Nylah Roland-Washington (Order #46364621)
Nylah Roland-Washington (Order #46364621)
                                                                                Noble Hunt
              Black Rose                                                        Starting at 6th level, you can single out creatures you wish to
              The black rose epithet manifests for those who seek power         face more directly. Once per turn, as a bonus action you may
              and reject the notion that the world is pure. Their emblem is     declare one creature you can see as your noble prey for 1
              a black flower that only emerges when nature is guided or         hour or until they die. You may have multiple creatures
              tampered with, and so they break the standards of a Petal         declared as noble prey simultaneously.
              Knight.                                                             You cannot have disadvantage on saving throws against
                 The knight of the black rose wields weapons that are           your noble prey, and they must have total cover from you in
              considered too heavy and unwieldy for regular petal knights.      order to hide from you successfully.
              They care only for ensuring they have the power and strength        You may take an extra reaction every turn against each of
              needed to achieve their goals, and viciously cut down those       your noble prey targets (the extra reaction is used before your
              before them. They see their enemies as prey to be marked,         regular one). Whenever your noble prey makes an attack roll
              hunted, and slain.                                                against you, you may use your reaction to give that attack
                 At their peak, they draw power from the slaughter of their     disadvantage. When you make an attack against them, you
              enemies and are rejuvenated by vicious battle. Despite this,      may also use your reaction to gain advantage on the attack
              they hold themselves to a code of ethics that requires they       roll.
              treat others with honor. They do not allow themselves to            You may declare that creatures are your noble prey an
              become mindless killers.                                          amount of times equal to your proficiency bonus, regaining
                 Those who manifest the epithet of the black rose are           expended declarations when you complete a long rest.
              strong individuals who seek a higher standing in life and, for    Black Rose Branches
              one reason or another, crave power. They hold the notion of       Beginning at 11th level, whenever you would get to choose a
              becoming stronger being their highest priority, often due to      virtuous branches option to use, you may instead choose
              some tragedy or weakness in their life.                           from the following effects:
                                                                                Billowing Bulwark
                                                                                An aura of black rose petals and wind kicks up around you,
                                                                                giving all ranged attacks made against you disadvantage until
                                                                                the start of your next turn.
                                                                                Noble Mark
                                                                                You may declare a creature you hit or who failed a saving
                                                                                throw against your spell to be your noble prey without
                                                                                expending or requiring any of your uses of the feature.
                                                                                Repulsion
                                                                                You may force any creatures who failed a saving throw
                                                                                against the spell or who were hit by an attack made as part of
                                                                                it to be pushed back 30 feet from the space or point its effects
                                                                                originated from. If they collide with a solid object and must
                                                                                stop short by at least 10 feet they are knocked prone.
                                                                                Stained Roots
              Black Rose Features                                               Beginning at 15th level, whenever you score a lethal wound to
                 Level      Features                                            a creature, you draw from their life force, revitalizing yourself
                  2nd       Improved Critical (Melee)                           while their blood runs dry. When you score a critical hit with
                                                                                a melee attack against a creature that is not an elemental,
                  6th       Divergent Arms, Noble Hunt                          undead, or construct, you regain hit points equal to the
                 11th       Black Rose Branches                                 damage you deal. If you have no wounds when you deal this
                 15th       Stained Roots
                                                                                damage, you instead gain half the damage as temporary hit
                                                                                points.
              Improved Critical (Melee)
              Starting at 2nd level when you manifest this epithet,
              whenever you hit a creature with a melee weapon or melee
              spell attack you score a critical hit on a d20 result of 19-20.
              Divergent Arms
              At 6th level you break away from the usual teachings of the
              petal knights. You gain proficiency in heavy armor and all
              simple and martial weapons. Your Petal Knight features that
              require you use a one-handed weapon can now be used with
              any weapon you are proficient with.
