A Sovereign turns force of personality into supernatural command. Their magic breaks bodies, bends attention, and makes the battlefield feel like a court where everyone else has already lost. Mechanically, the class is a full spellcaster with a small set of potent control features and a talent for punishing enemies who resist its will.
Rule the room. Shape the storm. Make resistance costly.
Full Caster; battlefield controller, magical intimidator, and high-stakes single-target disruptor.
SSovereign
At a glance
Level
1
Proficiency
+2
bonus at this level
Hit die d6
PrimaryCharismaConstitution
Features
21, levels 1 to 20
1Level 1, reached
Spellcasting
You gain spellcasting, using Charisma as your spellcasting ability. You learn two cantrips and prepare a number of Sovereign spells equal to your Charisma modifier + your Sovereign level (minimum one); you can change prepared spells when you finish a Long Rest. Use the full-caster spell-slot progression in the 2024 Player’s Handbook; your spell list and spellcasting rules are summarized below.
Commanding Presence
You gain proficiency in the Intimidation skill or one other skill from the Sovereign skill list. When you make a Charisma (Intimidation) check, you can treat a d20 roll of 7 or lower as an 8.
2Level 2
Grievous Decree
When you cast a spell that deals damage to a creature, you can use a Bonus Action to mark one damaged creature you can see within 60 feet for 1 minute. Once per turn when you damage the marked creature with a spell, deal extra Psychic damage equal to your Proficiency Bonus. You can mark a creature a number of times equal to your Charisma modifier (minimum once), regaining all uses when you finish a Long Rest.
3Level 3
Sovereign Subclass
Choose a Sovereign subclass. Your choice grants features at levels 3, 6, 10, and 14.
4Level 4
Ability Score Improvement
5Level 5
Edict of Ruin
You learn one additional cantrip. When you cast a cantrip that deals damage, you can change its damage type to Psychic or Lightning.
6Level 6
Expanded Decree
You gain one additional use of Grievous Decree, and its extra damage becomes twice your Proficiency Bonus.
7Level 7
No Appeal
When a creature you can see within 60 feet succeeds on a saving throw against one of your Sovereign spells, you can use your Reaction and expend a spell slot to force it to reroll. It must use the new roll. Once you use this feature, you can’t use it again until you finish a Long Rest.
8Level 8
Ability Score Improvement
9Level 9
Unspent Authority
Choose one additional Sovereign spell to prepare. You can also cast one prepared spell of level 1 or 2 without expending a spell slot; you regain this ability when you finish a Long Rest.
10Level 10
Subclass Feature
You gain a Sovereign subclass feature.
11Level 11
Imperious Force
When you cast a Sovereign spell that deals Psychic or Lightning damage, you can add your Charisma modifier to one damage roll of that spell.
12Level 12
Ability Score Improvement
13Level 13
Unbent Will
You have Advantage on saving throws to avoid or end the Charmed and Frightened conditions. In addition, you can communicate telepathically with any creature you can see within 60 feet if you share a language.
14Level 14
Subclass Feature
You gain a Sovereign subclass feature.
15Level 15
Fear Made Flesh
When a creature fails a saving throw against one of your Sovereign spells, you can give it the Frightened condition until the end of your next turn. You can use this benefit once per turn.
16Level 16
Ability Score Improvement
17Level 17
Unquestioned Rule
When you roll Initiative and have no uses of Grievous Decree remaining, you regain one use. You can also cast one prepared spell of level 3 or lower without expending a spell slot; you regain this ability when you finish a Long Rest.
18Level 18
Twin Decree
You learn one additional cantrip. When you cast a Sovereign spell that targets only one creature, you can target a second creature within range if the spell’s level is no higher than 5; once you do, you can’t do so again until you finish a Long Rest.
19Level 19
Ability Score Improvement and Epic Boon
20Level 20
The Final Word
Once per Long Rest, when you fail a saving throw, you can choose to succeed instead. When you do, each creature of your choice within 30 feet takes Psychic damage equal to your Sovereign level.
Core traits
Hit die
d6
Primary
CharismaConstitution
Saves
ConstitutionCharisma
Hit pointsHit Die: d6 per Sovereign level; Hit Points at 1st Level: 6 + your Constitution modifier; Hit Points at Higher Levels: (or 4) + your Constitution modifier per Sovereign level after 1st.
DefensesYour Sovereign spell save DC equals 8 + your Proficiency Bonus + your Charisma modifier; your spell attack modifier equals your Proficiency Bonus + your Charisma modifier.
ArmorLight armor.
WeaponsSimple weapons.
ToolsNone.
SkillsChoose two from Arcana, Deception, History, Insight, Intimidation, Investigation, and Persuasion.
ResourceSpell slots following the full-caster progression, plus limited uses of Grievous Decree based on Charisma. Your spells and features do not require a separate point pool.
MulticlassingPrerequisite: Charisma 13. When you multiclass into Sovereign, you gain Light armor proficiency and proficiency with one skill from the Sovereign skill list. For spell slots, combine Sovereign levels with levels in other spellcasting classes as described in the 2024 multiclass spellcasting rules. Your prepared Sovereign spells are determined separately.
