Sovereign Soul
The blood of old royal blood lines course through your veins, its righteous rule makes you an exemplar of your lineage. Bound for greatness and leadership beyond any doubt. Your virtuous birthright has gifted you with the power of kings and queens, emperors and empresses of old who themselves received heavenly blessings to rule their dominions.
You learn additional spells when you reach certain levels in this class, as shown on the Sovereign Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know. Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an Enchantment or an Evocation spell from the sorcerer, warlock, or cleric spell list.
Additionally your royal bloodline manifests itself in some way when you are casting any of your sorcerer spells as shown in the Manifestations of Rule table. You can roll for your manifestation or choose one.
As the blood of sovereign courses through you it manifests itself when you are in danger, protecting you. A mantle, armor, or other royal regalia defends you. While you aren't wearing armor, Your AC equals 13 + your charisma modifier.
The weight of your words carry your noble birthright with them. When you interact with a creature you may exert the power of your bloodline. You gain proficiency in persuasion and intimidation skills. Your proficiency bonus is doubled for any ability checks you make that uses either of those skills.
Since the anointment of the first sovereigns in the realm, they have served their dominions, shaping them, ruling them, and cultivating their kingdoms with their will, inspiring their subjects to rise and fall as they follow their path. Using the Will: You may select a number of creatures that you can see over a long rest to be affected by your Will equal to your Charisma modifier. As long as they remain part of your Will they are enhanced by it. (you are included as one of these creatures) While they are under your Will of Monarchs feature, creatures have advantage against being frightened or charmed. As an action you can heal those under the effect of your Will an amount of hit points equal to twice your charisma modifier. Additionally, They gain the following benefit for 10 minutes:
As a bonus action you may rally your allies with your words, creatures equal to your charisma modifier that can hear you within 30 feet gain advantage on their Intelligence, Wisdom, or Charisma saving throws for 1 minute. Once you use this bonus action, you can't do so again until you finish a long rest, unless you spend 5 sorcery points to use it again.
You've learned how to reach into the depths of the power granted to you by your bloodline as it coalesces into a physical form to defend your people. As an action you may call down a radiant banner bearing a crest that symbolizes your birthright for 1 minute. This banner sheds bright light in a 30 foot radius and dim light shines 30 feet beyond that. This banner can be held in one hand or it can follow you hovering at your side (you decide when you manifest it) additionally you may plant the banner down in a location you can see within 30 feet of you. All creatures within the bright light of the banner gain the following benefits: A friendly creature that starts its turn within the bright light of the banner heals hit points equal to your Charisma modifier. Or half as much hit points if they start their turn within the dim light. Additionally, as a bonus action while your banner is down, you may expend 5 sorcery points to heal all creatures within your light 2d8 + your Charisma modifier of hit points. Friendly creatures within the bright light subjected to an effect that allows them to make a Dexterity saving throw to take only half damage, instead take no damage if they succeed on the saving throw, and only half damage if they fail. When the banner initially comes down you can end one of the following effects on a creature within the light: blinded, charmed, deafened, frightened, paralyzed, or poisoned. You may expend 3 sorcery points to do so again as a bonus action. Once you use this action, you can't use it again until you finish a long rest, unless you spend 7 sorcery points to use it again. You may call down multiple banners by expending additional sorcery points, but their effects don't overlap with each other.
Sovereign Magic
1st-level Sovereign Soul featureYou learn additional spells when you reach certain levels in this class, as shown on the Sovereign Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know. Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an Enchantment or an Evocation spell from the sorcerer, warlock, or cleric spell list.
