The Swordsovereign

by Avaricium

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The Swordsovereign

Contents

The Swordsovereign


  • Introduction...................................................................................... 1
  • Class Features.................................................................................. 3
  • Techniques........................................................................................ 4

Subclasses : Sovereign Archetypes


  • The Avenger...................................................................................... 7
  • The Bannerlord................................................................................ 7
  • The Eviscerator................................................................................ 9
  • The Swiftblade.............................................................................. 10
  • The Thunderlord........................................................................... 11
  • The Vanquisher............................................................................. 13
Artist Credits

Swordsovereign


An elf defending themself against a brutal onslaught deftly dodges attack after attack. When her assaulter is sure that their last attack is bound to land, the elf surprises them by blocking the final blow with the pommel of her sword and begins her counterattack.

A dragonborn blocks a corridor with their spear in hand, ready to confront any who cross his path. Anyone with the guts to try only meet a flurry of spear strikes and a painful death, or several wounds at best.

A gladiator in the midst of a heated battle launches a flurry of attacks before taking a moment to catch his breath. Before his foe can create a safe distance between the two of them in this momentary respite, he begins another flurry of attacks in the same amount of time it would normally take somebody to attack once.

All of these fighters are swordsovereigns, prodigies that're unparalleled in close quarters combat. Varied as they may be, they are all united by their extraordinary reflexes and tactical prowess, no matter what weapon or skills they may use.

Unparalleled Combatants

Swordsovereigns specialize in fighting face to face with their enemies, unlike fighters who carry some degree of familiarity with nearly all weapons. In exchange for forgoing proficiency with such weapons, swordsovereigns learn techniques which allow them to close the distance between themselves and any enemies, or execute a variety of tactics to gain any advantage.

Grueling Tutelage

The path of a swordsovereign is rife with difficulty. While a fighter may learn the basics of using a variety of weapons or tactics and the art of war, a swordsovereign must train their body and reflexes so that they can not only barrage enemies before they can blink once, but also react with precision and speed to shut down enemies before they take even one step.

A swordsovereign's martial prowess and incredible reflexes naturally makes them an excellent adventurer or companion. Their extensive training is put to use when slaying monsters, delving into dungeons, or exploring areas that are dangerous or filled with traps.

Creating a Swordsovereign

When creating a swordsovereign, think about what sets them apart from other warriors around them and the extraordinary training they have undergone. Becoming a swordsovereign is an undertaking that breaks those who cannot withstand the rigorous training and is extremely physically taxing. Were you exceptionally dedicated, or did you feel that you need to prove yourself?

Swordsovereigns are regarded for their martial prowess, but that doesn't always come naturally. You may have enjoyed years of formal training in an army or militia, but that alone is not enough to learn the basics of becoming a swordsovereign. You might have spent even more years under the tutelage of a mentor willing to train you afterwards, or maybe you've spent your childhood and young adult years sharpening your skills and honing your body so that it doesn't break under pressure.

1
Swordsovereign

Also consider what led your character to turn to a life of adventuring. Did wanderlust call you away from a sedentary life, or did the allure of treasure charm you? Or perhaps the mundane life you live was not enough and adventure will ail you of your desire for battle or to put your skills to the test.

Quick Build

You can quickly create a swordsovereign by following these suggestions. First, Strength or Dexterity should be your highest ability score, depending on what kind of melee weapon you want to focus on, followed by Constitution. Second, choose the outlander background.

Optional Rule : Multiclassing

If your group uses the optional rule on multiclassing in the Player's Handbook, you must meet the prerequisites listed below in order to multiclass into a swordsovereign.

