Sovereign (5e Class)

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Sovereign[edit]

Truth of the Sovereign[edit]

Tales-of-Arise-preview-1024x576.jpg
Two Sovereigns ready to face the world.

For hundreds of years, the people of Dahna and Rena believed the Sovereign to be their ruler. A benevolent monarch who gave command and comfort from on high. However, this was not the case. The Sovereign is actually not a naturally occurring power, but rather one born of advanced experimentation and science. While their are many who abilities with astral artes and magic can rival the Sovereign's abilities, the Sovereign themselves is something entirely different. Originally bioengineered to take the ambient, astral magic of the universe, the Sovereign was designed to be a vessel. A vessel for what exactly? No one truly knows, though some lost records have indicated an unknown horror drifting through space and consuming magic. But despite their circumstances, a Sovereign decides their own fate, carves their own path, and uses their unique abilities to rebuild the world as they see fit.

Quick Build

You can make a Soveriegn quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score, followed by Constitution or Wisdom.

Class Features

As a Soveriegn you gain the following class features.

Hit Points

Hit Dice: 1d10 per Soveriegn level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Soveriegn level after 1st

Proficiencies

Armor: Light and Medium Armor
Weapons: All Weapons
Tools:
Saving Throws: Strength, Dexterity
Skills: Choose three from Acrobatics, Arcana, Athletics, History, Insight, Medicine, Perception, Persuasion, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a martial weapon or (b) two simple weapons
  • (a) a short bow or (b) a hand crossbow
  • (a) an explorer's pack or (b) a scholar's pack

Table: The Soveriegn

Level Proficiency
Bonus
Boost Points Artes Known Features —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 0 0 Fighting Style, Astral Link
2nd +2 2 2 Spellcasting, Boost Artes 2
3rd +2 3 2 Fate 3
4th +2 4 2 Ability Score Improvement 3
5th +3 5 3 Extra Attack 4 2
6th +3 6 3 Over Limit 4 2
7th +3 7 3 Fate Feature 4 3
8th +3 8 3 Ability Score Improvement 4 3
9th +4 9 4 4 3 2
10th +4 10 4 Fate Feature 4 3 2
11th +4 11 4 Unyielding 4 3 3
12th +4 12 4 Ability Score Improvement 4 3 3
13th +5 13 5 4 3 3 1
14th +5 14 5 Spirit to Fight 4 3 3 1
15th +5 15 5 Fate Feature 4 3 3 2
16th +5 16 5 Ability Score Improvement 4 3 3 2
17th +6 17 6 4 3 3 3 1
18th +6 18 6 Fate Feature 4 3 3 3 1
19th +6 19 6 Ability Score Improvement 4 3 3 3 2
20th +6 20 6 Will of the Sovereign 4 3 3 3 2

Fighting Style[edit]

Starting at 1st level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Blind Fighting

You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Superior Technique

You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice.) You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Astral Link[edit]

At 1st level, your connection to Astral Energy grants you insight into the world's existence. Wherever you go, you have a general understanding of any major location's history and important events. If you are in a location that is not of great note or is a mystery to the general public, you have advantage on Intelligence (History) checks to learn about important details.

Spellcasting[edit]

At 2nd level, you learn to harness the magical energy that flows through all living things and weaponize it. You use the Paladin spell list.

Preparing and Casting Spells

The Sovereign table shows how many spell slots you have to cast your Sovereign spells. To cast one of your Sovereign spells of 1st level or higher, 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 Sovereign spells that are available for you to cast, choosing from the Sovereign spell list. When you do so, choose a number of Soveriegn spells equal to your Wisdom modifier + half your Sovereign level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 5th-level Sovereign, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of Sovereign spells requires time spent attuning to the energy of the universe: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Wisdom is your spellcasting ability for your Sovereign spells, since their power derives from your spiritual connection to existence. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a paladin 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

Innate Casting

Your connection to the astral powers allows you to channel magic through your body. You do not need a focus to cast spells, but can use one if you wish. You still require material components if they have a gold cost.

Boost Artes[edit]

At 2nd level, you weave the astral energy of existence into special techniques. These techniques require specific bursts of power, which are represented by Boost Points. You regain all expended Boost Points at the end of a Long Rest.

You know two Boost Artes of your choice. When you reach certain levels in Sovereign, you gain additional Artes of your choice from, as shown in the Artes Known column of the Sovereign table. A level prerequisite refers to your level in this class.

Additionally, when you gain a level in this class, you can choose one of the Artes you know and replace it with another Arte that you could learn at that level.

All Artes are listed at the bottom of the class page.

