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Sovereign

SOVEREIGN

Sovereign
Respect is earned, not given. The sovereign is a
Creating a Sovereign
To create a sovereign, consult the following
leader, a diplomat, a tactician, and, most importantly,
subsection, which gives you starting equipment.
a keeper of the people. These rulers of the realms are
Then, determine your Sovereign Court, which
granted power through their citizenry, as a sovereign
gives you hit points and proficiencies. From
symbolizes the strength of their people and demesne.
there, look at the Sovereign table to see which
You are a leader given this priviledge to rule. You may
features you get at each level, and shows your
be a member of royal prestige given power through
Proficiency Bonus in the PB column. The
divine right, an appointed war chief who earned their
descriptions of those features appear in the
privilege through bloodshed, or a politician that has
“Class Features” section.
worked their way up the ranks of leadership.

QUICK BUILD
For the People You can make a Sovereign quickly by following these
Trained in the duties of country-keeping, it is a suggestions. First, depending on your Court, make that ability
sovereign’s duty to ensure their people are cared for your highest ability score. Your next-highest score should be
and protected, for the power of a ruler is entirely Constitution. Second, choose the noble background.
reliant on them having their citizens to rule. Most
often, part of this duty of protection includes the
preparation for military service, making sovereigns
remarkable tacticians and soldiers in times of war. MULTICLASSING AND THE SOVEREIGN
Even the most tyrannical of rulers cannot command a -Ability Score Minimum. As a multiclass character, you must
military without citizenry willing to take arms in support have a score of at least 13 in one of the Sovereign’s primary
of their iron fist. abilities, depending on your Court, to take a level in this class
While you create your sovereign, it is highly suggested or to take a level in another class if you are already a
you consider a lawful alignment, as sovereigns are Sovereign.
maintainers and symbols of order in civilization. Your -Proficiencies Gained. If Sovereign isn’t your initial class,
people should be in the forefront of your mind. Do you you gain all armor and weapon proficiencies granted through
rule with authoritarian cruelty? Are you open to your Sovereign Court, as well as one of skill proficiency from
holding the voice of the people as sacred, even if it the court's skill list if sovereign is not your initial class.
means losing your power?

Sovereigns of Different Titles


The rulers of the realm are all sovereigns, whether
they be lord or lady, king or queen, princess or prince,
or chief or chieftess. This title encompasses any
member of significant power over a governing body.
You might gain a new title in taking on this position,
which you can use in place of “Sovereign” when
referring to your sovereign level if you prefer that
flavor. For example, if you are a 1st-level Sovereign
and are made Lord of your court, you might decide to
call yourself a 1st-level Lord rather than Sovereign.
THE SOVEREIGN
PROFICIENCY
BONUS FEATURES
LEVEL
1st +2 Sovereign Court, Diplomacy
2nd +2 Leadership, Stand as One
3rd +2 Sovereign´s Mandate
4th +2 Ability Score Improvement
5th +3 Royal Decree
6th +3 Mandate Feature
7th +3 Solidarity
8th +3 Ability Score Improvement
9th +4 Leadership improvement
10th +4 Mandate Feature
11th +4 Knights of the Round (+1)
12th +4 Ability Score Improvement
13th +5 —
14th +5 Mandate Feature
15th +5 Leadership improvement
16th +5 Ability Score Improvement
17th +6 —
18th +6 Knights of the Round (+2)
19th +6 Ability Score Improvement
20th +6 King's Presence

