Base Class: Fighter
The Floral Knights, also known as Rose Knights, are formidable combatants who harness the power of chromatic magic, drawing it from the remnants of wild magic and forging unbreakable bonds with their weapons. In the heat of battle, Rose Knights clad themselves in resilient armor, utilizing their weapon bonds to safeguard both themselves and their comrades. Their relationship with their equipment runs deep, as they possess the unique ability to establish enduring connections by infusing their gear with "Petals," thereby enhancing their potency. These Thorns are imbued with adaptive magic, endowing Rose Knights with exceptional damage versatility, making them formidable fighters on the battlefield.
Petal Sigils
Upon selecting this archetype at 3rd level, you gain access to Petal Sigils. These Sigils can be harnessed for special abilities, as detailed in the "Rose Techniques" section below. You can maintain a maximum number of Petal Sigils equal to your proficiency bonus at any given time, and they reset to zero after either a long rest or a short rest. You accumulate Petal Sigils by dealing damage with a weapon attack. Specifically, when you successfully strike a creature for the first time during your turn and do not employ a "Rose Technique" option as part of your turn or as a reaction, you acquire a Petal Sigil at the beginning of your next turn.
Rose Dice. Specific Rose Techniques may augment your rolls with additional dice known as Rose Dice. Initially, your Rose Dice begin as D4s. However, as you progress in this archetype, they improve. At 7th level, they advance to D6s, and upon reaching 15th level, they further upgrade to D8s.
Rose Saving Throw DC. Specific Rose Techniques may require you or another creature to make a saving throw. The DC for said saving throws is equal to:
8 + your Constitution Modifier + your Proficiency Bonus
Rose Techniques
As part of taking this archetype at level 3, you have access to the following rose techniques, which will require your Petal Sigils and Rose Saving Throw DC to use. As you advance in this class, you will unlock further rose Techniques at 7th level.
- Obliterate. When you use the attack action with a weapon you are proficient in, you can choose to spend two(2) Petal Sigils and add an extra weapon damage dice to your damage roll.
- Chromatic Strike. When you take the attack action with a weapon you are proficient in, you have the option to expend a number of your Petal Sigils, up to your maximum, to infuse your attack with additional chromatic damage. The extra damage is equal to your Rose Dice for each sigil spent.
- Blunt hit. Upon successfully hitting a creature, you can spend one Petal Sigil and force a target to roll a constitution saving throw against your Rose Saving Throw DC, upon failing the creature has its movement speed limited to a range of 10 feet.
Obliterate
When you use the attack action with a weapon you are proficient in, you can choose to spend two(2) Petal Sigils and add an extra weapon damage dice to your damage roll.
Chromatic Rose.
Specific Rose Techniques may refer to Chromatic damage, You can choose acid, cold, fire, lightning, poison, or thunder for the damage type. Later down this archetype, you unlock more damage types to choose from.
acid
acid
cold
cold
fire
fire
lightning
lightning
poison
poison
thunder
thunder
Frenzied Growth
Starting at 7th Level, you gain the ability to maintain your magic for extended periods of time. Your Petal Sigils now reset only after a long rest, rather than a short rest. Additionally, whenever a creature takes damage from your Rose Dice you can use your reaction to heal an amount equal to the damage done. You may use this reaction a number of times equal to your proficiency modifier and regain all expended uses upon finishing a long rest.
Polished Chromas
At 7th level, you gain access to an additional damage type for your Chromatic options. This damage type only counts as Chromatic for the purpose of your Rose Techniques feature. You can choose between the following options:
- (a) Necrotic
- (b) Radiant
Radiant
Radiant
Necrotic
Necrotic
Polished Chromas (II)
Upon reaching level 15, you can add an additional damage type, you can choose from the damage type you didn’t take in the previous iteration, or one of the following types:
- (a) Force
- (b) Psychic
Force
Force
Psychic
Psychic
Improved Petal Sigil
Starting at 10th level, whenever you roll initiative and have no Petal Sigils, you gain one Petal Sigil. Additionally, at the end of a long rest, you can choose one(1) of your Chromatic Damage types and gain resistance to that damage.
Lotus Flower
Starting at 15th level, whenever you roll initiative, you gain an amount of temporary hit points equal to double the amount of your Rose Dice.
Swift Techniques
Beginning at level 18th, once per turn when you use a Rose Technique that costs two(2) or more Petal Sigils, you can subtract one(1) from the total amount expended. Additionally, at the start of your turn whenever you gain a Petal Sigil, you can use your bonus action to gain an additional one at the start of your next turn, regardless of whether you use a Rose Technique during that turn.
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