The Swordsovereign
Level Proficiency Bonus Features Techniques Known
1st +2 Fighting Style, Second Wind
2nd +2 Flourishing Surge, Martial Ingenuity 3
3rd +2 Unorthodox Tactics, Sovereign Archetype 4
4th +2 Ability Score Improvement 4
5th +3 Exemplary Reflexes, Extra Attack 5
6th +3 Sovereign Archetype Feature 5
7th +3 Expertise 6
8th +3 Ability Score Improvement 6
9th +4 Unwavering Resolve 7
10th +4 Sovereign Archetype Feature 7
11th +4 Exemplary Reflexes (2) 8
12th +4 Ability Score Improvement 8
13th +5 Hypervigilant 8
14th +5 Sovereign Archetype Feature 9
15th +5 Extra Attack (2) 9
16th +5 Ability Score Improvement 9
17th +6 Flourishing Surge (2) 10
18th +6 Sovereign Archetype Feature 10
19th +6 Ability Score Improvement 10
20th +6 Exemplary Reflexes (3) 11

Ability Score Minimum. The prerequisite to multiclass into a swordsovereign or take a level in another class if you are already a swordsovereign is a Strength score of at least 13 and a Dexterity score of at least 13.

Proficiencies Gained. If swordsovereign isn't your initial class, you gain proficiency with light armor, medium armor, simple weapons and martial melee weapons.

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Swordsovereign

Class Features

As a swordsovereign, you gain the following features.

Hit Points


  • Hit Dice : 1d10 per swordsovereign level
  • Hit Points at 1st Level : 10 + your Constitution modifier
  • Hit Points at Higher Levels : 1d10 (or 6) + your Constit-ution modifier per swordsovereign level after 1st level

Proficiencies


  • Armor : Light armor, medium armor
  • Weapons : Simple weapons, martial melee weapons
  • Tools : Calligrapher's supplies

  • Saving Throws : Strength, Dexterity
  • Skills : Choose two from Acrobatics, Athletics, Investigation, Perception, Performance, Persuasion, and Sleight of Hand

Starting Equipment

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

  • (a) scale mail or (b) leather armor
  • (a) a greatsword or (b) any martial melee weapon
  • (a) a shortsword or (b) any simple melee weapon
  • (a) a glaive, (b) a halberd, (c) a lance, or (d) a pike
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • Two daggers and calligrapher's supplies

Fighting Style

You adopt a particular style of fighting as your specialty when you first take a level in this class. 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.

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 your Armor Class.

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're 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.

Thrown Weapon Fighting

You can draw a weapon that has the thrown property as part of the attack you make with the weapon.

In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

Two-Weapon Fighting

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

Unarmed Fighting

Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.

At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.

Second Wind

You have a limited well of excess stamina that you can draw on to protect yourself from harm. During your turn, you can use a bonus action to regain hit points equal to 1d10 + your swordsovereign level.

Once you use this feature, you must finish a short or long rest before you can use it again.

Flourishing Surge

When you reach 2nd level, you are able to push your body beyond its normal limits for a moment. You can take one additional reaction this round.

Once you use this feature, you can't use it again until you finish a short or long rest. At 17th level, you can use it twice before a rest, but only once in a single turn.

Martial Ingenuity

Also at 2nd level, you learn techniques to complement your martial prowess, which all use a reaction. You know three techniques of your choice at first, and learn more as you gain levels in this class, as shown in the Techniques column of the Swordsovereign table. Whenever you gain another level as a swordsovereign, you can replace one technique you know with a different one that you meet the prerequisite level for.

If a technique has prerequisites, you must meet them to learn it. You can learn the technique at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.

The techniques you can learn are detailed at the end of the class description, ordered alphabetically.

Natural Talent

When you reach 3rd level, you gain proficiency in one skill or tool your choice.

You also learn a number of unorthodox techniques. As a bonus action, you can take either the Disengage or Dodge action, attempt to stabilize a creature, or shove a creature that is no more than one size larger than you that's within your reach.

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Swordsovereign

Sovereign Archetype

Also when you reach 3rd level, you undertake an archetype that defines your future endeavors and skills. A handful of archetypes are detailed at the end of the class description. The archetype that you select grants you features when you first choose it at 3rd level and again at 6th, 10th, 14th, and 18th level.

Ability Score Improvement

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.

Exemplary Reflexes

When you reach 5th level, you can use one additional reaction on each round. You gain a third reaction when you reach 11th level in this class and a fourth reaction at 20th level.

