there is nothing to securely land on. 
  Ancestral Vision 
  At 11th level, when you meditate to recover your ki over a 
  short rest, you can send your mind to the afterlife and 
  commune with your ancestors, who tell you cryptic hints of 
  the possible futures to come. You can choose not to recover 
  3 or more ki points that you would otherwise recover. You 
  gain an Ancestral Vision point for every 3 points you forgo 
  this way. These points lasts until you next take a short or 
  long rest. Whenever you make an ability check or saving 
  throw, you can spend an Ancestral vision point to gain 
  advantage on the roll. 
  Panther’s Pounce 
  At 17th level, whenever you use your reaction to leap using 
  your Elusive Pounce feature, you can leap your entire 
  movement speed, instead of only half. In addition, you can 
  make an unarmed strike with advantage against a creature 
  within 5 feet of where you land. On a hit, this attack deals 
  an additional 2d6 piercing damage. 
  
   
  New Weapon 
  Monks and other unarmed characters might find use of the 
  following weapon: 
  Weapon 
  Cost 
  Damage Weight Properties 
  Martial Melee Weapon 
  Claw Gauntlet 
  5 gp 
  1d4 slashing 
  2 lb. Light, fist 
  Weapon Description 
       Claw Gauntlet. These weapons are gauntlets or wraps 
  that cover the wearer’s forearms. The main purpose of 
  these gauntlets or wrappings is to hold in place fine metal 
  claws that the wearer uses to slash at their enemies. These 
  claws can be retracted, without being removed, so that their 
  wearers can interact with objects and the environment 
  freely. 
  Weapon Properties 
  Many weapons have special properties related to their use, 
  as shown in the Weapons table. 
       Fist. Attacks made with this weapon count as unarmed 
  strikes. 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Mage Hand Press/Way of the Panther.pdf