Base Class: Fighter
Sovereign's Will
Your martial prowess is fueled by an indomitable will, allowing you to turn defense into offense and issue devastating decrees on the battlefield.
Level 3 Features
Sovereign's Retort
Your martial training is fueled by a will that allows you to turn defense into immediate, punishing retaliation.
You gain a pool of reactive focus called your Sovereign's Gaze, which holds a number of charges equal to your proficiency bonus. You regain all expended charges when you finish a short or long rest.
When a creature you can see hits you with an attack, you can use your reaction and expend charges to execute one of the following counters:
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Melee Parry (Costs 2 Charges). You attempt to parry the blow and riposte. Make a Dexterity (Acrobatics) check against the attacker's attack roll. If your check is higher, the attack misses, and you can immediately make one weapon attack against the attacker.
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Ranged Evasion (Costs 1 Charge). You deftly evade the projectile. The ranged attack misses you, and you can immediately move up to 10 feet without provoking opportunity attacks. This movement must leave you with cover from the attacker or take you outside their line of sight.
Level 7 Feature
Unyielding Bastion
Your will hardens when the odds stack against you, allowing you to perform impossible feats of defense whether you stand alone or amidst a sea of foes.
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Lone Vanguard. If you begin your turn with no allied creatures within 30 feet of you, you gain an additional bonus action on that turn. You can use this bonus action only to take the Dash, Disengage, or Dodge action.
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Against the Tide. When you are targeted by a melee attack and use your Melee Parry from Sovereign's Retort, you have advantage on the Dexterity (Acrobatics) check if you are within 5 feet of at least three hostile creatures.
Level 10 Feature
Unbreakable Cycle
Your will is now an unending loop; every action you take on the battlefield fuels your reactions, making you an unstoppable and adaptive force.
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Relentless Will. Once per turn, when you hit a creature with a weapon attack, you regain 1 charge of your Sovereign's Gaze. Additionally, when you successfully use your Melee Parry to make a riposte attack that hits, you regain 1 charge.
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Disarming Strike. When you hit a creature with a weapon attack, you can forgo dealing damage to attempt to disarm them. The target must make a Strength saving throw (DC = 8 + your proficiency bonus + your Strength or Dexterity modifier). On a failure, the target drops one item of your choice that it's holding. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
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Deflect Projectiles. When you succeed on the Ranged Evasion option of your Sovereign's Retort, you can choose to deflect the projectile instead of moving. If you do, you can make one ranged weapon attack (as if throwing a weapon) at the creature that attacked you, provided you have a weapon in hand that can be thrown.
Level 15 Feature
Edict of Decimation
Your will can now manifest as a single, perfect strike, a decree so absolute it can sever an enemy's fate.
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Reserve of Will. As a bonus action, you can instantly regain a number of charges for your Sovereign's Gaze equal to your proficiency bonus. Once you use this feature, you cannot use it again until you finish a long rest.
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Beheading Strike. When you make a weapon attack against a creature, you can expend any number of charges from your Sovereign's Gaze before the attack roll. The attack deals an additional 1d8 slashing damage for every charge expended this way.
If the creature is not a construct, ooze, plant, or elemental, and its size is Large or smaller, it must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Strength or Dexterity modifier). The creature has disadvantage on this saving throw if it is below half its hit point maximum.
On a failed save, if the damage from this attack reduces the creature to 50 hit points or fewer, the creature is beheaded and dies instantly.
Level 18 Feature
Final Proclamation
You can issue one final, undeniable decree upon the battlefield, a testament to a will that outlasts life itself.
As a reaction when you take damage that would reduce you to 0 hit points, you can unleash your Sovereign Will. You ignore the damage and effects, and enter a state of Inviolable Will for 3 rounds. While in this state:
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You are immune to all damage and cannot be incapacitated.
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You keep a running total of all damage you would have taken.
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You have advantage on all saving throws.
At the start of your turn on the third round, the state ends and the accumulated energy erupts from you. You can make a special melee weapon attack against a creature within your reach. On a hit, it takes damage equal to the total accumulated damage, bypassing resistance and immunity.
Defiant Stand: After the state ends, if the total accumulated damage was 100 or more, you drop to 1 hit point. Otherwise, you drop to 0 hit points but are stable. You also regain 3 charges for your Sovereign's Gaze.