Whenever you use a reaction to make an opportunity attack against a creature, you can make one additional opportunity attack against that creature for each additional reaction that you use.

This reaction can only be used to make opportunity attacks or use a technique that you know.

Extra Attack

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

The number of attacks you can make increases to three when you reach 15th level in this class.

Expertise

When you reach 7th level, choose two skills you're proficient with. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

Unwavering Resolve

Beginning at 9th level, you can't be charmed or frightened as long as you are conscious.

Hypervigilant

Beginning at 13th level, you can make an opportunity attack once each round without using your reaction.

Techniques


The techniques are presented in alphabetical order.

You can only use a technique in response to its triggering event once. If a technique can only be used once on each turn or on each round, that limitation is noted in parentheses next to the triggering event of that technique.

Adamantine Will


  • Prerequisite: 9th level
  • Reaction: When a creature scores a critical hit against you

You steel yourself to turn the triggering attack into a normal hit.

Cyclonic Strike


  • Prerequisite: 9th level
  • Reaction: When a hostile creature moves into your reach while you're wielding a melee weapon, causing multiple hostile creatures to be within your reach (Once per turn)

In response to being surrounded by multiple foes, you lash out at your surroundings with your weapon. Make a melee attack against any number of hostile creatures within your reach, one of which must be the triggering creature, with a separate attack roll for each target.

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Swordsovereign

Deflecting Strike


  • Reaction: When you are hit by a ranged attack and wielding a melee weapon

You weaken the projectile from the triggering attack with the weapon you're wielding, reducing the amount of damage you take by 1d10 + your proficiency bonus + your swordsovereign level. If the projectile is a piece of ammunition, it is destroyed and can't be salvaged if the damage is reduced to 0.

Effortless Recovery


  • Reaction: When you are knocked prone

You reflexively get back on your feet, standing up immediately after the triggering event.

Evasive Withdrawal


  • Reaction: When a creature misses you with a melee attack

You gracefully and rapidly move up to 10 feet away from the attacking creature triggering this technique; this movement doesn't provoke opportunity attacks.

Exact Retribution


  • Prerequisite: 9th level
  • Reaction: When a creature you can see misses you with a melee attack (Once per round)

You swiftly ascertain any weak spots the triggering creature may have as they miss with their attack. The first time you make a weapon attack against them during your next turn, treat the creature's Armor Class as 15 for that attack.

Merciless Alacrity


  • Prerequisite: 14th level
  • Reaction: When a hostile creature moves into your reach

You make one weapon attack against the triggering creature. If that creature moves out of your reach before this turn ends, you can make another weapon attack against it without using another reaction.

Parry


  • Prerequisite: 9th level
  • Reaction: When you're hit by a weapon attack while wielding a martial melee weapon (Once per round)

You deftly maneuver to dodge the triggering attack, causing it to miss instead.

Partisan's Reprisal


  • Prerequisite: 14th level
  • Reaction: When a creature you can see takes damage from another creature you can see within your weapon's reach

You make one weapon attack against the triggering creature that dealt damage, exacting revenge upon them for harming others.

Protective Brace


  • Reaction: When another creature the reach of a melee weapon you're wielding is hit by a melee atack

You intercept an attack meant for another creature with your weapon, reducing the amount of damage they take by 1d10 + your proficiency bonus + your swordsovereign level.

Rapid Obscuration


  • Reaction: When a hostile creature you can see moves or takes any kind of action

You take the Hide action.

Retaliation


  • Prerequisite: 14th level
  • Reaction: When you take damage from a creature that you can see within your weapon's reach

You retaliate against the triggering creature, making a single weapon attack against them.

Riposte


  • Prerequisite: 5th level
  • Reaction: When a creature misses you with a melee attack while you are wielding a melee weapon (Once per turn)

You respond to an attack that misses you with your own attack in response. Make one weapon attack against the triggering creature.

Sidestep


  • Reaction: Before an area effect, such as a red dragon's fiery breath or an ice storm spell, occurs in the space that you are currently occupying

You hastily move up to 5 feet, potentially moving you out of the area that's affected by the triggering event and avoiding its effects. This movement doesn't provoke opportunity attacks.

