The sword is a regal weapon with a paradoxical air of both grace and strength. Many among the masses pick up the sword and dabble in its use. Few among them live long enough to master their chosen sword, and then fewer still are able to claim Sovereignty over their sword of choice. You are now one of those Sovereigns.
aspiring swordsmen, nobles, information gatherers, experienced soldiers, and other men and women who live martial lives will recognize you, or know you by reputation. They may show you respect, or maybe scoff thinking your reputation is overblown, ask you to teach, or maybe spar with, them, or simply request to shake your hand. Worst case, they might even challenge you to a duel to the death hoping to earn their own fame by being the one to slay one as reputed as yourself and take for themselves your title as one of the Sovereigns. Bottom line, you will be known across the land as one of the few Sword Sovereigns. Whether this fame is a bane or a boon... time will tell.
You may only pick this feat once. Upon picking this feat, you may choose either the longsword, shortsword, greatsword, rapier, or scimitar and a relevant Fighting Style if you do not already possess one. When wielding your chosen sword in either hand you gain +3 to hit and +3 to damage. You ignore any and all penalties when making offhand attacks with your chosen sword in the offhand in addition to specific bonuses unique to your chosen type of sword depending on which hand you are holding it in or if you are dual wielding your chosen sword:
- Longsword: Your mastery of the Longsword allows you to make precise strikes that would be impossible for lesser practitioners to land, when making a melee weapon attack with a longsword against the target creature treat the targeted creature's Armor Class as two less than its total effectively ignoring 2 Armor Class. Additionally, you may make a lunging thrusting strike using either your action or bonus action. This melee weapon attack has a range of ten feet, deals piercing damage instead of slashing damage, and has the effects of the Piercer feat even if you do not have the feat. If you have a longsword in your offhand and use your offhand longsword to make the lunging thrusting strike after you have landed an attack with your main hand weapon you gain an additional +3 to hit on top of the universal +3 bonus provided by this feat for that attack. Finally, while wielding a longsword with one hand you may still use the 1d10 for damage as if you were using two hands and may choose to treat a longsword as a finesse weapon.
- Scimitar: Because of your mastery of the scimitar you know how to make the most of its wickedly curved blade. All attacks made with a scimitar cause your target to bleed profusely dealing an additional 3d4 slashing damage each turn for two turns, and stacks and refreshes each time you land a melee weapon attack on the target creature. This has no effect against targets with no blood or similar life giving substance. If the target creature has a shield or is wearing armor treat the target creature's Armor Class as two less than its total using the curved blade of the scimitar to sneak in strikes from angles that a straight bladed sword could never land. When making a melee weapon attack against an unarmored creature, or a creature in light armor you get an additional +3 to damage, and an additional 2d4 on the stacking bleed effect. Finally, whenever you are on your mount, if you own a mount, and have a scimitar in your main hand, you get a +6 bonus to your Charisma score (to a maximum of 26), and twice per short rest can raise your scimitar above your head to inspire all your party members in line of sight giving them 3d6 + your Charisma modifier of temporary hit points and advantage on their next four rolls in combat (attack rolls, saving throws, checks, etc. any and all rolls while in combat).
- Rapier: your mastery of the rapier allows you to make the most of its light weight, thin profile, and needle sharp point. You gain +3 to your Armor Class that is tied to the Armor Class bonus provided by your Dexterity Score, an additional 5 feet of movement, your melee weapon attacks have a range of ten feet, impose disadvantage on attacks of opportunity made against you and after landing a melee weapon attack you may move five feet while wielding a rapier. Additionally, when an enemy melee weapon attack, or attack of opportunity, matches your Armor Class you parry the attack taking taking 0 damage and immediately riposte, dealing 1d4 + your Dexterity modifier in slashing damage in retaliation. This riposte has the effects of the Slasher feat even if you don't have the feat. If you have a rapier in your offhand and a weapon that is not a rapier in your main hand the damage dealt by the riposte increases to 3d4 + your Dexterity modifier. When you have a rapier in your main hand you can make an additional melee weapon attack each turn on top of your regular extra attacks, this additional attack is immune to disadvantage, but also cannot be made at advantage. Any Charisma rolls made while your rapier is drawn and in your main hand are made at advantage and have your Dexterity modifier added to them in addition to your Charisma modifier. If you are dual wielding rapiers, or have a rapier in your main hand and your offhand is free, and land a melee weapon attack with each rapier, or your single rapier, in one turn you make a contested roll, your Charisma (persuasion) against the target creature's Wisdom (Willpower). If you win the contest the target creature's next melee weapon attack made against you is made at disadvantage.
- Shortsword: knowing how to make the most of the shortsword's smaller size you may make two extra melee weapon attacks each turn with shortswords, if you are dual wielding shortswords you may make two additional attacks with each sword in addition to your regular extra attacks. Additionally, you gain Advantage on Sleight of Hand (Dexterity) checks when attempting to hide shortswords from sight. If successful your next attack with your Shortsword immediately after revealing it is an automatic critical hit, if you have the Sneak Attack feature this critical hit counts as a sneak attack and deals triple sneak attack damage. While in combat you have advantage on Acrobatics (Dexterity) checks, and if the Acrobatics roll is being made while in range of an enemy creature you do not incur an attack of opportunity and you automatically strike at them, making a melee weapon attack at advantage. You gain an additional 15 feet of movement while you have a shortsword in your main hand, and a +3 bonus to your Dexterity score to a maximum of 23. Finally, while wielding a spear in your main hand and shortsword in your offhand you gain a +5 bonus to your Armor Class.
- Greatsword: Your mastery of the greatsword allows you to use its imposing size to your advantage granting you a +3 bonus to your Armor Class when you have a greatsword equipped, this bonus is lost should you become Disarmed, Stunned, or otherwise incapacitated. You gain a +3 bonus to your Strength score to a maximum of 23 and can treat greatswords as versatile weapons allowing you to wield a greatsword with one hand still with full damage dice. While wearing heavy armor, wielding a greatsword in your main hand, and a shield in your offhand, you gain a +8 bonus to your Armor Class in addition to the earlier +3 bonus, additionally, whenever an enemy starts their turn within line of sight of you they must make a Willpower (Wisdom) save, on a failed roll they must attack you or suffer disadvantage on attack rolls made against all other creatures. If wielding a greatsword in each hand twice per short rest you may make a melee weapon attack with both greatswords simultaneously. This attack, if it hits, inflicts exhaustion on the target creature for one turn. Additionally, all enemy creatures within line of sight of any attacks you make must make a Willpower (Wisdom) save at the end of your turn when you land a melee weapon attack. On a failed save the enemy creature(s) are Frightened of you until your next turn. Because you are able to wield a greatsword with one hand, when choosing to wield a greatsword with two hands you are able to attack with it much faster than a lesser practitioner. You may make an additional attack with a greatsword each turn in addition to your regular extra attacks.
Previous Versions
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