Nylah Roland-Washington (Order #46364621)
                                                                                 Advance
              Coral Rose                                                         You gain an advance die which you retain for 1 minute. While
              The coral rose epithet is held by those who are undeterrable.      you have it, if you fail an attack roll or saving throw, you can
              This beautiful dusty orange flower catches the eyes of those       expend it to roll 1d10 and add the result to the roll, possibly
              who see it, and the emblem means its wearer is a fighter who       changing the outcome.
              can adapt and survive in most environments.                        Enthusiasm
                 The knights of the coral rose have a variety of skills up       Choose one creature your spell targeted or who made a
              their sleeves, such as deceptively misleading others with          saving throw against it. Within the next minute, the next time
              illusions, creating openings to exploit in their opponents, or     you would miss an attack roll against that creature you hit
              adapting the magical skills of their opponents to use against      instead.
              them. They are fast, always heading toward their goal, and
              unflappable once they have chosen a target.                        Liberation
                 Those who manifest this epithet are often enthusiastic          Choose one creature that was included in or targeted by your
              individuals with a mischievous streak. Those who know              spell's effects that is benefiting from a magical effect you are
              hardship and overcome it with guile and cunning hold the           aware of. This can include the effects of a spell or potion. The
              correct qualities to conjure up these powers.                      creature must attempt a Charisma saving throw against your
              Coral Rose Features                                                spell save DC. If they fail, you gain the benefits of the magical
                   Level        Features                                         effect, copying it entirely (including the caster's DC, spell
                                                                                 attack, what creatures its effects are targeting, etc).
                    2nd         Deceptive Bouquet                                   If the magical effect allows control over creatures or
                    6th         Breath of Tranquility                            features of the area, you share control of it as per the spell's
                    11th        Coral Rose Branches
                                                                                 effects. When the effect would end on the creature it was
                                                                                 originally affecting then the effect ends for you as well. This
                    15th        Undeterrable Pace                                includes if they willingly end it or if it is dispelled.
                                                                                    You can only benefit from one copied spell effect at a time.
              Deceptive Bouquet                                                  If you copy a new one, the old one ends for you.
              Beginning when you manifest this epithet at 2nd level, you
              can hide yourself by supernatural means to attack others. As       Undeterrable Pace
              a bonus action on your turn, you can create a visual clone of      Beginning at 15th level, whenever you rush forward you move
              yourself and you turn invisible. This illusory double appears      with a furious dedication, unimpeded by anything that tries to
              in your space, and becomes the source of any speech or             stop you. Your base movement speed increases by 10 feet,
              gestures you wish to take.                                         and creatures have disadvantage on opportunity attacks
                 At the end of each of your turns and when you take the          against you.
              Attack action or cast a spell, roll a Charisma saving throw          Additionally, you can use your bonus action to choose to
              with a DC equal to 8 + the number of turns you have been           vanish and jump through space, teleporting to an unoccupied
              invisible through this effect. If you fail you become visible.     space you can see within your remaining movement. Doing
                 When you attack creatures or are attacked in this state, you    so expends movement equal to a line drawn straight between
              appear briefly after striking or being struck, with another        the space you left and your destination.
              illusory clone manifesting there as you invisibly move away.
              These clones can also be used as the source of movement,
              speech, or gestures.
                 When you lose invisibility the clones vanish, dissolving into
              coral rose petals and ethereal pink energy.
                 You can use this feature a number of times equal to half
              your proficiency bonus (rounded down). You regain expended
              uses when you complete a long rest.
              Breath of Tranquility
              Starting at 6th level, you can discern and expel weakness
              from your body. When your turn starts and you are charmed,
              frightened, poisoned, stunned, or paralyzed, you can choose to
              end one of those effects immediately. If you do so, you cannot
              use your action this turn (but may still use your bonus action
              and movement).
              Coral Rose Branches
              Beginning at 11th level, whenever you would get to choose a
              virtuous branches option to use, you may instead choose
              from the following effects:
Nylah Roland-Washington (Order #46364621)
                                                                                   Royal Posture                                                           If y
              Gardenia                                                             Beginning at 6th level, you stand strong and proud in the face       you to
              The epithet of the gardenia depicts a pure white flower with         of opposition. You cannot be knocked prone by effects that           to 1 h
                                                                                   originate from creatures of the same size category as you,           again
              layers of blooming petals, and the knight who bears it can be
              described similarly: one who expresses purity and a delicate         and have advantage on rolls made to oppose or break free
              nature, but has a stern pride underneath that guides their           from grapple checks, shoves, or effects that would restrain
              actions. They hold themselves and those around them to high          you.
