Oath of the Jaguar Knight (5e Subclass)

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Oath of the Jaguar Knight[edit]

ManikJaguarGuard.png
A jaguar knight wielding a maca, source

Paladin Subclass

Native to Maztica, jaguar knights are noble warriors blessed by Zaltec, the Maztican god of war, violence, and his greatest gift: hishna, the magic of claws and venom. They are career warriors, fighting during wartime where they serve as elite infantry, and guarding or teaching during peacetime.

Tenets of the Eagle Knight[edit]

Do No Harm. The mark of a true warrior is to capture their foe, not to kill them. Death should only be dealt in honor of the gods.
Command Authority. Jaguar knights are chosen by Zaltec himself, to bend one's knee to anyone not divinely chosen is blasphemy of the highest order.
Praise Zaltec. While deference to other gods can sometimes be a matter of survival, an eagle knight must put service to Zaltec first and foremost. This includes regular blood offerings, both of their own and of the captives.

Oath of the Jaguar Knight Spells
Paladin Level Spells
3rd Ambush, protection from projectiles
5th heartsense, scrollsee
9th pestilence, venomous web
13th polymorph, wall of fire
17th scrying, insect plague
Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

  • Bloody Claws. As an action, you can use your Channel Divinity feature to grow a pair of claws. For 1 minute, you gain a climbing speed of 30 feet, and your claws are natural weapons that deal to 1d6 + your Strength modifier slashing damage on a hit, and you can make two attacks with your claws as a bonus action.
  • Sacrifice. As an action, you make a single attack against a humanoid. If this attack kills the target, you regain one paladin spell slot of the highest level you can cast.
Jaguar Warrior

At 3rd level, you master the jaguar knights' application of poison. As a bonus action immediately after you hit a creature with a weapon that has a poison applied to it, you may make a DC 15 Wisdom (poisoner's kit) check. On a success, the poison remains applied to the weapon, and this DC increases by 5 until you apply a new poison to the weapon.

Jaguar Form

At 7th level, while under the effects of your Bloody Claws Channel Divinity option, you take on parts of the appearance of a jaguar. You have advantage on Wisdom (Perception) checks that rely on smell, you may cast the enlarge/reduce spell on yourself without expending a spell slot, and you gain a set of fangs which count as natural weapons that deal 2d6 + your Strength modifier piercing damage on a hit that you may only make one attack with on each of your turns.

Additionally, you can use your Channel Divinity a second time before needing to take a short or long rest.

Aura of Venom

Starting at 7th level, you emit an aura of sickening poison. Hostile creatures within 10 feet of you are poisoned until they leave this area while you are conscious. A creature may make a Constitution saving throw with a DC equal to your paladin spell save DC at the end of each of their turns while poisoned in this way, becoming immune to this effect until the end of your next long rest on a success.

At 18th level, the range of this aura increases to 30 feet.

Jaguar Chief

At 15th level, while under the effects of your Bloody Claws Channel Divinity option, you have 60 ft. of darkvision, and your bite attacks have advantage against prone creatures.

Additionally, you can use your Channel Divinity a third time before needing to take a short or long rest.

Chosen of Zaltec

At 20th level, you have Zaltec's direct attention. As a bonus action, you gain the following benefits for 1 minute:

  • As a bonus action, you may create one dose of any non-magical poison in the palm of your hand. This poison evaporates at the end of your turn if it is not applied to a weapon within your possession or when this feature ends.
  • When you use your your Bloody Claws Channel Divinity option, any creatures of your choice within 10 feet of you gain its benefits as if they were a 3rd level paladin with this Sacred Oath.
  • When you kill a humanoid with an attack with a melee weapon coated in poison, you may make a DC 15 Wisdom (poisoner's kit) check. On a success, the creature is resurrected as a jaguar that is friendly to you until this feature ends and acts on its own initiative.

Once you use this feature, you can't use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.

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