Sovereign's Wit


  • Prerequisite: 5th level
  • Reaction: When you are forced to make an Intelligence or Wisdom saving throw

You mentally brace yourself in response to the triggering event, adding your proficiency bonus to the saving throw.

Steady Withdrawal


  • Reaction: When a hostile creature you can see moves towards you (Once per turn)

You move up to 10 feet away from the triggering creature, in an attempt to keep a safe distance from them.

Sudden Shove


  • Reaction: When a creature you can see, that's no more than one size larger than you, moves in or out of your reach

You attempt to shove the triggering creature.

Swerving Maneuver


  • Prerequisite: 14th level
  • Reaction: When a creature you can see misses you with a melee attack

You divert the triggering creature's failed attack, redirecting it to another creature. They must make the same attack against another creature (other than itself) of your choice.

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Swordsovereign

Swift Reversal


  • Prerequisite: 5th level
  • Reaction: When a creature you can see makes an attack against a creature that's within 5 feet of you

You switch places with the creature being attacked if they're willing, becoming the target of the triggering attack instead.

Unceasing Step


  • Reaction: When a hostile creature you can see moves away from you (Once per turn)

You move up to 10 feet closer to the triggering creature, in an attempt to make sure they can't escape from you.

Unorthodox Defense


  • Reaction: When a creature you can see makes a melee attack against you while you are wielding a martial melee weapon with one hand and no other weapons or a shield (Once per turn)

You suddenly block with the weapon that you are wielding to gain a +2 bonus to Armor Class against the triggering attack, potentially causing it to miss.

Urgent Inspection


  • Reacton: When a create you can see hides or becomes invisible

You take the Search action to immediately discern the whereabouts of the triggering creature.

Warrior's Clarity


  • Prerequisite: 5th level
  • Reaction: You are blinded or deafened

You focus yourself to end the condition inflicted upon you by the triggering event.

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Swordsovereign

Sovereign Archetype


Swordsovereigns are paragons of martial combat. While most commit to the art of warfare and powering through obstacles with their own willpower or just pure skill with weapons alone, others supplement their skills with magic. The sovereign archetype that you choose reflects how you prefer to approach combat and other situations.

Avenger

Avengers are swordsovereigns who punish those that would harm others without just cause. Dishing out retribution when they or one of their allies are harmed, a provoked avenger is a dangerous foe, striking down the guilty with alarming force.

Avenger's Wrath

When you first choose this archetype at 3rd level, you learn to strike back with lethal force when a creature deals damage to you or a friendly creature you can see.

Whenever a creature you can see deals damage to you or a friendly creature, that creature becomes marked by you until the end of your next turn. While marked, your attacks deal an additional 1d4 damage to that creature on a hit.

The additional damage increases to 1d6 at 5th level, 1d8 at 11th level, and 1d10 at 17th level.

Bonus Technique

Also when you choose this archetype, you learn the Partisan's Reprisal technique, ignoring its level prerequisite. It does not count against the number of techniques you know, and when you use it, you can move up to 10 feet closer to the triggering creature before making the weapon attack against them.

Inexorable Deliverance

Beginning at 6th level, you have advantage on saving throws you make against spells and effects from a creature marked with your Avenger's Wrath.

In addition, whenever you use a technique that allows you to move, if you move closer to a creature that's marked with your Avenger's Wrath with that technique, you can move up to 10 more feet with that technique.

Furious Retribution

When you reach 10th level, your weapon attacks ignore any resistance to damage types the target has if they're marked with your Avenger's Wrath.

Additionally, whenever you make a weapon attack against a creature marked with your Avenger's Wrath, the attack scores a critical hit on a roll of 19 or 20.

Vindicator's Enmity

At 14th level, whenever you use your Partisan's Reprisal technique, you can make two weapon attacks against the triggering creature, instead of one weapon attack. Upon doing so, you can't make two attacks with that technique again until the next turn.