              standards and seek the best from others.                                You can attempt to break free from a grapple as a bonus
                 Their epithet grants them certainty and unmovable                 action.
              endurance. They are difficult to fall in combat, recovering
              from fatal wounds time and time again. They can draw on              Bane of the Unknown
              celestial magic granted to them by the natural world, which is       Starting at 6th level, you have a natural advantage against
              granted in order to heal and defend the purity of the world          perversions of nature. When you hit a monstrosity or
              around them. They have special power that helps them slay            aberration with a weapon attack you deal an extra 1d6
              creatures outside nature's design.                                   radiant damage. When you reach 14th level, you deal 2d6
                 Those who manifest this epithet can be observed as                radiant damage instead.
              unreachable, solid individuals who seem untouched by the                When you hit such a creature with a weapon attack, you
              world.                                                               can also choose to expend one of your pact spell slots to force
                                                                                   it and all other creatures of its creature type within 30 feet of
              Gardenia Features                                                    it to make a Wisdom saving throw against your spell save DC.
                Level Features                                                     On a failure, they are turned by you for 1 minute or until they
                 2nd Purity of Nature                                              take damage.
                                                                                      A turned creature must spend its turns trying to move as
                 6th Royal Posture, Bane of the Unknown                            far away from you as it can, and it can't willingly move to a
                11th Gardenia Branches                                             space within 30 feet of you. It also can't take reactions. For its
                15th Proud Heart
                                                                                   action, it can use only the Dash action or try to escape from
                                                                                   an effect that prevents it from moving. If there's nowhere to
                                                                                   move, the creature can use the Dodge action.
              Purity of Nature
              Beginning when you manifest this epithet at 2nd level,               Gardenia Branches
              whenever you learn a new Petal Knight spell you can choose           Beginning at 11th level, whenever you would get to choose a
              to take a spell from the Cleric spell list instead, and treat that   virtuous branches option to use, you may instead choose
              spell as a Petal Knight spell for you.                               from the following effects:
                 When you gain this feature, you can switch the spell you
              would normally gain at this level, as well as one of your other      Buffer
              known spells, to a Cleric spell if you wish to.                      Until the start of your next turn, every time you take damage
                 Cleric spells learned this way must be of a level you have        it is reduced by an amount equal to half your Petal Knight
              spell slots for.                                                     level.
                                                                                   Expedience
                                                                                   Creatures you choose who were affected by your spell may
                                                                                   use their reaction to move up to half their movement speed
                                                                                   without provoking opportunity attacks.
                                                                                   Rejuvenation
                                                                                   If the spell you used restored hit points to a creature, you may
                                                                                   also cure them of one of the following conditions: poisoned,
                                                                                   frightened, stunned, charmed.
                                                                                   Proud Heart
                                                                                   Beginning when you reach 15th level, you do not fall in
                                                                                   combat easily. When you are reduced to 0 hit points by
                                                                                   damage, you instead roll a Charisma saving throw. The DC is
                                                                                   equal to the damage that exceeds your remaining hit points.
                                                                                   If you succeed the save you are reduced to 1d6 hit points
                                                                                   instead.
                                                                                      Each time you succeed this saving throw, the DC
                                                                                   cumulatively increases by 2 next time you make it. The DC
                                                                                   resets when you complete a long rest.
Nylah Roland-Washington (Order #46364621)
              Morning Glory                                                         While cursed by this attention collar, those creatures
                                                                                 cannot take any movement that would cause them to move
              A fleeting soul that lives from experience to experience,          farther away from you, unless that movement is with the
              hoping to appreciate and learn from each one. Their epithet        deliberate intention to move closer to you.
              is the morning glory, a soft flower with petals ranging from          Both you and the creatures wearing the collars cannot hide
              violet to blue. Like the flower they bare, these knights open      from one another, and are aware of each other's exact
              up to accept all things into them.                                 positions at all times.
