Oath of the Jungle (5e Subclass)
Oath of the Jungle[edit]
Paladin Subclass
The Jungle is harsh and tests the wills of those who inhabit it. Ameyalli goddess of nature and riddles, is the body and spirit of The Jungle. She offers those who worship her, blessings or blessings in disguise, in the form of challenges within The Jungle, for each riddle she also provides an answer one must find on their own. The Jungle is strong and offers strength and wisdom but only to those willing to embrace the harsh, dangerous, and often deadly questions Ameyalli has to offer. The Jungle provides.
Tenets of the Jungle[edit]
The Jungle Provides:
Ameyalli gives all, there is nothing one cannot gain under the Jungle's guidance. The Jungle has an answer for every riddle she poses, do not stop your search for knowledge and power as you will soon find the answers you seek.
Resilient in Will and Body:
The Jungle is strong, able to withstand the mightiest storms and thrive after the hottest fires. So to should you, never back down, never give up, and never give in.
All Life Has A Right to Grow:
Ameyalli is home to all forms of life big and small, appearance does not dictate the value of a life, actions do. Followers of the Jungle understand this and are as kind to the flower as they are to the weeds, but annihilate all those who wish to defy life's right to grow.
Oath Spells[edit]
3rd Level
Ensnaring Strike, Entangle
5th Level
Spike Growth, Barkskin
9th Level
Speak With Plants, Plant Growth
13th Level
Grasping Vine, Conjure Woodland Beings
17th Level
Commune With Nature, Tree Stride
Oath Features[edit]
Channel Divinity[edit]
When you take up this oath at Level 3, you gain the following two Channel Divinity options
Nature's Wrath
You can use your Channel Divinity to invoke primeval forces to ensnare a foe. As an action, you can cause vines to spring up and reach for a creature within 10 feet of you that you can see. The creature must succeed on a Strength or Dexterity saving throw (its choice) or be restrained. While restrained by the vines, the creature repeats the saving throw at the end of each of its turns. On a success, it frees itself and the vines vanish.
Jungle’s Alchemy
You can use your Channel Divinity to create a cloud of noxious gasses. As an action, you can cause a 20 foot sphere of poisonous gas to erupt from the ground, centered on a point of your choosing within 60 feet until you disperse it. Creatures within this sphere must make a Constitution saving throw, on a failed save that creature takes 1d6 poison damage. Creatures who start their turn within the cloud must make a Constitution saving throw, on a failed save, that creature takes 1d6 poison damage. Creatures affected by the gas have their movement reduced by 10 feet until the start of their next turn. The damage of this feature increases by 1d6 at 7th level(2d6), at 11th level(3d6), and at 17th level(4d6).
Ameyalli's Siphoning[edit]
Starting at 7th level, your attunement with The Jungle allows you to regain vitality from damaging foes. When you hit a creature with a melee attack, you and friendly creatures within 10 feet gain temporary Hit Points equal to your constitution modifier plus your proficiency modifier.
At 18th level, the range of this aura increases to 30 feet.
Resourceful Adaptation[edit]
Starting at 15th level, Ameyalli's trials have given you the wisdom to hide in plain sight. You can seamlessly blend in to your surroundings. You may spend 10 minutes camouflaging yourself to the area around you at no cost. After entering camouflage any creature who makes an ability roll to discover your location is made at disadvantage. You may choose to exit a state of camouflage at any point. Your affinity with Ameyalli also allows you to resist The Jungle's poisons. You gain resistance to poison.
Avatar of The Jungle[edit]
At 20th level, The Jungle provides its full might to you for a short duration. Vines encase you, as you become the living embodiment of The Jungle. You may us your bonus action to assume this form, if you do, you gain the following benefits for 1 minute.
- You gain temporary Hit Points Equal to your current Hit Points
- You may attack creatures with your melee weapon up to 20 feet away
- Your movement increases to 40 feet
- You gain a +3 bonus to your armor class
- Your size increases by one
Once you use this feature, you can't use it again until you finish a long rest.
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