Unrelenting Avenger

Beginning at 18th level, any damage you take from a creature that's marked with your Avenger's Wrath is halved. Moreover, weapon attacks you make against a creature that is marked with your Avenger's Wrath score a critical hit on a roll of 18—20.

Bannerlord

Bannerlords are swordsovereigns who eschew the pursuit of mastering their reflexes in order to commandeer their allies and heighten their resolve. They inspire confidence in others through both actions and words, transforming even the most disorderly band into a coordinated force to be reckoned with.

Flagbearer's Edict

When you first choose this archetype at 3rd level, you learn to issue commands to your allies to steel themselves or improve their efficiency in combat.

When a friendly creature that is within 30 feet of you meets the prerequisites to use a technique that you know, you can use a reaction to have them use that technique immediately without using their reaction.

Alternatively, when a hostile creature you can see provokes an opportunity attack against a friendly creature that's within 30 feet of you that you can also see, you can use your reaction to have the latter creature make an opportunity attack against the hostile creature without using their reaction.

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Swordsovereign | Bannerlord

A creature must be able to see or hear you to benefit from this feature.

Rally the Masses

Also at 3rd level, when you use your Flourishing Surge, you can forgo the additional reaction you gain in order to grant up to three creatures within 60 feet of you an additional reaction this round. A creature doesn't gain this benefit if you can't see it or if they can't see or hear you.

Revolutionary Herald

When you reach 6th level, you gain proficiency in Persuasion. If you are already proficient in it, you gain proficiency in your choice of History, Insight, Intimidation, or Survival instead. Your proficiency bonus is doubled for any ability check you make that uses Persuasion.

Additionally, whenever a friendly creature within 30 feet of you scores a hit with an attack made with its reaction or with your Flagbearer's Edict, that attack deals an additional 1d4 damage. This increases to 1d6 at 11th level and 1d8 at 17th level.

A friendly creature must be able to see or hear you to deal this additional damage.

Beacon of Determination

Beginning at 10th level, friendly creatures that are within 60 feet of you gain the following benefits while you're conscious and they can see or hear you.

  • They can't be frightened.
  • Whenever they roll for initiative or make a saving throw, they can roll a d4 and add the result rolled to the roll or saving throw.

Moreover, whenever you use your Second Wind, you can choose to gain temporary hit points instead of hit points, and each creature of your choice that's within 60 feet of you that can see or hear you also gains temporary hit points equal to the number of temporary hit points that you gained.

Temporary hit points gained by a creature this way last until they are depleted or that creature finishes a short or long rest.

Flagbearer's Shelter

Beginning at 14th level, whenever a friendly creature within 30 feet of you that you can see takes damage from a spell or attack and both you and that creature can see the attacker or the caster of that spell, you can use your reaction to halve the spell or attack's damage against that creature.

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Swordsovereign | Bannerlord

A creature must be able to see or hear you to benefit from this feature.

Bannerlord's Benediction

Starting at 18th level, instead of up to three creatures, you can grant any number of creatures within 60 feet of you that you can see an additional reaction this round when you use your Rally the Masses. Those creatures must be able to see or hear you, as normal.

Moreover, a creature that gains an additional reaction with your Rally the Masses gains the following benefits depending on whether or not it's your turn:

  • Regardless of whether or not it's your turn, that creature gains temporary hit points equal to your swordsovereign level + their Constitution modifier. They remain until the creature finishes a short or long rest.
  • If it's your turn, that creature can move up to 15 feet, but no more than 60 feet away from you, then can make one melee or ranged attack by using their reaction.
  • If it isn't your turn, that creature has advantage on saving throws it makes this turn.
Rule Tip: Temporary Hit Points Don’t Stack

If you have temporary hit points and gain more of them, you do not add them together unless a rule says you can. Instead, you decide which temporary hit points to keep.

Eviscerator

Eviscerators are adepts at using a multitude of weapons, even switching between them on the fly repeatedly in the middle of combat. Even among other swordsovereigns, their martial prowess is unmatched.

Belligerent Attacks

When you first choose this archetype at 3rd level, you get a +1 bonus to weapon attack rolls for each reaction you have taken since the beginning of your last turn.

