The rulers of all nations and peoples possess regalia: objects which conrm their legitimacy and strengthen their power. In a few cases, however, such artifacts are more than mere symbols. Crowned wielders, by virtue of their bond with the relic they bear, are the rightful bearers of authority in their domain, and although not all have yet ascended to positions of power, their destiny is clear. Whatever form the relic they bear takes, they will one day bear the crown.
Your artifact augments and confirms your right to rule, but your capacity as a leader originates in yourself. Your spellcasting ability is Charisma and you use Charisma and your Charisma modifier for the purposes of your spellcasting and your bonded artifact feature.
At 1st level, all spells from the compulsion school are considered wielder spells for you, and you learn one 1st-level spell from the compulsion school of your choice.
At 1st level, your relic empowers you to impose your will on others. You gain proficiency in Persuasion and Intimidation, or an expertise die if you are already proficient.
In addition, when you cast a wielder spell that requires an initial Intelligence, Wisdom, or Charisma saving throw before taking effect, you may choose to instead have the spell affect creatures whose current hit points total no more than 2d10 + 2d10 times the level of the spell.
If the spell can affect multiple creatures, creatures with the lowest number of hit points (excluding unconscious creatures) are affected rst. As each creature is affected, subtract its hit points from the total before moving on to the next target.
A target’s hit points must be equal to or less than the total remaining for the spell to have the effects associated with failing the saving throw. Otherwise, only effects that still occur when the saving throw is passed affect the target.
If the spell affects no creatures, the creature in the area with the lowest hit point total is rattled until the beginning of its next turn. In addition, it suffers any effects that would still occur after a successful saving throw.
This feature makes no change to the area or number of creatures a spell can affect or target, nor does it change whether creatures make subsequent saving throws after the first.
At 6th level, you are able to more effectively exercise your will using your relic’s power. When you cast a wielder spell that affects creatures with a certain number of hit points, for the purposes of determining which creatures are affected by the spell you may consider each creature the spell could effect to have its hit points reduced by a number equal to 10 times the level of the spell, down to a minimum of 1 hit point. In addition, if you use your Issue Edicts feature to modify a spell that would otherwise target a specific number of creatures, you may instead choose to affect a 10-foot radius circle centered on a point you choose within range.
At 10th level, your authority becomes undeniable to all but the truly mighty. You gain an expertise die on all Charisma checks made against creatures whose CR or level is equal to or less than your level. In addition, you gain the Lawful alignment trait, and your Prestige bonus increases by 1.
At 14th level, you are prepared to deal out punishment to those who resist your reign. When you cast a wielder spell that requires an initial Intelligence, Wisdom, or Charisma saving throw, you may choose to deal an amount of psychic damage equal to 1d6 times the level of the spell to creatures who succeed on their saving throw. You may do likewise to creatures who are targeted but not affected by wielder spells you cast that affect creatures with a certain number of hit points.
At 18th level, your authority is unquestionable and pervasive. Once per long rest, you may cast dominate monster, and it is considered a wielder spell for you.
In addition, your Prestige bonus increases by 1.