Martial Archetype: Flower Knight by GouyokunoGreed (2024)

Martial Archetype

At 3rd level, a fighter gains the Martial Archetype feature, which offers you the choice of a subclass. The following option is available to you when making that choice.

Flower Knight

The Flower Knights are followers of a tradition that discovered how to use the magic present in flowers to enhance their martial skills and acquire magical abilities. In general, a Flower Knight learns their art through the teachings of one or more veterans of the tradition, although these lone warriors prefer to act independently, using their skills to assist all those in need of a staunch defender, a charming negotiator, or a skulking scout.

Flower Knight features
Fighter LevelFeatures
3rdBonus Proficiencies, Mystic Flowers
7thAttuned to Nature
10thAdditional Fighting Style
15thFlurry of Petals
18thBolstering Aroma

Bonus Proficiencies

3rd-level Flower Knight feature

You gain proficiency with the herbalism kit and the Nature skill.

In addition, you gain proficiency in one of the following skills of your choice: Intimidation, Persuasion, or Stealth. When you reach 7th, 10th, 15th, and 18th level, or when you reach a level in this class that grants the Ability Score Increase feature, you can replace one of these skill proficiencies with another one from this list.

Mystic Flowers

3rd-level Flower Knight feature

You know the druidcraft cantrip. Charisma is your spellcasting ability for this cantrip. Using this cantrip, you can summon special flowers that grant you magical abilities. These flowers never wither, and do not need care while they are with you.

At 3rd level, and again at the 7th, 10th, 15th, and 18th levels, you choose a Mystic Flower from the options available to you at that level, detailed under "Flower Options" below. This flower gives you special abilities while it is in your possession.

If a Mystic Flower allows you to cast a spell, Charisma is your spellcasting ability for it, and if one forces a creature to make a saving throw, your Mystic Flower's save DC is equal to 8 + your proficiency bonus + your Charisma modifier.

Whenever you can choose a new Mystic Flower, or when you reach a level in this class that grants the Ability Score Increase feature, you can replace one of the Mystic Flowers you have with another flower available at the same level as the flower you are replacing.


Attuned to Nature

7th-level Flower Knight feature

You can cast locate animals and plants and speak with plants (only to communicate with plants, but not to give them commands) at will. Charisma is your spellcasting ability for these spells.

Additional Fighting Style

10th-level Flower Knight feature

You can choose a second option from the Fighting Style class feature.

Flurry of Petals

15th-level Flower Knight feature

When you use an action to activate one of the effects of your Mystic Flowers, you can use a bonus action to use one of the following options:

  • Make a weapon attack against a creature.
  • Take the Dash action.
  • Take the Help action, with a range of 30 feet.
  • Take the Use an Object action.

Bolstering Aroma

18th-level Flower Knight feature

When you use an action to activate one of the effects of your Mystic Flowers, you can choose a number of creatures that you can see within 30 feet of you (which can include you) up to your proficiency bonus, and revitalize them with the scent of your flowers. All chosen creatures gain hit points equal to 1d4 + your Charisma modifier, and also a +1 bonus to their attack rolls and the saving throw DC for their spells and features for 1 minute, or until you lose concentration (as if you were concentrating on a spell).

Once you use this feature, you cannot do so again until you finish a long rest.

Flower Options

Listed below are the options for your Mystic Flowers feature, separated according to the level at which you can choose them.

3rd Level

Iris. You add your Charisma modifier to your initiative rolls.

In addition, when you roll initiative, you can choose a number of friendly creatures you can see up to to your proficiency bonus, and gain a supernatural awareness of them for 1 minute. If one of the chosen creatures is within 30 feet of you and is hit by an attack, you can use your reaction to move up to your movement to the unoccupied space closest to the hit creature, and add your Charisma modifier to the AC of the creature until the end of the turn, potentially causing the attack to miss. This movement does not provoke opportunity attacks. Once you use this feature, you cannot do so again until you finish a short or long rest.