Swordshift

Also at 3rd level when you first choose this archetype, after you hit or miss with a melee weapon attack, you can stow the weapon used to make that attack and draw another melee weapon that doesn't have the two-handed property (no action required). When you do so, you get a +1 bonus to your Armor Class until the start of your next turn.

You can't draw the same weapon more than once on each of your turns with this feature, and the bonus to your Armor Class can't exceed +2 with this feature.

Lethal Substitution

Beginning at 6th level, whenever you draw a weapon, the first attack that you make with it this turn deals an additional 1d4 damage when you score a hit with it. This increases to 1d6 at 11th level and 1d8 at 17th level.

Evasion

At 10th level, you can nimbly dodge out of the way of certain area effects, such as an ancient red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half as much damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

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Swordsovereign | Eviscerator

Vicious Surge

Beginning at 14th level, whenever you use your Flourishing Surge, you can take one additional action if it's your turn, or take one additional action during your next turn if you use it outside of your turn. Regardless of when you take the action, it can only be used to make attacks.

Moreover, whenever you use a technique that allows you to make an attack, before attacking, you can stow a weapon that you're wielding and draw another melee weapon that doesn't have the two-handed property (no action required).

Manifold Aggression

Starting at 18th level, whenever you take the Attack action on your turn, you can replace one of the attacks you make with a flurry of weapon attacks. Make melee weapon attacks against any number of creatures within your weapon's reach, with a separate attack roll for each target.

If you draw a weapon with the Swordshift feature after you finish making attack rolls with this feature, you can replace a second attack on each of your turns with this feature.

Swiftblade

Swiftblades are swordsovereigns that specialize in rapidly moving about the battlefield, clearing the distance between themselves and their foes before they can make an escape. Like bloodhounds, your prey will lie at your feet in the end.

Accelerated Reflexes

When you first choose this archetype at 3rd level, your movement speed increases by 10 feet. Moreover, whenever you use a technique that allows you to move, the maximum distance you can move using that maneuver is increased by 10 feet.

Bonus Technique

Also when you choose this archetype at 3rd level, you learn one technique that allows you to move. That technique does not count against the number of techniques you know, and whenever you gain another level as a swordsovereign, you can replace it with a different technique that allows you to move.

Rapacious Speed

Beginning at 6th level, when you take the Attack action on your turn, you can replace one of the attacks you make with the Dash action.

Moreover, when you take the Dash action on your turn, until the beginning of your next turn, whenever you use a technique that allows you to move, the maximum distance you can move using that technique is increased by 10 feet.

Swiftblade's Brutality

Starting at 10th level, whenever you move 20 or more feet, if you make an attack before moving again, that attack deals an additional 1d6 damage on a hit. The additional damage is not applied to the attack if you take any other kind of action after you finish moving and before you attack.

Moreover, when you use a reaction to make an opportunity attack, you can move up to 10 feet after you attack, as part of that reaction. This movement does not provoke opportunity attacks.

Breakneck Movement

Beginning at 14th level, when you take the Dash action on your turn, you also take the Dodge action at the same time.

Moreover, whenever you use your Flourishing Surge, you can immediately move up to your movement speed, without provoking opportunity attacks.

Living Whirlwind

At 18th level, your assault is unceasing in the midst of battle.

When you use a reaction to use a technique that allows you to move, immediately after you finish moving, you can make a weapon attack as part of that same reaction.

In addition, at the beginning of each other creature's turn, you can move up to 10 feet. This movement doesn't provoke opportunity attacks.

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Swordsovereign | Swiftblade

Thunderlord

Thunderlords compliment their impressive martial skills with the use of both lightning and magic. They use the magic they possess to create a blade forged from lightning, which serves as the conduit for their spells and amplifies their capabilities.

Stormblade

Starting at 3rd level when you first choose this archetype, you can use a bonus action to create a magical blade of electricity in one of your hands. While one of your hands is wielding it, you can't hold anything else in that hand, and it's treated as a free hand for the purpose of casting your thunderlord spells. You can dismiss it at any time (no action required).