EQUIPMENT Diplomacy
As a 1st-level character, you start with the following
At 1st level, whenever you make an ability check to
equipment, or you can forgo it and spend 150 GP on
parley, you gain a 1d6 bonus to the d20 roll.
equipment of your choice.
Additionally, while you and your allies are in a friendly
• (a) scale mail, or (b) leather armor settlement that holds you and your title in high regard,
• (a) a martial weapon and a shield or (b) and martial the settlement will provide you and your allies with the
weapon and ranged weapon and 20 pieces of comforts of the most expensive lifestyle it can afford, at
ammunition, no cost to you.
• (a) five javelins, (b) any simple melee weapon, or
(c) one exotic weapon with which you are proficient
• (a) a diplomat’s pack or (b) an explorer’s pack Leadership
• An embroidered standard and a dagger Starting at 2nd level, Your words and eminence carries
a sense of inspirational leadership, which you can
Sovereign Court invoke during combat either by issuing an order or
At 1st level, Choose a sovereign court, which shoring their resolve. You do so using a bonus action
describes the manner in which you rule and the on your turn, which grants an ally of your choice that
creatures that you reign over, detailed at the end of can see or hear you advantage on the first attack roll,
the class description. Your choice grants you your Hit ability check, or saving throw they make before the
Points and Proficiencies if Sovereign is your initial start of your next turn.
class, and features when you choose it at 1st level. When you reach 9th level in this class, the ally also
gains a 1d6 bonus to the d20 roll. At 15th level, the
bonus increases to 2d6.
Stand as One Knights of the Round
Also at 2nd level, as a high-value target on the By 11th level, you can spend 1 hour performing a ceremony
battlefield, your protection is a priority to your with up to a number of allies equal to your proficiency that can
allies. You gain the benefits of half cover while understand you, and aren't charmed or magically compelled.
you are within 5 feet of an ally. If another source is After the ceremony, the allies are appointed as champions of
granting you half cover, you instead gain three- your court, and you bestow a title upon them.
quarters cover. Each champion you appoint this way chooses one of their
ability scores. The chosen ability score and its maximum
Sovereign´s Mandate increase by 1. A creature loses this benefit if it is no longer
allied to you, if you grant its title to a different creature, or if
Starting at 3rd level, you adopt a mandate which you perform this ceremony with it again.1
you govern your people, representing the kind of At 18th level, the chosen ability score and its maximum in-
sovereign that you are. You can select from the crease by 2, instead of 1.
Mandates which are detailed at the end of the
class description. Your choice grants you features
at 3rd level, and again at 6th, 10th, and 14th level. King's presence
At 20th level you become a true king. One ability score of your
choice increase in 4, to a maximum of 24.
Ability Score Improvement In addition, you exude a constant aura of fear and awe. At the
When you reach 4th level, and again at 8th, 12th, start of your turn, you can choose one creature within 60 feet
16th, and 19th level, you can increase one ability of you that can see you. That creature must succeed a
score of your choice by 2, or you can increase two Wisdom saving throw against a DC of 8 + your proficiency
ability scores of your choice by 1. As normal, you bonus + INT or WIS or CHA modifier (your choice). On a failed
can’t increase an ability score above 20 using this save, that creature is either charmed or frightened (your
feature. choice) for 1 minute. The creature can make a saving throw
on each of its turns to end the effect. A creature that succeeds
a saving throw against this effect becomes immune to it for 24
Royal Decree hours.
Starting at 5th level, when you use Leadership,
you can do so as a grand pronouncement,
granting its benefits to each of your allies within
60 feet of you that can hear you. Once you use
this feature, you can't do so again until you finish
a short or long rest.

Solidarity
At 7th level, the fierce loyalty you instill in your
allies prevents them from being magically (Like
control person Spell) compelled to attack you. If he
tries to attack you, he must choose another target
within his range and if there is none, he loses the
attack.

g and t he table
For the kin
Sovereign Courts
There are 4 types of Sovereign Courts: Arcane Court, Divine Court, Expert Court and Warrior Court. Your
choice grants you your Hit Points and Proficiencies if Sovereign is your starting class, and traits when you choose
it at 1st level.

Arcane Court
Specializing in the mystical and arcane arts, these soveranes rule by using their magical knowledge to support
their followers. Usually the members of this court are in command of other minor magic users, they can be
directors of a school of magic, a high wizard of an order of magicians or even soveran who got their magical
powers through a family pact and/or was born with them.

HIT POINTS
Hit Dice: 1d6 per sovereign level
Hit Points at 1st Level: 6 + your Constitution
modifier
Hit Points at Higher Levels: 1d6 (or 4) + your
Constitution modifier per sovereign level
after 1st
PROFICIENCIES
Armor: None
Weapons: Simple weapons
Tools: None
Saving Throws: Choose two from Intelligence, Wisdom and
Charisma
Skills: Choose two from Arcana, History, Insight, Intimidation,
Persuasion and Religion

Special Feature: Style of Magic


You are able to express your magic in a way that breaks
common boundaries, you are able to select a style of magic of
your choice.

Special Feature: Arcane Spellcasting


You must first determine where your arcane abilities come from
to determine the spell list and your main ability score for your
spellcasting.

Born from Magic


Were you born with these powers, do you come from a lineage
of wizards or does your lineage have a bloodline with magical
beings?
Sorcerer Spell list and your Charisma is your main ability.

Lord of the Pact


Your abilities and possibly your position come from a pact with
some deity or powerful magical being who agreed to share his
magic with you in exchange for something.
Warlock Spell list and your Charisma is your main ability.

