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Myth of the Sovereign

Myth of the Sovereign

You are a leader who wields potent tactics and a dynamic persona. You understand people, and you know how to aid, motivate, command, and even exploit. Whether you were born with status or you fought to rise above a lowly beginning, you know your destiny is glorious.

Majestic Decree

Starting at 1st level, your words have the extraordinary ability to elevate friends and subjugate adversaries. Twice per long rest, you can innately cast a spell, choosing from the following list each time you cast: Bane, Bless, Command, Healing Word. Somatic and material components are not required.
Starting at 7th-level paragon, you cast these spells as 3rd-level spells, and at 15th-level paragon, you cast these spells as 5th-level spells.

Lordly Hand of Fate

From 1st level onward, whenever you use Hand of Fate on an initiative check, you and all allies within 120 feet that can hear you gain advantage on attack rolls and saving throws during the first round of combat. You cannot use this feature if you are surprised.

Esteem of Learning

Also at 1st level, you learn two languages of choice.

Paragon Companion

Beginning at 3rd level, you gain a special companion. This person can be a sworn defender, a trusted friend, or a family member. Your companion uses their own actions, and in initiative, they take their turn directly before or after yours. They act according to their own nature and try to protect you to the best of their abilities (you the player control the companion).

Choose one of the following companion stat blocks. This provides the base statistics:
The Devoted: Strong with higher AC and a feature that allows them to resist lethal damage once per day.
The Sentinel: Fast and dexterous who allows both of you to disaengage as a bonus action.
The Scoundrel: Perceptive and ranged who allows both of you to never be surprised.

Next, choose a humanoid race for your companion. They have all the associated racial traits except Ability Score Increase. If the race typically gains a feat, the companion instead gains a Companion Bonus Feature of choice.

Your companion is proficient with simple weapons, light armor, medium armor, and anything shown in the stat block. Their proficiency bonus begins at +2 at 3rd level (already included), and it increases as yours does.

For each paragon level you have above 3rd, your companion’s maximum hit points increase by 1d8 (or 5) + their Constitution modifier. Their number of hit dice equals your paragon level. The companion cannot gain class levels.

Whenever you receive the Ability Score Improvement paragon class feature, your companion’s own scores also improve: increase one score by 2 or two scores by 1, to a maximum score of 20. Alternatively, one of their scores increases by 1, and they gain a Companion Bonus Feature of choice.

Your companion follows the same death and dying rules as a player character. If they die or you wish to switch companions, you can gain a new one at a time the GM deems appropriate.

Companion Bonus Features

Defender: Whenever the companion sees another creature being attacked, the companion can use a reaction to impose disadvantage on the attack. The companion must be within 5 feet of the creature and using a shield.
Mystical Protection: The companion gains resistance to one damage type other than bludgeoning, piercing, or slashing.
Savage: The companion can gain advantage on melee weapon attack rolls during their turn, but they grant advantage to all attack rolls made against them until the start of their next turn.Skillful: The companion gains proficiency with any three skills or tools.
Vigorous: The companion gains proficiency with any two saving throws.
Weapons Training: The companion gains proficiency with all martial weapons.
Well-Armored: The companion gains proficiency with heavy armor and shields.

Resolute Bond

At 8th level, the bond between you and your companion deepens. You inspire a tremendous resolve within them, adding your Charisma modifier to all saving throws they make.

Hand of Majesty

Upon attaining 10th level, whenever you use Hand of Fate you can innately cast the spell bane, bless, command, or healing word as a 3rd-level spell (no action required). At 15th-level paragon, you cast this as a 5th-level spell.

Transcendent Grace

At 14th level, your majesty and grace can overcome afflictions, even death. Once per long rest, you can innately cast a spell from the following list: Lesser Restoration, Greater Restoration, Revivify. Material components are not required, and the somatic component is a kiss to the forehead.


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