Sorcerer
Base Class: Sorcerer

Once a generation a divinely chosen ruler is born amongst the people. Some cults and countries seek out these blessed rulers, trusting the gods to select their leader. However, these sorcerers pose a threat to those currently in power and are often persecuted by less scrupulous monarchs and rulers. As a sorcerer of Divine Right, you have been granted great power, but with that power comes responsibility. Will you lead the your people to destruction or into a new golden age?

Royal Magic

 

 You learn certain spells at the sorcerer levels noted in the Royal Spells table. They count as sorcerer spells for you, but they don't count against your total number of Spells Known. Whenever you gain a level, you can replace one spell from this feature with another conjuration or enchantment spell of the same level from the sorcerer, warlock, or wizard spell list

Royal Spells

Sorcerer level Spell
1st command,heroism
3rd find steed, zone of truth
5th conjure barrage, tiny servant
7th compulsion,find greater steed
9th dominate person, geas

Divine Mark

 Your sorcerous power marks you to rule. At 1st level, a Divine Mark appears somewhere one your body signifying the type of ruler you are to become. Select one of the Divine Marks detailed below. Once chosen, your Divine Mark cannot be changed short of a wish spell or direct divine intervention.

Mark of Elegance. Your rule will be marked by diplomacy. You gain proficiency in Persuasion, and you add double your proficiency bonus to any Charisma (Persuasion) checks.

Mark of Guile. Your rule will be marked by cunning. You gain proficiency in Deception, and you add double your proficiency bonus to any Charisma (Deception) checks.

Mark of Might. Your rule will be marked by strength. You gain proficiency in Intimidation, and you add double your proficiency bonus to any Charisma (Intimidation) checks.

Mark of Elegance

Your rule will be marked by diplomacy. You gain proficiency in Persuasion, and you add double your proficiency bonus to any Charisma (Persuasion) checks.

Mark of Guile

 Your rule will be marked by cunning. You gain proficiency in Deception, and you add double your proficiency bonus to any Charisma (Deception) checks.

Mark of Might

Your rule will be marked by strength. You gain proficiency in Intimidation, and you add double your proficiency bonus to any Charisma (Intimidation) checks.

Words Of Authority

Your voice has been imbued with divine authority, and it is difficult for the weak-willed to resist your commands. Also beginning at 1st level, when you target a creature within 5 feet that can hear you with an enchantment spell, you can impose disadvantage on the creature's saving throw. Once you use this feature to impose disadvantage, you must finish a short or long rest before you can use it again. Upon reaching 2nd level, if you have no uses of this feature remaining, you can expend 2 Sorcery Points to use it again.

Words Of Vigor

The power of your voice uplifts those who choose to follow you. Starting at 6th level, you can use a bonus action to spend a number of Sorcery Points, up to your Charisma modifier (minimum of 1) and grant a friendly creature within 30 feet that can hear you temporary hit points. The creature gains 1d8 temporary hit points for each Sorcery Point you spend. The temporary hit points from this ability only last until the end of the creature's next short or long rest.

Regal Presence

Upon reaching 14th level, your presence inspires confidence in all who follow you. When a friendly creature within 60 feet that can see or hear you, is forced to make a saving throw, you can grant them advantage on their roll as a reaction. Additionally, your presence cows those who stand before you. The range of your Words of Authority becomes 15 feet.

Divine Command

Upon reaching 18th level, you become a legendary figure of authority for your people, and your voice is blessed with increased divine power. You learn the divine word spell. It becomes a sorcerer spell for you, but it doesn't count against your total number of Spells Known. As an action, you can cast divine word without expending a spell slot. Once you do so, you must finish a long rest before you can cast divine word at no cost again.

Previous Versions

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10/10/2021 2:18:57 AM
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4/19/2022 1:10:34 AM
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