Spells and options
How it casts
You are a full spellcaster and use the spell-slot progression for a full caster in the 2024 Player’s Handbook.
Charisma is your spellcasting ability. You prepare Sovereign spells after a Long Rest as described in Spellcasting; you can use an Arcane Focus as a Spellcasting Focus for your Sovereign spells. The curated spell list is illustrative and includes spells drawn from the Sorcerer, Warlock, and Wizard lists; the DM should approve any spell not included in the table’s allowed sources.
Cantrips
1st-Level Spells
2nd-Level Spells
3rd-Level Spells
4th-Level Spells
5th-Level Spells
Subclasses
3
Iron Regent
A ruler who turns command into protection and retaliation.
Level 3: gain a defensive reaction against a creature you have marked.
Level 6: punish enemies who strike your allies.
Level 10: strengthen a ward with a spell slot.
Level 14: turn a failed defense into a brief protective aura.
Voice of Dread
A master of terror whose presence is a weapon.
Level 3: improve fear and psychic control effects.
Level 6: spread panic when a foe falls.
Level 10: resist mental intrusion and charm.
Level 14: overwhelm a group with a decisive psychic presence.
Storm Chancellor
A wielder of disciplined violence and regal stormcraft.
Level 3: shape lightning and thunder around a marked foe.
Level 6: move swiftly after casting storm magic.
Level 10: gain resistance to Lightning damage.
Level 14: unleash a storm-burst that disrupts a battlefield.
Playing one
What it is
A Sovereign turns force of personality into supernatural command.
Their magic breaks bodies, bends attention, and makes the battlefield feel like a court where everyone else has already lost. Mechanically, the class is a full spellcaster with a small set of potent control features and a talent for punishing enemies who resist its will.
How to play one
You are a fragile, resource-conscious full caster who controls the pace of a fight through spell selection, positioning, and a few focused class features.
Mark a dangerous foe with Grievous Decree, use control spells to divide or immobilize opposition, and keep a defensive option ready; your best turns usually shape the encounter rather than maximize raw damage.
Make one
Personality
I speak softly and expect others to listen closely.
Ideal
Order. Stability is worth a hard hand and difficult choices.
Bond
I will reclaim the throne my family lost, even if the realm must be remade to hold it.
Flaw
I mistake obedience for loyalty and am surprised when people leave.
Quirk
Pauses before answering, as if weighing the cost of every word.
Personality
I speak softly and expect others to listen closely.
I notice who holds influence in every room.
I praise competence more readily than kindness.
I prefer a plan that leaves my opponents one obvious choice.
Ideals
Order. Stability is worth a hard hand and difficult choices.
Mastery. No power should remain beyond the reach of a sufficiently determined mind.
Justice. Those who exploit the weak should fear the consequences.
Bonds
I will reclaim the throne my family lost, even if the realm must be remade to hold it.
A former mentor taught me power and deserves to see what I became.
I protect the one person who still speaks to me without fear.
Flaws
I mistake obedience for loyalty and am surprised when people leave.
I would rather risk everything than admit I was wrong.
I keep testing my companions to prove they cannot be trusted.
Quirks
Pauses before answering, as if weighing the cost of every word.
Uses a person's full name when delivering a warning.
Keeps gloves on when making a promise.
Studies exits and seats of authority before relaxing.
In the world
Training
Sovereigns are usually self-taught prodigies, court protégés, or students of an order that treats rhetoric and magic as parallel disciplines.
Initiation commonly involves a public test of composure: the candidate must hold authority under pressure without losing control of their own power.
How others see them
People may admire a Sovereign’s composure and competence, but their talent for command makes even allies wary.
In some courts they are prized counselors; elsewhere they are treated as potential tyrants and watched for signs of coercion.
Famous practitioners
SovereignIlyra VossA tactician who ended a succession war by making both armies lay down their arms—and then claiming the vacant crown.
SovereignCadrin of the Glass SpireA storm-seer whose whispered judgments are said to reach across an entire city.
Factions
The Veiled Regency
A hidden network of court mages who train in influence, misdirection, and discreet magical coercion.
The Iron Concord
An austere order that believes decisive rule prevents endless civil war.
The Crownless Circle
Independent tutors who trade lessons in forceful magic for political favors and rare books.
Regions
The Amber Principalities
Royal courts and city-states where advisers are expected to wield both rhetoric and magic.
The Thunderfast Range
Remote storm monasteries that teach self-command alongside dangerous evocation.
The Shattered Marches
Borderlands where warlords employ spellcasters to deter raids and enforce brittle truces.
Character hooks
A royal advisor secretly learned forbidden storm rites to survive a coup.
A monastery's most gifted student left after discovering its elders had concealed a prophecy.
A deposed ruler gathers loyalists while pretending to serve the new regime.
A battlefield chaplain believes fear can end wars faster than mercy.
A court magician inherited a dangerous grimoire and intends to master it before it masters them.
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