Fate[edit]

At 3rd level, the hand fate has dealt you reveals itself through special abilities. Your fate grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Over Limit[edit]

At 6th level, sparks of your true power awaken in the heat of battle. For every five instances of damage you deal or take, you enter Over Limit for 1 minute. While in Over Limit, the next Boost Arte you use costs 0 Boost Points. Once you do so, Over Limit ends.

Unyielding[edit]

Start at 11th level, through sheer force of will you keep standing, no matter the cost. When you would be reduced to 0 Hit Points, you can instead drop to 1. The first time you do so, it is free. If you use this feature again before you finish a long rest, you must succeed a Constitution saving throw or fall unconscious. The DC starts at 10, and increases by 5 each subsequent time.

This chain resets when you finish a long rest.

Spirit to Fight[edit]

At 14th level, your will to fight is unstoppable, allowing nothing to stand in your way. You gain proficiency in Constitution saving throws and you have advantage on death saving throws.

Will of the Sovereign[edit]

At 20th level, you can unleash the full power of the Sovereign. As an action, you can duplicate any spell of 8th level or lower. You do not need to meet any requirements in that spell, including costly components. The spell simply takes effect. You cannot use this ability again until you finish a long rest, or if you spend 8 Boost Points to do so again.

In addition, you can communicate telepathically with any creature that is on the same plane of existence.

Breaker[edit]

Break the barrier in front of you, break the chains of torment, break through your limits, break everything that stands in your way! Be it someone, something, or even yourself, break it down. Breaker Sovereigns see everything as a challenge, as some kind of opponent to take down. This mentality has driven Sovereigns to do both great and terrible things. It takes close friends and loved ones to guide them, and keep them on the right path. While often hot headed and overly passionate, Breaker Sovereigns truly care about those close to them. they would die for their loved ones and would travel across the multiverse if it meant accomplishing their goal.

Fists of Steel

Starting at 3rd level, through martial arts, you have trained to make your fists just as deadly as metal weapons. You are granted the following benefits:

  • Your unarmed strikes now deal d8's and can use either you Strength or Dexterity or modifier for their attack and damage rolls.
  • When you use the Attack action with an unarmed strike on your turn, you can make one unarmed strike as a bonus action.
  • Your unarmed strikes count as magical for the purposes of overcoming resistances.
  • Boost Artes and spells you cast that require a weapon attack to activate can be used with your unarmed strikes.
Swarming Strikes

At 3rd level, your attacks become deadlier as your enemy becomes weaker. For each unarmed strike you successfully land, they gain a +1 to attack and damage rolls, up to max of +3. This bonus lasts for 1 minute or until you miss with an attack roll, at which point the chain resets to 0.

This increases to a max of +4 at level 10 and +5 at level 18.

Evasion

At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Martial Instinct

At 7th level, you land ready to strike after dodging. Whenever you succeed a Dexterity saving throw, it counts towards charging your Swarming Strikes and Over Limit.

Inner Beast

At 10th level, channeling astral energy through your fists instead of other weapons has awakened a unique ability in you. You can now achieve Over Limit after 4 instances of dealing or taking damage.

This decreases to 3 instances at level 18.

Punch Through

At 15th level, your strikes are powerful enough to break through armor. When you land a critical hit on a creature with an unarmed strike, their AC is reduced by 1. This cannot reduce them below their natural armor, and the penalty lasts until the creature finishes a long rest.

Tenebrous Claw

At 18th level, you super charge your strikes with astral energy to unleash the ultimate attack. As an action while in Over Limit, you can make a single unarmed strike against a creature within range. On a hit, the attack deals an additional 2d8 lightning damage and the target is paralyzed until the end of its next turn. Over Limit ends after the attack hits or misses.

Gladius[edit]

Gladius, the shield. Sovereigns are protectors, shields to guard the ones they love. Throwing themselves into the heart of danger, so that others may be at peace. Gladius Sovereigns are the perfect "all-rounders" in combat. Being able to not only take damage, but also deal it, and disperse it. When they take blows for their comrades, they use their power to dish it right back to their opponents. The Gladius Sovereigns are resolute and strong, and will never leave anyone behind.

Bonus Proficiencies

At 3rd level, you gain proficiency with Heavy Armor and Shields.

Fortress Stance

Starting at 3rd level, you learn to make full use of your shielding and strength. While wielding a shield, you can use your Strength modifier in place of your Dexterity modifier when making Dexterity saving throws.

Interpose

At 3rd level, you become the shield for your allies. Whenever a creature within 5ft of is you is hit by an attack, while you are wielding a shield, you can use your reaction to take the hit for them, redirecting all damage to you. When you do this, you have resistance to all damage dealt by the attack.

