Base Class: Fighter
The great Rose Knights are some of the highest order of warriors in the known kingdoms, and are often seen as the pinnacle of knighthood. These knights are trained not only in the highest combat techniques, but they are also trained in seclusion by circles of druids. After finishing their training, Rose Knights are able to perfectly meld nature and steel in a deadly and beautiful marriage of fighting styles.
Vines of the Rose
At 3rd level, when you become a Rose Knight, your training with the druidic circles has taught you methods to use nature as a tool and a weapon. You learn the Thorn Whip cantrip, can cast it as a bonus action, it has a range of 45 feet, and can pull creatures of Huge size or smaller.
You may also choose one additional Druid cantrip of your choice. Wisdom is your spellcasting modifier for these cantrips. Thorn Whip and the chosen cantrip are thereafter always prepared.
Rose's Charm
Also at 3rd level, you can embody the natural beauty of the rose to enhance your charm. You may add your Wisdom modifier to any Charisma skill checks that you make.
Bed of Roses
Starting at 7th level, you can invoke new techniques from your nature magic to summon a small patch of enchanted roses. You can now cast Spike Growth twice per long rest without consuming any components or spell slots.
Once you gain this spell it is thereafter always prepared. You and allied creatures may pass through the area of your spike growths without being harmed.
Leeching Seed
At 10th level, you have learned to accelerate the cycle of life, death, and rebirth of the roses you wield. Whenever you deal damage to a creature with your Thorn Whip cantrip, you may plant a dark seed within them to leech their essence.
At the start of their turn, a seeded creature loses 2d6 hit points and you restore hit points equal to half the life lost this way. You may plant a dark seed this way a number of times equal to your Proficiency bonus per short rest.
Grasping Vines
Starting at 15th level, the roses you use so skillfully in battle are now able to split their vines to reach more foes. Whenever you hit a creature with your Thorn Whip cantrip, you may also effect up to three additional creatures within 10 feet of the original target and pull them towards you as well. These additional creatures take 1d6 piercing damage.
Thorns of the Rose
At 18th level, you have mastered the training from the druidic circles and your control over nature magic. You can now summon massive structures of deadly rose thorns. Once per long rest, you may cast Wall of Thorns without consuming any components or spell slots.
When you cast this spell this way, it is cast at 9th level. Once gained, this spell is thereafter always prepared. You and allied creatures within 10 feet of you may pass through the wall without being harmed or slowed by the thorns.







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