Martial Archetype: Azalea Knight
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.
Azalea Knight
The Azalea Knights are followers of the blade that discovered how to use the magic present in flowers to enhance their martial skills and acquire magical abilities. In general, an Azalea Knight learns their art by studying the magical properties of flowers and channeling them through the spirit of their blade. Though they are typically more gentle than your average swordsmen and prefer naps and poetry to battle, the Azalea Knights will use their skills to assist all those in need of a staunch defender, a charming negotiator, or a skulking scout. You may choose to use either Intelligence or Charisma for your attack rolls.
Azalea Knight features
| Fighter Level | Features |
|---|---|
| 3rd | Bonus Proficiencies, Aquila Cerasa |
| 5th | Attuned to Nature |
| 7th | Two-Weapon Fighting |
| 9th | Flurry of Petals |
| 11th | Bolstering Aroma |
Bonus Proficiencies
3rd-level Azalea 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.
Aquila Cerasa
3rd-level Azalea Knight feature
You know the druidcraft cantrip. Intelligence is your spellcasting ability for this cantrip.
At 3rd level, you harness your the magic of your fighting style into a single weapon of your choice over the course of a 1 hour long ritual. The weapon must be within your reach throughout the ritual, at the conclusion of which a number of small Azalea Insignias equal to your proficiency bonus + 2 appear on the weapon. Where these flower insignias appear on your weapon is your choice. All attacks become Magic-type damage.
At 3rd level, you choose two Petal Technique from the options available to you at that level, detailed under "Petal Techniques" below, and gain two additional techniques again at the 5th, 7th, 11th, and 12th levels. This Petal Technique may be activated at the cost of one Azalea Insignia. You will regain all expended insignias when you finish a short or long rest.
If your Petal Technique allows you to cast a spell, Intelligence is your spellcasting ability for it, and if one forces a creature to make a saving throw, your Flower Style's save DC is equal to 8 + your proficiency bonus + your Intelligence modifier unless otherwise stated.
Whenever you reach a new level in this class, you can replace one of the Petal Techniques you have with another technique available at the same level as the technique you are replacing.
Attuned to Nature
5th-level Azalea 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. Intelligence is your spellcasting ability for these spells.
Two-Weapon Fighting
7th-level Azalea Knight feature
You gain the ability to wield two weapons at once, both of which are blessed by the spirit of Aquila Cerasa. Only your primary weapon gains the Azalea Insignias.
Flurry of Petals
9th-level Azalea Knight feature
When you use an action to activate one of the effects of your Aquila Cerasa, 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
11th-level Azalea Knight feature
When you use an action to activate one of the effects of your Petal Techniques, 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 azaleas. All chosen creatures gain hit points equal to 1d4 + your Intelligence 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).
Petal Techniques
Listed below are the options for your Petal Techniques feature, separated according to the level at which you can choose them.
3rd Level
Blossoms of Spring.
You add your Intelligence 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 Intelligence 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.
Sweet Scent.
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 be romantically attracted to you.
In addition, you can summon the Field of Scent and cast charm person over any creature within a 100-foot radius. 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.
Teleflora.
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
Crown of Thorns.
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.
Cloud of Pollen.
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 Intelligence modifier. You regain all spent uses when you finish a long rest.
Aloe Spring.
You have advantage on saving throws against all conditions except unconsciousness.
In addition, you can cast lesser restoration and cure wounds a number of times equal to your Intelligence modifier. You regain all spent uses when you finish a long rest.
9th Level
Wisteria Peacock.
Your weapon becomes infused with a poisonous substance. All attacks have a chance of poisoning creatures.
In addition, you become immune to all types of poison and poison damage until you finish a short or long rest.
Autumn Leaves.
Creates a field of Autumn Leaves that surrounds a 100-foot radius for 1 minute. All allies within this field gain advantage on all attack and saving throws.
In addition, you can cast blink for the duration of Autumn Leaves. Once you use this technique, you can't do so again until you finish a short or long rest.
Petal Dance.
You choose a Dance Partner who becomes surrounded by an aura of soft pink petals. Until your next short or long rest, both you and your Dance Partner gain +2 on all Charisma checks
In addition, you can cast aid without material components. Once you cast this spell in this way, you can't do so again until you finish a long rest.
11th Level
Bells of Ireland.
The wind carries the gentle sound of chiming bells. All unfriendly creatures who hear the bells are temporarily paralyzed.
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.
Thriving Ivory.
If you fail a Intelligence or Charisma check, you can add 1d6 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.
Aquila Favonia.
Harness the power of Wind and double your movement speed.
In addition, you can cast fly a number of times equal to your Intelligence modifier. Once you use this technique, you cannot do so again until you finish a short or long rest.
12th Level
Garden of Eden.
You add your Intelligence 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.
Delusions of Chrysanthemums.
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.
Azalea Tincture.
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 max 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.