                 Though they feel life is short, and that people come and go,       Any attacks a collared creature takes against creatures
              they are exceptional at uniting the hearts of those around         other than you while wearing the collar deal half damage.
              them. Their epithets grant the ability to forge bonds that are        Both you and creatures wearing your attention collars can
              both beneficial and detrimental. Should they find someone          use their reaction to become briefly ethereal, and are able to
              they are willing to pledge themselves to, their epithet grants a   move up to 30 feet through solid objects toward you (if they
              supernatural bond that benefits both.                              do so) or a creature wearing a collar (if you do so).
                 Those who manifest this epithet are frequently prone to
              meandering through life, flirting with every new experience        Bond of Dedication
              they come across. Often hedonistic and impulsive, they             Starting at 11th level, your heart influences the actions you
              appreciate every day as if their life has just begun.              take. You can dedicate yourself to another creature, taking
                                                                                 part in a 1 hour ceremony that binds the two of you together,
              Morning Glory Features                                             creating blue and purple rings on your fingers that represent
                   Level        Features                                         your dedication to each other.
                    2nd         Breath of Unity                                     This bond represents dedicating yourselves to one another
                                                                                 in mind and body, and you can only benefit from one bond
                     6th        Attention Collar                                 like this at a time. While bonded this way, you both benefit
                    11th        Bond of Dedication                               from the following effects while both on the same plane:
                    15th        Bitter Farewell                                      You are both always aware of the condition of the other,
                                                                                     including status conditions, hit points, wounds, etc,. Both
              Breath of Unity                                                        of you can only be aware of context that at least one of you
              Beginning when you manifest this epithet at 2nd level, you             knows (for example, you do not know the effects of a curse
              can lead yourself and up to six other creatures in breathing           the other is affected by unless one of you knew otherwise).
              exercises that allow them to quickly tap into their stamina            You both can communicate telepathically across any
              reserves. If you and these creatures spend 1 minute focusing           distance, hearing the other's voice when doing so.
              on calm thoughts and connecting with both nature and                   You understand any languages the other can speak.
              themselves without doing anything else, they can spend hit             When one of you uses an item, potion, spell, or feature to
              dice as if they had completed a short rest (without any of the         heal the other, they always gain the maximum possible
              other benefits of a short rest). When a creature does so, they         numerical results of the healing effect.
              gain temporary hit points equal to your Charisma modifier.             When one of you is reduced to 0 hit points, the other may
                                                                                     use their reaction to reduce their own current hit points
                                                                                     by half (rounded up), and the other regains hit points equal
                                                                                     to what their partner lost. This effect can only be used if
                                                                                     the partner using their reaction has at least half of their
                                                                                     hit points remaining and is within 30 feet.
                                                                                     When one of you makes an attack roll or saving throw, the
                                                                                     other may use their reaction (before the DM reveals the
                                                                                     result) to give their partner a bonus on the roll equal to
                                                                                     their own proficiency bonus.
                                                                                    At any time, one of you can sever the bond as long as you
                                                                                 are conscious. Doing so causes the creature who severs the
                                                                                 bond to suffer a level of exhaustion and takes 3d8 psychic
                                                                                 damage, unless both mutually agree to sever it. Once severed,
                                                                                 neither creature can form another bond through this feature
                                                                                 for 1 week. If one of you dies the bond remains, but severing
                                                                                 it has no negative effects.
              Attention Collar
              Beginning at 6th level, you can use an action to target a          Bitter Farewell
              number of creatures equal to your Charisma modifier and            Beginning at 15th level, when a creature misses you with an
              that you can see within 60 feet with a binding spell. These        attack roll you may choose to move up to your movement
              creatures must attempt a Charisma saving throw against             speed immediately. Doing so does not provoke opportunity
              your spell save DC. Creatures that fail have a blue collar         attacks from the creature who triggered it, or other effects
              appear around their neck or another part of their body, and        that rely on you leaving their attack range (like the sentinel
              are cursed for 1 minute or until you choose to end the effect.     feat). You may use this feature once per round, regaining your
                                                                                 use of it at the start of your turn.