The sword is a magical martial melee weapon with the finesse, light, and thrown properties, which you are proficient with. It has a normal range of 20 feet and a long range of 60 feet and on a hit, it deals lightning damage equal to 1d6 plus the ability modifier you used for the attack roll. It disappears if you are incapacitated or after you throw it at a creature, vanishing after it hits or misses the target. Any attacks made with it that hit don't leave any marks.

Spellcasting

Also when you first choose this archetype at 3rd level, you augment your martial prowess with the ability to cast spells.

Cantrips

You learn two cantrips of your choice from the Thunderlord spell list. When you reach 10th level, you learn an additional thunderlord cantrip of your choice.

Spell Slots

The Thunderlord table shows how many spell slots you have to cast your thunderlord 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.

For example, if you know the 1st-level spell thunderwave and have a 1st-level and a 2nd-level spell slot available, you can cast thunderwave using either slot.

Spells Known of 1st Level and Higher

You know three 1st-level thunderlord spells of your choice.

Spells Known of 1st Level and Higher

You know three 1st-level thunderlord spells of your choice.

The Spells Known column of the Thunderlord table shows when you learn more thunderlord spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

Whenever you gain a level in this class, you can choose any number of the thunderlord spells you know and replace them with other spells from the thunderlord spell list. The new spell must be of a level for which you have spell slots.

Spellcasting Ability

Wisdom is your spellcasting modifier for your thunderlord spells, since your magic stems from your innate attunement to electricity. You use your Wisdom whenever a thunderlord spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a thunderlord 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 the blade of lightning that is created with the Stormblade feature as a focus for your thunderlord spells.

Scion of Storms

Starting at 6th level, you have resistance to lightning damage.

In addition, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.

Stormcaller's Displacement

When you reach 10th level, your stormblade symbolizes your will. You gain the following abilities.

Sweeping Storm. If you would make an opportunity attack with your stormblade, you can replace the opportunity attack with melee attacks against any number of creatures within 5 feet of you, making a separate attack roll for each target with your stormblade.

Thunderous Rebound. You can use a reaction when you are forced to move without using your movement, action, or reaction to teleport to an unoccupied space you can see that is up to 60 feet away. Right after you disappear, a thunderous boom sounds, which can be heard up to 100 feet away.

Electrifying Rebuke

At 14th level, when you take damage from a creature within 10 feet of you, you can use your reaction to cast one of your thunderlord spells at that creature. The spell must have a casting time of 1 action and must target only that creature.

Thunderous Ascension

When you reach 18th level, you know how to channel spells beyond your normal capabilities. You learn the spells chain lightning and whirlwind, and you can cast them without expending a spell slot or material components. The two spells do not count against the number of thunderlord spells you know. When you cast a spell this way, you can't cast that spell again until you finish a long rest.

Moreover, you have immunity to lightning damage.

11
Swordsovereign | Thunderlord

Thunderlord Spells

Cantrips (0 Level)
  • Blade Ward
  • Booming Blade
  • Gust
  • Lightning Lure
  • Mage Hand
  • Prestidigitation
  • Shocking Grasp
  • Sword Burst
  • Thunderclap
  • True Strike
1st Level
  • Absorb Elements
  • Chromatic Orb (lightning or thunder)
  • Create or Destroy Water
  • Detect Magic
  • Earth Tremor
  • Expeditious Retreat
  • Feather Fall
  • Fog Cloud
  • Longstrider
  • Shatter
  • Shield
  • Thunderous Smite
  • Thunderwave
  • Witch Bolt
  • Zephyr Strike
2nd Level
  • Blur
  • Dust Devil
  • Find Traps
  • Gust of Wind
  • Knock
  • Locate Object
  • Misty Step
  • Shatter
  • Skywrite
  • Warding Wind
3rd Level
  • Call Lightning
  • Dispel Magic
  • Erupting Earth
  • Fly
  • Haste
  • Lightning Bolt
  • Thunder Step
  • Tidal Wave
  • Water Walk
  • Wind Wall
4th Level
  • Dimension Door
  • Elemental Bane
  • Freedom of Movement
  • Locate Creature
  • Storm Sphere
The Thunderlord
Swordsovereign Level Cantrips Spells Known 1st 2nd 3rd 4th
3rd 2 3 2
4th 2 4 3
5th 2 5 3
6th 2 5 3
7th 2 6 4 2
8th 2 6 4 2
9th 2 7 4 2
10th 3 7 4 3
11th 3 8 4 3
12th 3 8 4 3
13th 3 9 4 3 2
14th 3 9 4 3 2
15th 3 10 4 3 2
16th 3 10 4 3 3
17th 3 11 4 3 3
18th 3 11 4 3 3
19th 3 12 4 3 3 1
20th 3 12 4 3 3 1