Once you use this feature, you cannot use it again until you finish 1d4 long rests.
Level 3: Sovereign's Retort
Your martial training is fueled by a will that allows you to turn defense into immediate, punishing retaliation.
You gain a pool of reactive focus called your Sovereign's Gaze, which holds a number of charges equal to your proficiency bonus. You regain all expended charges when you finish a short or long rest.
When a creature you can see hits you with an attack, you can use your reaction and expend charges to execute one of the following counters:
-
Melee Parry (Costs 2 Charges). You attempt to parry the blow and riposte. Make a Dexterity (Acrobatics) check against the attacker's attack roll. If your check is higher, the attack misses, and you can immediately make one weapon attack against the attacker.
-
Ranged Evasion (Costs 1 Charge). You deftly evade the projectile. The ranged attack misses you, and you can immediately move up to 10 feet without provoking opportunity attacks. This movement must leave you with cover from the attacker or take you outside their line of sight.
Level 7: Unyielding Bastion
Your will hardens when the odds stack against you, allowing you to perform impossible feats of defense whether you stand alone or amidst a sea of foes.
-
Lone Vanguard. If you begin your turn with no allied creatures within 30 feet of you, you gain an additional bonus action on that turn. You can use this bonus action only to take the Dash, Disengage, or Dodge action.
-
Against the Tide. When you are targeted by a melee attack and use your Melee Parry from Sovereign's Retort, you have advantage on the Dexterity (Acrobatics) check if you are within 5 feet of at least three hostile creatures.
Unbreakable Cycle
Your will is now an unending loop; every action you take on the battlefield fuels your reactions, making you an unstoppable and adaptive force.
-
Relentless Will. Once per turn, when you hit a creature with a weapon attack, you regain 1 charge of your Sovereign's Gaze. Additionally, when you successfully use your Melee Parry to make a riposte attack that hits, you regain 1 charge.
-
Disarming Strike. When you hit a creature with a weapon attack, you can forgo dealing damage to attempt to disarm them. The target must make a Strength saving throw (DC = 8 + your proficiency bonus + your Strength or Dexterity modifier). On a failure, the target drops one item of your choice that it's holding. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
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Deflect Projectiles. When you succeed on the Ranged Evasion option of your Sovereign's Retort, you can choose to deflect the projectile instead of moving. If you do, you can make one ranged weapon attack (as if throwing a weapon) at the creature that attacked you, provided you have a weapon in hand that can be thrown.
Level 15: Edict of Decimation
Your will can now manifest as a single, perfect strike, a decree so absolute it can sever an enemy's fate.
-
Reserve of Will. As a bonus action, you can instantly regain a number of charges for your Sovereign's Gaze equal to your proficiency bonus. Once you use this feature, you cannot use it again until you finish a long rest.
-
Beheading Strike. When you make a weapon attack against a creature, you can expend any number of charges from your Sovereign's Gaze before the attack roll. The attack deals an additional 1d8 slashing damage for every charge expended this way.
If the creature is not a construct, ooze, plant, or elemental, and its size is Large or smaller, it must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Strength or Dexterity modifier). The creature has disadvantage on this saving throw if it is below half its hit point maximum.
On a failed save, if the damage from this attack reduces the creature to 50 hit points or fewer, the creature is beheaded and dies instantly.
Level 18: Final Proclamation
You can issue one final, undeniable decree upon the battlefield, a testament to a will that outlasts life itself.
As a reaction when you take damage that would reduce you to 0 hit points, you can unleash your Sovereign Will. You ignore the damage and effects, and enter a state of Inviolable Will for 3 rounds. While in this state:
-
You are immune to all damage and cannot be incapacitated.
-
You keep a running total of all damage you would have taken.
-
You have advantage on all saving throws.
At the start of your turn on the third round, the state ends and the accumulated energy erupts from you. You can make a special melee weapon attack against a creature within your reach. On a hit, it takes damage equal to the total accumulated damage, bypassing resistance and immunity.
Defiant Stand: After the state ends, if the total accumulated damage was 100 or more, you drop to 1 hit point. Otherwise, you drop to 0 hit points but are stable. You also regain 3 charges for your Sovereign's Gaze.
Once you use this feature, you cannot use it again until you finish 1d4 long rests.







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