Nylah Roland-Washington (Order #46364621)
                                                                                Valor
                                                                                Beginning when you manifest this epithet at 2nd level, you
                                                                                are a valiant fighter with a strong sense of self. Your
                                                                                enhanced concentration manifests as a pool of dice referred
                                                                                to as valor dice, which are d6s. You have an amount of these
                                                                                dice equal to half your Petal Knight level (rounded down) + 2.
                                                                                   You regain expended valor dice when you complete a long
                                                                                rest. When you reach 6th level your valor dice become d8s,
                                                                                then d10s when you reach 12th level.
                                                                                   You can use your valor dice for the following effects:
                                                                                Armor Up
                                                                                When you are hit by an attack you can see, you can roll one of
                                                                                your valor dice as a reaction and add the result to your Armor
                                                                                Class until the start of your next turn.
                                                                                Counter Strike
                                                                                When you are attacked by a creature, you can spend and roll
                                                                                one of your valor dice as a reaction to subtract the result from
                                                                                the oncoming attack roll. If this causes the attack to miss, you
                                                                                can make one weapon attack against the attacker if they're
                                                                                within range.
                                                                                Power Attack
                                                                                When you make a weapon attack, you can spend and roll one
                                                                                of your valor die and add it to the result of the attack roll, as
                                                                                well as the damage roll if it hits.
              Sakura                                                            Quick Draw
              Elegant warriors who favor decisive action in combat. Their       When you are surprised in combat, you can expend one of
              epithet, the sakura (also known as the cherry blossom) is a       your valor dice to act normally, and can immediately draw a
              beautiful white or pink flower known for littering the world      main and off-hand weapon.
              around it with its petals. Those who manifest this epithet
              have strong minds and keen instincts.                             Targeted Sorcery
                The sakura petal knights can conjure innate magical             When you cast a Petal Knight spell that requires a saving
              powers similar to sorcery, and they are said to draw the          throw from a target, you may spend and roll one of your valor
              power of nature into themselves. Even the blood they spill is     dice and subtract the result from the target's first saving
              consumed by their weapons, enriching them and easing their        throw against the spell.
              pain.
                Those who manifest this epithet are often known to be           Gilded Instincts
              elegant and compassionate individuals who fight valiantly for     Beginning at 6th level, you can rely upon your instincts to
              those they forge bonds with. When they form such a bond,          protect you in combat rather than armor. You can choose to
              they honor it for life.                                           calculate your armor class as 10 + your Dexterity modifier +
                                                                                your Wisdom modifier as long as you aren't wearing armor or
              Sakura Features                                                   using a shield.
                 Level Features
                  2nd      Spark of Sorcery, Valor                              Vampiric Blade
                                                                                Starting at 6th level, whenever you hit a creature with a one-
                  6th      Gilded Instincts, Vampiric Blade                     handed weapon for the first time on your turn, you gain
                 11th Extra Attack Improvement                                  temporary hit points equal to half the damage you deal.
                 15th Blood Roots
                                                                                Extra Attack Improvement
                                                                                Starting at 11th level, your martial prowess increases.
              Spark of Sorcery                                                  Whenever you take the Attack action, you can attack three
              Beginning when you manifest this epithet at 2nd level,            times instead of once as long as the attacks are made with
              whenever you learn a new Petal Knight spell, you can choose       one-handed weapons.
              to take a spell from the Sorcerer spell list instead, and treat
              that spell as a Petal Knight spell for you.                       Blood Roots
                 When you gain this feature you can switch the spell you        Starting at 15th level, when you regain hit points through
              would normally gain at this level, as well as one of your other   your vampiric blade feature, you regain hit points instead of
              known spells, to a Sorcerer spell if you wish to.                 gaining temporary hit points.
                 Sorcerer spells learned this way must be of a level you have      Additionally, you also regain hit points this way from any
              spell slots for.                                                  attack you make that benefits from one of your valor effects.
Nylah Roland-Washington (Order #46364621)
              Feats
              N
                                 ew feats are included here in alphabetical      Metamagical Roots
                                 order. Any creature that is taking an ability
                                 score increase may choose to instead take       Prerequisites: Pact Magic feature; Charisma 15 or higher
                                 one of these feats if they meet the                You learn to make use of signature incantations that alter
                                 prerequisites for them. If a creature meets     the properties of your spells, emulating metamagic.
