So I have been thinking about possible ways to make sovereigns more unique and differentiated so they play a little more uniquely. IN this mod I have created a bunch of new traits and items for existing and custom sovereigns. Also I have spiced up the existing champion histories by giving them more effects and some unique spells. I don't like a lot of the sovereign items as I think spending points on items you can replace later or pick off the ground is kinda lame. I prefer items and traits that would be useful all game and unique like the enchanted crown.
This isn't a mod just to improve the dlc sovereigns but I feel like that's a good place to start, as they make for good inspiration. Below is what I have finished so far. When I create enough cool new traits I might add a bunch of unique recruitible champions that use them as well.
Inner Fire: When this unit casts a spell it is enveloped in fire for 2 turns and units that attack it in melee take 5 fire damage.
Vendetta: Grants caster +33% physical attack versus a random enemy unit in combat.
Enthralling Mirror: An accessory that beguiles all units who attack the holder, and grants +5 dodge and spell resistance.
Renge the Aphotic
Spiderbody: This item now gives +1 Movement, +1 Initiative, +2 Defense, +1hp per level, and grants the Entrap Ability.
Entrap: Jump to target tile with range 4 and do half your total damage to and web all enemies within 1 radius. Has a cast time of 1.
Theocrat: Profession that grants +1 spell mastery, +1 spell resistance per level, and +1 essence in stationed city.
Dark Heart: Grants the ability to cast the Well of Darkness spell, which grants Death Power equal to player's Life Power and +1 Mana per Essence in the enchanted city. Can only be cast on one city at a time.
Architect: Profession that grants +1 production per material in every city. Unit reduces the build time of improvements by 15% in stationed city.
Theorist: +1 Wisdom per turn when in a city, which can be used to cast the Experimentation spell for experience.
Fated Path: Unit sometimes is guided by fate and receives a random stat bonus in combat. Options are +15 accuracy, +15 dodge, +2 initiative, or nothing with equal probability.
Numb: +3 Health Regeneration and +8 Defense when under 25% Hit Points.
Rune Master: Grants Spell Mastery equal to unit's Spell Resistance.
Momentum: Adds Attack equal to a unit's Movement.
Latent: Casting a spell grants +3 spell mastery in combat.
Additions to Professions: I wanted to add something to each profession that would directly effect how you used that unit, instead of some of them being bonus faction traits.
Adventurer: +10% Attack versus Beasts, Dragons, Undead, Twisted, Constructs, Elementals and Bandits.
Armorer: Grants Patch Armor ability. Heals target unit by a quarter of their total health, and grants them 4 defense. 1 Range.
General: Grants Rally ability. All units in your Army are healed for 4 + caster's level, and gain +1 Initiative. Cast time 1.
Hunter: Grants Hunter's Strike ability. Attack that does damage equal to 1/3 of the target's current health.
Warlord: Grants Mass Charge ability. All units in your Army gain +20% Attack and +1 Movement for 1 Turn.
Noble: -15% Unit Training cost in stationed city.
Scholar: Unlocks the Expose spell. Reduces all enemies Defense and Dodge by 50% for 3 turns unless they resist. Casting time 1.
Just unzip the files in the archive to your mods folder in Documents\My Games\LegendaryHeroes\Mods.
If you Don't have the Leader DLC delete the SovCus.xml file.