Spell Slots. You add one third of your swordsovereign levels (rounded down) to your total multiclass spellcaster level to determine your available spell slots when multiclassing as a thunderlord swordsovereign and at least one other class with the spellcasting feature.

12
Swordsovereign | Thunderlord

Vanquisher

Vanquishers are swordsovereigns who masterfully employ techniques in combat to overcome their enemies, more so than their peers. They approach combat carefully, instead of rushing headfirst into battle or using magic to support them.

Bonus Techniques

When you first choose this archetype at 3rd level, and again when you reach 6th and 10th level, you learn one additional technique of your choice. When you gain another level as a swordsovereign, you can replace one of these techniques with a different one that you meet the prerequisite level for.

Bonus Proficiencies

Also at 3rd level, you gain proficiency with heavy armor and shields.

Ironclad Determination

When you reach 6th level, you can use a bonus action to grant yourself resistance to your choice of bludgeoning, piercing, or slashing damage until the beginning of your next turn.

Additionally, you gain a second use of your Second Wind between rests. When you use your Second Wind, you also gain temporary hit points equal to the number of hit points regained.

Phenomenal Momentum

Beginning at 10th level, when you use a reaction to use a technique, you can use another technique as part of that reaction. You can use this feature twice, and regain any expended uses of it when you finish a short or long rest.

Overwhelming Vigor

When you reach 14th level, you can use your Flourishing Surge one additional time before a rest, for a total of two uses (or three uses at 17th level). You can also use it multiple times in one turn if you have more than one use of it available.

Additionally, you gain proficiency in Constitution saving throws.

Vanquisher's Will

Starting at 18th level, when you finish a long rest, choose two of the following techniques, which must be techniques you know. You gain the effects of the chosen techniques as long as you're conscious until you finish your next long rest.

While you're benefiting from a technique this way, you can't use a reaction to use it normally.

  • Adamantine Will. Critical hits against you are treated as normal hits.
  • Deflecting Strike. Any damage dealt to you by ranged attacks is reduced by 1d10 + your proficiency bonus + your swordsovereign level.
  • Evasive Withdrawal. When a creature misses you with a melee attack, you can move up to 10 feet away from them (no reaction required). This movement doesn't provoke opportunity attacks.
  • Protective Brace. Whenever another creature within the reach of a melee weapon you're wielding is hit by a melee attack, you can reduce the damage that's dealt to them by 1d10 + your proficiency bonus + your swordsovereign level. Do this only once each turn.
  • Rapid Obscuration. You automatically take the Hide action at the beginning of each turn.
  • Retaliation. Once each turn when you are dealt damage by a creature within your reach, you can make a weapon attack against that creature.
  • Sidestep. Before an area effect that includes you in the affected area occurs, you can move up to 10 feet (no reaction required), possibly avoiding the area that is affected. This movement doesn't provoke opportunity attacks.
  • Sovereign's Wit. You add your proficiency bonus to all Intelligence and Wisdom saving throws that you make.
  • Urgent Inspection. You automatically take the Search action at the beginning of each turn.
  • Warrior's Clarity. You can't be blinded or deafened.
13
Swordsovereign | Vanquisher

The Swordsovereign

Swordsovereign (v.1.0.0) by u/Avaricium

Become a fighter with incredible reflexes that utilizes maneuvers to move about and control the battlefield.