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. 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. \columnbreak #### 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. **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 martial weapons and simple weapons. ## 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, martial 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*) a longsword 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 - leather armor ### Martial Stratagem As a swordsovereign, you know and learn several maneuvers as well as unconventional techniques. As a bonus action, you can take the Disengage or Dodge action, attempt to stabilize a creature, or shove a creature no more than one size larger than you that's within your reach. If you stabilize a creature with your bonus action this way, they immediately gain 1 hit point. #### Stratagems When you first choose to gain a level in this class, you know two stratagems of your choice. Stratagems are actions, that use either your bonus action or reaction, which allow you to control and maneuver the battlefield. You learn two additional stratagems of your choice when you reach 3rd, 6th, 10th, and 15th level. Each time you learn new stratagems or gain another level as a swordsovereign, you can also replace a stratagem you know with a different one that you meet the prerequisite level for.
***Swift Reversal.*** (Prerequisite: 6th level) When a creature you can see makes an attack against a creature that's within 5 feet of you, you can use your reaction to switch places with that creature if it's willing, becoming the target of that attack instead. ***Unorthodox Defense.*** When a creature attacks you while you're wielding a weapon with one hand, you can use your reaction to reflexively switch to wielding that weapon with two hands, increasing your Armor Class by 2 against that attack. ### Flourishing Surge Starting at 2nd level, you can push your body beyond its limits for a moment. You can take one additional bonus action if it is your turn, or one additional reaction if it's not your turn. Once you use this feature, you can't use it again until you finish a rest. At 17th level, you can use it twice before a rest, but only once in a single turn. ### Sovereign Archetype When you reach 3rd level, you undertake an archetype that defines your future endeavors and skills. Some 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 7th, 11th, 14th, and 18th level. \columnbreak