Counter Edge

At 7th level, you strike at the opening left by your opponent's attack. When a creature misses you with an attack roll, you can use your reaction to make one melee weapon attack against them.

Kinetic Revenge

At 10th level, you can take the shock dealt by attacks and turn them into power. When a hostile creature hits you with an attack, your next melee weapon attack deals an extra die of damage.

Disperse Force

At 15th level, you become an unmovable wall. You have advantage on saving throws to avoid becoming stunned, paralyzed, or knocked prone.

In addition, you cannot be moved against your will, while conscious.

Flare Demolisher

At 18th level, you clear the path for your allies. While Over Limit is active, you can use your action to release a burst of concentrated kinetic energy. All creatures of your choice within 30ft of you must succeed a Strength saving throw or take 8d8 force damage, be pushed to the edge of the AOE, and be knocked prone. On a successful save, a creature takes half damage and suffers no other effects. In addition, all creatures of your in the AOE gain a +2 bonus to their AC until the start of your next turn. Immediately after you use this ability, Over Limit ends.

Savior[edit]

The position of Sovereign comes with many responsibilities. One of the most important is being a symbol, one that others can look to for guidance and protection. In the past, some Sovereigns have taken this to heart as their main duty, becoming a beacon of hope in the darkness. Whenever something comes and threatens the world, Savior Sovereigns will be among the first there to fight, if not leading the entire charge. On the battlefield, Savior Sovereigns known how to block out the pain, and push forward no matter the cost. Even if the cost is their own life, they know that the future of the people is all that matters. Powerful, noble, inspirational, Savior Sovereigns really are the heroes many need.

Numb Pain

Starting at 3rd level, you learn to steel your nerves in the face of pain. As a bonus action, you can ignore the screams of pain from your body for 10 minutes. During this time, you have resistance to bludgeoning, piercing, and slashing damage. This effect can end early if you choose to do so (no action required), or if you fall unconscious or die.

Once you use this feature, you cannot do so again until you finish a long rest, or if you spend 3 Boost Points to do so again.

Blazing Spirit

At 3rd level, you can kindle the flames rebellion into your weapon. As a bonus action, you can add an additional 1d6 fire damage to a single weapon you are wielding, but you also take 1d6 fire damage upon activation. The activation damage cannot be reduced in any way. You can only have this effect active on one weapon at a time, and it lasts for 10 minutes, but can end early if you choose to do so (no action required), or if you fall unconscious or die. You can activate this effect as part of the same bonus action to activate Numb Pain by spending 1 Boost Point.

Once you activate Blazing Spirit you cannot do so again until you finish long rest, or spend 1 Boost Point to do so again.

Flames of Hope

At 7th level, your fiery conviction can either inspire or terrify others. While Blazing Spirit is active, you have advantage on Intimidation and Persuasion checks.

In addition, while Blazing Spirit is active, whenever a creature you can see within 30ft (yourself included) is about to make an attack roll, a saving throw, or an ability check, you can use your reaction to roll a d6 and either add or subtract the number rolled from the total. Once you use this reaction a number of times equal to you proficiency bonus, you cannot do so again until you finish a long rest, or if you spend 1 Boost Point to do so again.

Boost Burst

At 10th level, you learn to siphon the fleeting astral energy from dying foes. Whenever you land a critical hit or the killing blow on a creature, you regain 3 Boost Points.

This ability does not activate in conjunction with the Weak Point Boost Arte.

Paragon

At 15th level, you will stop at nothing to defeat whatever threatens the things you love. While Numb Pain is active, you have resistance to all damage.

In addition, the activation damage and extra damage dealt from Blazing Spirit increases to 2d6.

Scarlet Inferno

At 18th level, you unleash the roaring fires of conviction. While Over Limit is active, you can have the next attack you hit deal maximum damage. Over Limit immediately ends after you use this effect.

In addition, the fire damage from Blazing Spirit ignores resistances, and treats immunity as resistance.

Tormented[edit]

Your position as the Sovereign has revealed some truly horrible things to you. Nightmares and tragedies of times yet to come. In the past, some Sovereigns have seen visions of the fall of a kingdom, an entire civilization, or even all of existence. The worst part about these visions is that their timing is completely unknown. It may be in coming days, or several decades later. The anticipation and paranoia this causes in the Sovereign is unbearable for some. Knowledge of the coming doom has affected previous Sovereign in a way that not many would expect. While showing that they are numb to most other emotions besides fear, they have a deep care for others. Knowing that the world might end tomorrow, they form deep bonds with their compatriots. Not wanting them to suffer, tormented Sovereigns can take on the pain of others in addition to mending their wounds with divine spells.