Student of the Arcane


Your arcane knowledge is the fruit of long years of study of mysticism and the fabric of magic.
Wizard Spell list and your Intelligence is your main ability.
Spellcasting
At 1st level, As a result of the magic you acquired to rule your PREPARED
SPELLS
court, you manifest a small amount of magic.
2
CANTRIPS
3
At 1st level, you know two cantrips of your choice from the
choicen spell list. You learn additional cantrips of your choice at 4
higher levels, as shown in the Cantrips Known column of the 5
Sovereing table. 6
SPELL SLOTS 6
The Sovering table shows how many Spell Slots you have to 7
cast your spells of 1st level and higher. To cast one of these 7
spells, you must expend a slot of the spell’s level or higher. You 9
regain all expended Spell Slots when you finish a Long Rest.
9
Prepared Spells of 1st+ Level. The Sovereing Spellcasting
table shows how many spell slots you have to cast your 10
Sovereing spells of 1st level and higher. To cast one of these 10
Sovereing spells, you must expend a slot of the spell’s level or 11
higher. You regain all expended spell slots when you finish a 11
long rest.
12
You prepare the list of spells of 1st level and higher that are
12
available for you to cast with this feature. To start, choose two
1st-level spells from the choicen spell list. The number of spells 14
on your list also increases as you gain Sorcerer levels, as shown 14
in the Prepared Spells column of the Sovereing table. 15
Whenever that number increases, choose additional spells 15
from the choicenr spell list until the number of spells on your
list matches the number on the table. The chosen spells must
be of a level for which you have Spell Slots.
For example, if you’re a 5th-level Sovereing, your list of
prepared spells can include six spells of 1st or 2nd level, in any
combination.
If another Sovereing feature, gives spells that you always have
prepared, those spells don’t count against the number of spells
on the list you prepare with this Spellcasting feature, but those
spells otherwise follow the rules in this feature.
Changing Your Prepared Spells. Whenever you gain a
SovereingLevel, you can replace one spell on your list with
another Sovereing spell for which you have Spell Slots.
SPELLCASTING ABILITY
You choose your spellcasting ability for your Sovereing
spells from your choice of Arcane Spellcasting. You
use the chosen ability whenever a spell refers to your
spellcasting ability. In addition, you use this ability
when setting the saving throw DC for a Sovereing spell
you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency


bonus + your choicen spell modifier
Spell attack modifier = your proficiency bonus
+ your choicen spell modifier
Spellcasting Focus. You can use an arcane focus (see the
Adventuring Gear section) as a spellcasting focus for your
Sovereing spells.
Divine Court
With wisdom that transcends the limits of mortal understanding and an innate connection to the celestial realms,
our ruler is an accomplished master in the art of divine magic and divine knowledge. His power emanates from
sources beyond earthly comprehension, allowing him to influence the designs of the universe with grace and
authority.

HIT POINTS
Hit Dice: 1d8 per sovereign level
Hit Points at 1st Level: 8 + your Constitution
modifier
Hit Points at Higher Levels: 1d8 (or 5) + your
Constitution modifier per sovereign level
after 1st
PROFICIENCIES
Armor: Light armor, medium armor, shields
Weapons: Simple weapons
Tools: None
Saving Throws: Wisdom and choose one from Intelligence or
Charisma
Skills: Choose two from Animal Handling, Insight, Medicine,
Nature, Perception, Religion, and Survival.

Special Feature: Divine Spellcasting


You must first determine where your arcane abilities come from
to determine the spell list and your main ability score for your
spellcasting.

Divine Guide
It is thanks to the divine grace of the gods that he is able to rule
according to their mandates and dominions. Do you have a god
to whom you are grateful for everything you have?
Cleric Spell list and your Wisdom is your main ability.

Rules of Nature
You are guided by the primordial rules of this world, the natural
and wild is your guide for your decisions as a regent.
Druid Spell list and your Wisdom is your main ability.

Special Feature: Style of Magic


You are able to express your magic in a way that breaks common boundaries, you are able to select a style of
magic of your choice.
Spellcasting
At 1st level, As a result of the magic you acquired to rule your
court, you manifest a small amount of magic.
CANTRIPS
At 1st level, you know two cantrips of your choice from the
choicen spell list. You learn additional cantrips of your choice at
higher levels, as shown in the Cantrips Known column of the
Sovereing table.