Sovereign Spells | |
---|---|
Sorcerer Level | Spells |
1st | Bless, Command |
3rd | Fortune's Favor, Suggestion |
5th | Beacon of Hope, Mass Healing Word |
7th | Death Ward, Sickening Radiance |
9th | Skill Empowerment, Summon Celestial |
D6 | Manifestation |
1 | A golden crown forms around your head |
2 | Your eyes emanate a golden light |
3 | A golden scepter or rod hovers near your dominant hand. |
4 | Your voice becomes booming and echoes. |
5 | A golden spectral shield with a symbol or crest forms in front of you. |
6 | Bells ring around you, and golden petals fall in your vicinity. |
Royal Aegis
1st-level Sovereign Soul featureAs the blood of sovereign courses through you it manifests itself when you are in danger, protecting you. A mantle, armor, or other royal regalia defends you. While you aren't wearing armor, Your AC equals 13 + your charisma modifier.
Commanding Eminence
1st-level Sovereign Soul featureThe weight of your words carry your noble birthright with them. When you interact with a creature you may exert the power of your bloodline. You gain proficiency in persuasion and intimidation skills. Your proficiency bonus is doubled for any ability checks you make that uses either of those skills.
Will of Monarchs
6th-level Sovereign Soul featureSince the anointment of the first sovereigns in the realm, they have served their dominions, shaping them, ruling them, and cultivating their kingdoms with their will, inspiring their subjects to rise and fall as they follow their path. Using the Will: You may select a number of creatures that you can see over a long rest to be affected by your Will equal to your Charisma modifier. As long as they remain part of your Will they are enhanced by it. (you are included as one of these creatures) While they are under your Will of Monarchs feature, creatures have advantage against being frightened or charmed. As an action you can heal those under the effect of your Will an amount of hit points equal to twice your charisma modifier. Additionally, They gain the following benefit for 10 minutes:
- The Will encourages them to do continuous deeds of bravery and courage. They may add half your charisma modifier to saving throws and ability skill checks they make during the duration.
Sovereign's Presence
14th-level Sovereign Soul featureAs a bonus action you may rally your allies with your words, creatures equal to your charisma modifier that can hear you within 30 feet gain advantage on their Intelligence, Wisdom, or Charisma saving throws for 1 minute. Once you use this bonus action, you can't do so again until you finish a long rest, unless you spend 5 sorcery points to use it again.
Banner of Monarchs
18th-level Sovereign Soul featureYou've learned how to reach into the depths of the power granted to you by your bloodline as it coalesces into a physical form to defend your people. As an action you may call down a radiant banner bearing a crest that symbolizes your birthright for 1 minute. This banner sheds bright light in a 30 foot radius and dim light shines 30 feet beyond that. This banner can be held in one hand or it can follow you hovering at your side (you decide when you manifest it) additionally you may plant the banner down in a location you can see within 30 feet of you. All creatures within the bright light of the banner gain the following benefits: A friendly creature that starts its turn within the bright light of the banner heals hit points equal to your Charisma modifier. Or half as much hit points if they start their turn within the dim light. Additionally, as a bonus action while your banner is down, you may expend 5 sorcery points to heal all creatures within your light 2d8 + your Charisma modifier of hit points. Friendly creatures within the bright light subjected to an effect that allows them to make a Dexterity saving throw to take only half damage, instead take no damage if they succeed on the saving throw, and only half damage if they fail. When the banner initially comes down you can end one of the following effects on a creature within the light: blinded, charmed, deafened, frightened, paralyzed, or poisoned. You may expend 3 sorcery points to do so again as a bonus action. Once you use this action, you can't use it again until you finish a long rest, unless you spend 7 sorcery points to use it again. You may call down multiple banners by expending additional sorcery points, but their effects don't overlap with each other.
Blood of Sovereigns Past
Dicathia is an old world in which many dominions have risen and fallen, often due to the War of the Gods. As a result, there are several bloodlines from fallen dominions. Though the people and the lands these bloodlines once ruled over may be lost the power flowing through them still remains. As such many sorcerers of this origin do not have any ties to the standing nations of the world but rather seek to preserve the memory and royal dignity of their fallen dominion or even to rebuild it entirely.
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