Twilight Magic

Starting at 3rd level, torture and hope clashes within you, unlocking new magic. When you prepare spells, you can choose from the Cleric spell list or the Sovereign spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a Sovereign spell for you.

Hope and Horror

At 3rd level, the positive and negative energy you harbor can be harnessed and released at the right moment. Once per turn, when you hit a creature with an attack roll, you can spend 1 Boost point to deal extra necrotic damage equal to 1d8 plus your Wisdom modifier.

Alternatively, if you restore Hit Points to creature by casting a spell or using a Boost Arte, you can restore an additional 1d8 plus your Wisdom modifier.

Manifest Suffering

At 7th level, you can call forth the inner sorrow and sadness to turn it on your foes. As a bonus action, spectral thorny vines appear all over your body for 1 minute. The thorns will disappear early if you use another bonus action to do so, or until you fall unconscious or die. During this time, you can deal necrotic damage equal to your Wisdom modifier to any creature that hits you with a melee attack or touches you. The damage increases by 1 (max 3), for each unconscious ally you can see.

Once you summon your thorns, you cannot do so again until you finish a long rest or if you spend 1 Boost Point to do so again.

Loose Cannon

At 10th level, your paranoia makes you quick to react in battle. You have advantage on Initiative rolls. You can make a single weapon attack against any hostile creature with a lower initiative than you before combat begins.

Astral Revitalization

At 15th level, you pour all your hopes and prayer into your spells to save your allies. Whenever you cast a spell that restores Hit Points, you can end one condition on the affected creature that is not exhausted, grappled, or restrained.

Mystic Shot

At 18th level, you can channel your power through your weapon for devastating damage. When you cast a spell that deals damage, while in Over Limit, you can channel it through your weapon and roll to hit with it. On a hit, you deal both the weapon damage and activate the effects of the spell. If the spell has a AOE effect, such as Fireball, it only affects the target and treats hitting the target as them failing the save. If the spell has any secondary effects, such as Raulathim's Psychic Lance, the target can still roll to avoid the additional effects. Immediately after you use this ability, Over Limit ends.

Boost Arte Options[edit]

Astral Smite

Once per turn, when you hit a creature with a weapon attack, you can expend a number of Boost Points up to your proficiency bonus to deal a number of d8's in additional damage equal to the Boost Points you spent. The damage is your choice of cold, fire, or lightning.

Concentrate

When you roll to maintain concentration, you can expend 1 Boost Point to give yourself advantage on the roll.

Mercy's Hand

As an action, you can touch one creature within 5ft and expend a number of Boost Points up to your proficiency bonus. The creature then regains a number of Hit Points equal to five times the number of Boost Points you spent.

Demon Fang

Prerequisite: 5th Level

When you take the attack action, you can expend 1 Boost Point to have all your melee weapon attacks gain a range of 30ft.

Magna Ray

Prerequisite: 5th Level

You can use your action to expend 1 Boost Point and fire a beam of energy from a ranged weapon you are wielding. When you do, make an attack roll against each creature in a 60ft line. On a hit, a creature takes the weapon damage, but you do not add your modifier. Your weapon's damage type when using this Arte is radiant.

Perfect Defense

Prerequisite: 9th Level

You can expend 1 Boost Point to reroll a saving throw you made and you must use the new roll. You can use this Arte after you see the roll, but before the DM says whether or not it passes or fails.

Perfect Offense

Prerequisite: 9th Level

When you miss with an attack roll, you can spend 1 to 3 Boost Points to increase your attack roll by 2 for each Boost Point you spent, potentially turning the miss into a hit.

Down Strike

Prerequisite: 13th Level

When you hit with a weapon attack, you can expend 2 Boost Points to knock the target prone.

Sharpen Awareness

Prerequisite: 13th Level

When you take the attack action, you can expend 1 Boost Point to give all your weapon attacks advantage until the end of the turn.

Astral Convergence

Prerequisite: 17th Level

You can expend 5 Boost Points to cast any spell of 5th level or lower. If the spell has a material component that has a gold cost, you still require the material.

Weak Point

Prerequisite: 17th Level

When you hit with a weapon attack, you can expend 5 Boost Points to treat the attack as a critical hit.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Sovereign class, you must meet these prerequisites: Strength 13 or Dexterity 13 and Wisdom 13

Proficiencies. When you multiclass into the Sovereign class, you gain the following proficiencies: Light Armor, Medium Armor, Simple Weapons, Martial Weapons

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