                                 the prerequisites for a feat when they take        Choose two of the following metamagic options. When you
                                 it, but they would later not qualify for it,    cast a spell using a pact spell slot, you can apply one of the
              they lose access to the benefits of the feat (apart from ability   effects you chose to the spell (ignoring its sorcery point cost).
              score increases) until they meet its prerequisites again.          You may do this once, then cannot do so again until you
                                                                                 complete a short or long rest.
              Berserker                                                              Careful spell
              You can lash out against those who have harmed you in the              Distant Spell
              moments preceding your attack. You gain the following                  Empowered Spell
              benefits:                                                              Heightened Spell
                                                                                     Twinned Spell
                 Your Strength or Dexterity score increases by 1.                    Seeking Spell
                 If a creature has hit you since the end of your last turn,
                 your next weapon attack against them has advantage,                Using this feature includes adding an incantation to the
                 even if it would otherwise have disadvantage.                   casting of the spell. To benefit from the added effect you must
                 When an attack reduces you to 0 hit points and you would        add a verbal component to the spell.
                 fall unconscious, you may use your reaction just before            Whenever you gain a level where you would gain another
                 falling unconscious to make a single weapon attack              ability score increase, you can choose to replace one of your
                 against the creature that hit you, as long as they are within   chosen metamagic features for this feat with another from
                 range and the attack didn't outright kill you.                  the list.
                                                                                    The descriptions for these metamagic features are
              Glorious Purpose                                                   available as part of the Sorcerer class.
              Prerequisite: proficiency in Persuasion (Charisma) or              Promise of Certainty
              Deception (Charisma) checks.
                Whenever you would be reduced to 0 hit points by a               Prerequisite: you have at least 2 levels as a Petal Knight.
              weapon attack, you can use your reaction to chide, distract,         You can invoke the power of your epithet to manifest
              boast at, entice or otherwise confuse the creature making          supernatural protection. You gain the following benefits:
              that attack. Roll a Charisma check contested by their Insight
              (Wisdom). If you win the contest their attack misses instead          Your Charisma score increases by 1.
              due to their hesitation.                                              Choose two ability scores. Whenever you fail a saving
                When you use this feature, choose a language you speak to           throw for either ability score, you may re-roll the saving
              be involved in the reaction. If the target does not understand        throw and keep the new result. You may do this once for
              that language they have advantage on their Insight (Wisdom)           each ability score you picked, then cannot do so again
              check.                                                                until you complete a short or long rest.
              Invoke Consideration
              Prerequisite: you can cast at least 1 spell that can target 2 or
              more creatures
                When casting a spell that might catch your allies in its
              range, you can give them a chance to move out of the way.
              You gain the following benefits:
                 Your spellcasting ability increases by 1 (if you have
                 multiple, you choose which one).
                 When you cast a spell that targets both hostile creatures
                 and your own allies, you can yell to them to flee. Any
                 creature you choose who would have been targeted by the
                 spell or caught in its area may use their reaction to move
                 up to half their movement speed to escape the spell's
                 effects. This movement does not provoke opportunity
                 attacks from other creatures targeted by the spell or
                 caught in its area.
                 When targeting creatures with a spell you're casting, you
                 can choose to let any number of them use their reaction to
                 have advantage on their first saving throw against it.
Nylah Roland-Washington (Order #46364621)
              Promise of Companionship                                           Promise of Planar Defense
              Prerequisite: you have at least 2 levels as a Petal Knight.        Prerequisite: you have at least 2 levels as a Petal Knight.
                You can express your intentions to rely on an ally, and co-        You can sense disturbances in the natural order of the
              ordinate with that defense in mind. You gain the following         world, mentally seeking out powerful monstrosities. You gain
              benefits:                                                          the following benefits:
                 Your Strength or Constitution score increases by 1.                Your Intelligence score increases by 1.