SPELL SLOTS
The Sovering table shows how many Spell Slots you have to
cast your spells of 1st level and higher. To cast one of these
spells, you must expend a slot of the spell’s level or higher. You
regain all expended Spell Slots when you finish a Long Rest.
Prepared Spells of 1st+ Level. The Sovereing Spellcasting
table shows how many spell slots you have to cast your
Sovereing spells of 1st level and higher. To cast one of these
Sovereing spells, you must expend a slot of the spell’s level or
higher. You regain all expended spell slots when you finish a
long rest.
You prepare the list of the choicen spells that are available for
you to cast, choosing from the choicen spell list. Each of these
spells must be of a level for which you have spell slots. When
you do so, choose a number of Sovereing spells equal to either
your Wisdom modifier + your sovereign level (minimum of one
spell).
For example, if you are a 5th-level sovereign, you have four
1stlevel and two 2nd-level spell slots. With a Wisdom of 16,
your list of prepared spells can include 8 spells of 1st or 2nd
level, in any combination. If you prepare the 1st-level spell
charm person, you can cast it using a 1st-level or 2nd-level slot.
Casting the spell doesn’t remove it from your list of prepared
spells.
Changing Your Prepared Spells. You can change your list of
prepared spells when you finish a long rest. Preparing a new
list of Sovereing spells requires time spent in prayer and
meditation: at least 1 minute per spell level for each spell on
your list.

SPELLCASTING ABILITY
You Wisdom is your spellcasting ability for your Sovereing
spells from your choice of Divine Spellcasting. You use the
chosen ability whenever a spell refers to your spellcasting
ability. In addition, you use this ability when setting the
saving throw DC for a Sovereing spell you cast and when
making an attack roll with one.

Spell save DC = 8 + your proficiency


bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus
+ your Wisdom modifier
Spellcasting Focus. You can use a holy symbol or a druidic
focus as a spellcasting focus for your Sovereing spells.
Expert Court
In the realm of sovereignty, our esteemed leader stands as an expert in a multitude of disciplines, drawing from
the diverse wellsprings of knowledge and skill. In their mastery of these diverse disciplines, our sovereign
exemplifies the epitome of expertise, wielding a versatile array of talents that ensures their reign is marked by both
dexterity and intelligence.

HIT POINTS
Hit Dice: 1d8 per sovereign level
Hit Points at 1st Level: 8 + your Constitution
modifier
Hit Points at Higher Levels: 1d8 (or 5) + your
Constitution modifier per sovereign level
after 1st
PROFICIENCIES
Armor: Light armor
Weapons: Simple weapons, arming sword, bastard sword,
longsword and Martial Weapons that have the Finesse Property
Tools: None
Saving Throws: Dexterity and choose one from Intelligence or
Charisma
Skills: Choose three from Acrobatics, Deception, Insight,
Intimidation, Investigation, Perception, Performance,
Persuasion, Sleight of Hand and Stealth.

Special Feature: Underhanded Tactics


Your weapon attacks score a critical hit on a roll of 19 or 20 if
you have advantage on the attack roll. You don’t need
advantage on the attack roll if at least one of your allies who
isn't incapacitated is within 5 feet of the target, and you don’t
have disadvantage on the attack roll.
A 15th level you can score a critical hit on a roll of 18,19 or 20.

Special Feature: Weapon Mastery


You are able to express your combat skills in a way that breaks
common users, you are able to select a Weapon Mastery of your
choice.
Warrior Court
In the sovereign's domain, a warrior ruler reigns supreme, his prowess on the battlefield matched only by his
strategic brilliance and unwavering determination. With the ferocity of a seasoned warrior, he commands respect
and loyalty from his subjects and strikes fear into the hearts of his enemies. Under his leadership, the realm
thrives, its borders secure and its people prosperous. Forged in the crucible of war, his reign is a testament to the
power of strength, honor, and unwavering resolve.
HIT POINTS
Hit Dice: 1d10 per sovereign level
Hit Points at 1st Level: 10 + your Constitution
modifier
Hit Points at Higher Levels: 1d10 (or 6) + your
Constitution modifier per sovereign level
after 1st
PROFICIENCIES
Armor: All Armors and Shields
Weapons: Simple weapons, Martial Weapons and one Exotic
Weapon
Saving Throws: Strength and choose one from Constitution or
Wisdom
Skills: Choose two from Acrobatics, Athletics, History, Insight,
Intimidation, Persuasion, Perception and Survival.

Special Feature: Call to Glory


When you are the target of an attack, you make ability check, or
roll a saving throw, you can spend one of your Hit Dice as a
reaction to gain 1d10 + your Constitution modifier temporary hit
points for 1 minute.

Special Feature: Weapon Mastery


You are able to express your combat skills in a way that breaks
common users, you are able to select a Weapon Mastery of your
choice.

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