“As steel clashes and the fight trembles, your flower insignias bloom with ethereal light, their petals whispering forgotten truths of the light side of the Weave. Each strike you land carries the wisdom of nature’s cycle—growth, decay, renewal—binding your martial prowess to the unseen currents of mana. The flowers you bear are no mere ornamentation; they are conduits to something greater, each one a thread in the vast tapestry of the realms. Now, the Weave answers your will, not through words, but through the silent language of petals upon the wind manifesting in spells.”
After training with Master Banjo, your Flower Insignias increases by an amount equal to your fighter level, and can now be used to cast certain Petal Spells through your lightsaber (sun blade, training lightsaber, lightsaber, saber of light, Spellsword, Inscribed Weapon) as it connects with the weave, using wisdom as your spellcasting modifier, as well as new Petal Forms when your bonded weapon is a lightsaber. Your Petal Techniques deal force damage now, if they deal any damage, and your Petal Spells ignore material and somatic components as well as are considered Petal Techniques for class features. The amount of Insignia's required to cast the spells is equal to the spell level. If a spell is in your ritual caster book, you can cast them at will as long as you have flower insignias on your blade.
Petal Spells
- Banjo's Weave Deflection
- Detect Thoughts
- Dispel Magic
- Counterspell
- Scrying
- Wall of Force
- Telekinesis
Petal Forms
Petal Tricks (2 Flower Insignias)
As an action, you can make a swirl of petals appear in your space. For one minute, the petals move with you and mimic your actions, shifting position so it's impossible to track where you are with absolute accuracy. Each time a creature hits you with an attack roll during the petal's duration, roll 3d6. If any of the d6s rolls a 3 or higher, the petals are hit instead of you, and the amount of petals reduce by 1 die. The petals otherwise ignore all other damage and effects. The swirl of petals ends when all three dice are used. A creature is unaffected by this technique if it has the Blinded condition, Blindsight, or Truesight.
Petal Barrier (6 Flower Insignias)
As an action, you can make an immobile, shimmering barrier appears in a 10-foot Emanation around you and remains for one minute, which you must concentrate on. Any spell of level 5 or lower cast from outside the barrier can't affect anything within it. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from areas of effect created by such spells.
Rose Soresu Lightsaber Form (8 Flower Insignias)
As a bonus action, you can take a stance with your lightsaber and make petals swirl around your body, concentrating on them bolstering your defense for one minute. During that one minute, as long as you hold concentration on this technique, you gain the following benefits: An aura of rose petals swirls around you. The first time you would take damage in a round, that damage is reduced to 1. You gain precise control of your petals, giving you a flying speed of 60 feet. Finally, you have a bonus to saving throws equal to your proficiency modifier against nonmagical saving throws.
Rose Ataru Lightsaber Form (8 Flower Insignias)
As an action, you invoke powerful rose petals to swirl around your lightsaber, bolstering it's power for one minute. You brandish the lightsaber used when activating this Petal Technique and make a melee attack with it against one creature within your reach. Until the technique ends, you gain the following: You gain +3 to your attack rolls and your lightsaber attacks deal additional 3d10 force damage as your lightsaber reach also gains an additional 20ft of reach. At the end of your turn you may choose to roll a 1d20, if you rolled an 11 or higher you may make another attack as a free action. You must hold concentration on this Petal Technique.
Lifeflower Bloom (9 Flower Insignias)
As an action, a wave of healing petals washes over one creature you can see within 60ft. The target regains all its Hit Points. If the creature has the Charmed, Frightened, Paralyzed, Poisoned, or Stunned condition, the condition ends. If the creature has the Prone condition, it can use its Reaction to stand up.
Previous Versions
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4/28/2025 3:38:10 PM
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4/29/2025 11:22:28 PM
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5/30/2026 12:12:55 AM
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5/30/2026 12:33:20 AM
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