Red Rose. As a bonus action, you can make a Charisma (Intuition) check contested by a Charisma (Deception) check

of a creature you can see and who can see you. If you succeed on the check, you find out if the creature is able to beromantically attracted to you.

In addition, you can cast charm person. If the creature targeted by this spell can be romantically attracted to you, they have disadvantage in the saving throw against it, and does not know that it was charmed by you when the spell ends. Once you cast this spell in this way, you can't do so again until you finish a short or long rest.

Tamarisk. You gain proficiency with thieves' tools.

In addition, you can cast expeditious retreat. Once you cast this spell in this way, you can't do so again until you finish a short or long rest.

7th Level

Peony. You gain proficiency in the Intimidation skill. If you are already proficient in this skill, you add twice your proficiency bonus to any ability checks that use that proficiency.

In addition, you can cast zone of truth. Once you cast this spell in this way, you can't do so again until you finish a short or long rest.

Red Spider Lily. If you take damage, you can take the Disengage action as a bonus action on your next turn.

In addition, you can cast misty step a number of times equal to your Charisma modifier. You regain all spent uses when you finish a long rest.

White Lily. You have advantage on saving throws against the charmed condition.

In addition, you can cast lesser restoration a number of times equal to your Charisma modifier. You regain all spent uses when you finish a long rest.

10th Level

Hortensia. You can add your Charisma modifier to your saving throws against the frightened condition.

In addition, if you are frightened, you can use an action to end the condition on yourself and force a creature that you can see up to 30 feet from you to make a Wisdom saving throw. If they fail, the creature is frightened by you, and you can make a weapon attack against it as a bonus action. Once you use this feature, you cannot do so again until you finish a short or long rest.

Lotus. When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

In addition, you can cast blink. Once you cast this spell in this way, you can't do so again until you finish a short or long rest.

Plum Blossom. You have advantage on all Charisma (Performance) checks.

In addition, you can cast aid as a 3rd level spell without material components. Once you cast this spell in this way, you can't do so again until you finish a long rest.

15th Level

Blue Bell. If a creature takes the Help action to grant you advantage on an attack roll, you can use a bonus action on your turn to take the Help action on that creature.

In addition, if a friendly creature affects you with a spell that only targets you, you can use your reaction to make that spell affect the caster as well. Once you use this feature, you cannot do so again until you finish a short or long rest.

Peach Blossom. If you fail a Charisma (Persuasion) check, you can add 1d4 to the check, potentially altering the result.

In addition, you can cast death ward. Once you cast this spell in this way, you can't do so again until you finish a long rest.

Red Camellia. When you reduce a hostile creature within 5 feet of you to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your fighter level (minimum of 1 temporary hit point).

In addition, when you take a critical hit, you can use your reaction to make it a normal hit instead. Once you use this feature, you cannot do so again until you finish a short or long rest.

18th Level

Cherry Blossom. You add your Charisma modifier to your death saving throws. If applying this bonus increases the total to 20 or higher, you gain the benefits of rolling a natural 20 on the d20.

In addition, as a bonus action, if you have less than half your total hit points, you can recover hit points until you're at half your total hit points. Once you use this feature, you cannot do so again until you finish a long rest.

Chrysanthemum. No matter what you say, magic that would determine if you are telling the truth indicates that you are being truthful.

In addition, you can cast modify memory. Once you cast this spell in this way, you can't do so again until you finish a long rest.

Sweet Pea. You gain a swimming speed equal to your walking speed, your movement is unaffected by non-magical difficult terrain, and you can spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has you grappled.

In addition, you can cast scrying without material components. Once you cast this spell in this way, you can't do so again until you finish a long rest.

Credits
  • Created by Reddit user /u/Greed_the_Ambitious using GM Binder.
  • Thanks to Sora Asajiama for helping to create this subclass.

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Martial Archetype: Flower Knight by GouyokunoGreed (2024)
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