Verdant Knight

Evil lurks in humid jungles as often as it rises up in more temperate climes. Verdant knights have learned how to operate in the hot, crowded terrain of a jungle in order to pursue their noble goals. A knightly order based in a jungle faces unique terrain challenges and the threat of local wildlife as well as the sinister forces that work against them. A verdant knight knows how to meet and overcome these challenges.

Tenets of the Verdant Knight

Verdant Knights pledge to serve and preserve the green and to safeguard creatures within it.

  • Blaze a Trail: Roam freely and explore, finding the paths that nature provides and gently laying those of your own. Seek for those that are lost and lead them back to safety.
  • Preserve: Halt the destruction and exploitation of nature and its beauty, protecting the wild spaces of the world and restoring those that are despoiled.
  • Purify: Seek out the blighted places where sickness and disease fester, preventing plagues and bringing healing to the afflicted.
  • Student of Nature: Learn the secrets of the wild, studying the arts of nature and the bounty it brings in food, drink, medicine, and more and sharing its gifts in moderation.
Verdant Knight Spells
Paladin Level Spells
3rd ensnaring strike, speak with animals
5th barkskin, spike growth
9th plant growth, speak with plants
13th blight, grasping vine
17th commune with nature, tree stride

Channel Divinity

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

  • Detoxify. You can use your Channel Divinity as an action to remove the poisoned condition or one level of exhaustion from a creature within 30 feet. You can target a hostile creature with this ability. If it fails a Constitution saving throw, its ability to use poison is suppressed for 1 minute. Its attacks deal no poison damage and it cannot cause creatures to gain the poisoned condition. If you are at least 10th level, you can Detoxify all creatures within 5 feet of you, or within 10 feet of you if you are at least 17th level.
  • Jungle’s Wrath. You can use your Channel Divinity as an action to cause vines to sprout and ensnare a creature you can see within 10 feet, causing that creature to be restrained if it fails a Strength or Dexterity saving throw; it can choose which save to use. If restrained, it gains a new saving throw each round at the end of its turn to escape. The vines wither away to dust when the creature escapes.

Jungle Explorer

At 7th level, you gain a ranger’s Natural Explorer class feature in forest terrain. In addition, when in a jungle you have advantage on initiative checks and your passive Perception is increased by 2. When traveling through jungle terrain, you leave no trail and cannot be tracked (though you may leave a trail if you choose).

Jungle Mount

Upon reaching 15th level, as a bonus action, you can obtain the services of a mount that is native to the jungle. You may select one of the following mounts: allosaurus, lion, rhinoceros, or water buffalo (use rhinoceros statistics). The mount functions as though you had cast the spell find steed.

Bonded jungle mounts have their normal Intelligence, or an Intelligence of 6, whichever is higher.

A Small verdant knight may choose between a sun bear (use the statistics of a black bear) or a panther.

Blessed Breeze

At 20th level, you gain immunity to fire damage. In addition, you gain resistance to acid, poison, and thunder damage.

Section 15: Copyright Notice

The Dragon’s Hoard #36 © 2023, Legendary Games; Authors Jason Nelson, Darrin Drader, RJ Grady, Thilo Graf, Matt Kimmel, Mike Myler, Margherita Tramontano, Scott D. Young, Drew Zambrotta.

This is not the complete section 15 entry - see the full license for this page