Fighter
Base Class: Fighter

Rose Knight fighters are warriors who embody the beauty and danger of a rose. These fighters seemingly were unthreatening until attacked, revealing their thorns and lashing out in self-defense. Fighters of this subclass are adept in a threatening defense that discourages direct melee engagement. Despite this focus on protection from melee encounters, these fighters employ techniques that allow for mid-ranged combat as their main offense to prevent these encounters in the first place. Rose Knights seek to both embody and protect beauty in the world, and they serve as a reminder that the presence of beauty does not necessarily mean weakness. 

Path of the Petals

Starting when you choose this archetype at 3rd level, you gain:

  • Proficiency in deception
  • Expertise in persuasion

Spellcasting

Starting at 3rd level, you gain spellcasting using Charisma. In alphabetical order, you may cast:

Unarmored Defense

Upon choosing this archetype at 3rd level, you gain a bonus to your unarmored armor class equal to your Charisma modifier + Dexterity modifier.

 

Path of Thorns

When you choose this archetype at 3rd level, you learn to perform flourishes to disable or damage your opponents using your melee weapons.

Flourishes. You learn two flourishes of your choice, which are detailed under “Flourishes” below. Many maneuvers enhance an attack in some way. Each use of a flourish must be declared before the attack roll is made. You can use only one flourish per attack.

You learn an additional flourish of your choice at 7th, 10th, 15th, and 18th level. Each time you learn a new trick shot, you can also replace one flourish you know with a different one.

Moxie. You gain a number of moxie points equal to your Charisma modifier (minimum of 1). You regain 1 expended moxie point each time you roll a 20 or higher on the d20 roll for a melee attack. You regain all expended moxie points after a short or long rest.

Saving Throws. Some of your flourishes require your targets to make a saving throw to resist the trick shot’s effects. The saving throw DC is calculated as follows:

   Flourish save DC = 8 + your proficiency bonus + your Charisma modifier

Hidden Thicket

When you reach 7th level, you gain the ability to feint and falsify weakness as a reaction.

  • Feint: When a creature rolls to hit you, and the roll to hit is less than your current Armor Class + 2 you may take an attack of opportunity against the creature.

  • Falsify Weakness: When a creature rolls to hit you and the creature fails to hit, you may purposely take the attack for half damage - your Charisma modifier. The attack appears to deal full damage but upon a DC 18 Intelligence check, the real extent of the damage is revealed.

Cursed Seeding

Upon reaching 10th level, you learn how to embed a curse within an attack. Upon a successful attack on a creature, you may use your reaction, a leveled spell slot, and a moxie point to ingrain a curse within it. At the end of the round, the cursed creature must roll a DC 15 Wisdom save, on a failed save the creature takes 1d8 magical piercing damage as the curse erupts into thorny vines per the level of the expended spell slot. This effect can stack with multiple spell slots of various levels, but upon a save, all of the curses end. This save is repeated until success.

Double Flourish

Starting at 15th level, You can use two flourishes at once.

Vicious Intent

At 18th level, your melee attacks can imbue a level one cursed seed without the use of a moxie point, spell slot, or reaction upon a roll of 20 or higher, and you regain a moxie point on a roll of 19 or 20 on a d20 attack roll.

Deadly Thorns

Upon reaching 18th level, whenever you make an attack of opportunity, you may make two attacks.

Flourishes

These flourishes are presented in alphabetical order.

False Flourish

When you make a melee attack against a creature, you may expend one moxie point to attempt to delay and increase the damage of your attack. After landing a hit on a creature, roll a DC 15 deception check, upon a successful roll the target does not take damage from the attack and you may use your bonus action on the following turn to roll damage for the attack twice and deal damage equal to the higher number rolled. Upon a failed roll the target takes half damage from your attack. 

Fecund Flourish

When you make a melee attack against a creature, you can expend 1 moxie point to gain advantage to hit.

Flamboyant Flourish

When you make a melee attack against a creature, you can expend 1 moxie point. On a hit, the creature takes damage and must make a Wisdom saving throw with a DC equal to 10 + CHA mod or gain disadvantage on their next attack.

Flashy Flourish

When you make a melee attack against a creature, you can expend 1 or more moxie points. For each moxie point expended, the attack gains a -2 to hit. If the attack hits, you can roll one additional weapon damage die per moxie point spent.

Flowery Flourish

When you make a melee attack against a creature, you can expend 1 moxie point to attempt to cast ensnaring strike as a free action before you hit. If your attack misses, you do not expend any spell slots.

Forceful Flourish

When you make a melee attack against a creature, you can expend 1 moxie point. On a hit, the creature takes damage and must succeed on a Strength saving throw with a DC equal to 10 + CHA mod or be pushed 10 ft. away from you. If the creature is pushed it must roll a second Dexterity saving throw with a DC equal to 10 + CHA mod or be knocked prone.

Foxy Flourish

You can expend 1 moxie point while making a Persuasion check to gain advantage on the roll.

Fuming Flourish

When you make a melee attack against a creature, you can expend one moxie point to cast vicious mockery as a free action immediately after you hit. 

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