                 You can spend 1 minute with a creature that understands            You can use an action to open your mind to the world
                 you, assuring them that you plan to fight beside them,             around you until the end of your next turn, sensing
                 exchanging notes and strategies. Doing so forges a pact            aberrations and monstrosities within 120 feet of you. You
                 with them. Until you complete a short or long rest (or             know the direction, type, and size of creatures you sense,
                 form this pact with another creature), anytime you make            but not their identity. You can sense this way an amount of
                 an attack roll against a creature within 5 feet of the             times equal to your proficiency bonus, regaining expended
                 creature you have this pact with, you make that attack             uses when you complete a long rest.
                 with advantage. You do not gain this benefit if the creature       Within the same radius as the sense above, you can also
                 you forged a pact with is incapacitated or unconscious.            sense openings to other planes, objects attuned to other
                 If the creature you have a pact with is reduced to 0 hit           planes and magical items that can enable travel to them. If
                 points, you can use your reaction to immediately move up           what you sense is attuned to, or connected, to a specific
                 to your movement speed (ending in a space closer to                plane, your sense it in a way that alludes to that plane (a
                 them) and make a single weapon attack with advantage               portal to the Elemental Plane of Fire might make you feel
                 agsinst the creature who reduced them to 0 hit points, as          feel insufferably hot, and one to the Elemental Plane of
                 long as they are within range.                                     Earth might give off a deep rumbling).
              Promise of Efficacy                                                Promise of Understanding
              Prerequisite: you have at least 2 levels as a Petal Knight.        Prerequisite: you have at least 2 levels as a Petal Knight.
                You have pin-point accuracy when attacking a target, as            You can empathize with others and use your influence to
              long as you have a distinct mastery of the weapon you're           calm their spirit, even communicating with creatures you
              wielding. You gain the following benefits:                         choose. You gain the following benefits:
                 Your Strength or Dexterity score increases by 1.                   Your Wisdom or Charisma score increases by 1.
                 Choose one type of weapon that you are proficient with             When a creature attempts to communicate with you in a
                 (longswords, shortswords, crossbows, etc) or a specific            language you do not speak or understand, you may use
                 weapon you are proficient with (such as a magic item or            your action to form a magical connection with that
                 weapon from a spell like shadow blade). Your critical              creature that allows you both to understand one another
                 range for that weapon increases by 1 (for example, if it           when you speak. This effect lasts for 10 minutes, or until
                 was 20, it is now 19-20. If it was 19-20, it is now 18-20.)        you dismiss it.
                 When you score a critical hit with the weapon you choose           Once per short rest, you can choose a number of
                 for this feat, roll 1d100. On a result of 10 + your Petal          creatures within 60 feet of yourself to attempt to pacify.
                 Knight level or less, you regain an expended pact spell            The creature is affected as though you had cast the spell
                 slot.                                                              calm emotions, with your save DC being your Petal Knight
                 Whenever you gain a level as a Petal Knight you can                spell save DC. You can target a number of creatures equal
                 choose to change the weapon you picked for this effect.            to 1 + your proficiency bonus.
              Promise of Levity                                                  Tactician's Command
              Prerequisite: you have at least 2 levels as a Petal Knight.        Prerequisite: Charisma of 14 or higher
                 You can identify problems with your allies and help them to        You can observe opponents from afar and direct your allies
              fight their way through it, reassuring them that you have their    to fight them more efficiently in dire circumstances. You gain
              back as long as they have yours. You gain the following            the following benefits:
              benefits:
                                                                                     Your Charisma score increases by 1.
                  Your Charisma score increases by 1.                                Once per turn, when an ally you can see who can hear you
                  Whenever a creature you can see who can hear you within            makes a weapon attack you can give them advantage on
                  60 feet fails an ability check, you can use your reaction to       the attack, even if they have disadvantage. You can use this
                  add your Charisma modifier to their result, possibly               feature an amount of times equal to your proficiency
                  changing the outcome.                                              bonus, regaining expended uses when you complete a
                  When you fail a contested Dexterity (Acrobatics) or                long rest.
                  Strength (Athletics) check and have an ally within 5 feet of
                  the creature you are contested against, you can use your
                  reaction or bonus action to have them attempt the same
                  check in your place, using their outcome in place of yours.
Nylah Roland-Washington (Order #46364621)
Nylah Roland-Washington (Order #46364621)
Nylah Roland-Washington (Order #46364621)