Base Class: Sorcerer
Your innate magic comes, unlike some other sorcerers, literally from your blood, your royal blood, to be more precise. Whether through leading conquests or governing a peaceful nation, there’s no doubt that your ancestors possessed extraordinary magic, one that allowed them the feat of establishing or maintaining a prosperous kingdom, talents that you have come to inherit. Alternatively, maybe your ancestors didn’t have magic naturally, perhaps was the time they ruled that granted them such a talent, due to the sheer devotion of their subjects or magically made and enforced laws.
If they are aware of their lineage, royal sorcerers are usually nobles, as the devotion they cause makes it easy for them to access positions of power. If they aren’t though, people just find them unnaturally eloquent and commanding, natural leaders with enchantingly persuasive words, and an equally frightening presence.
Royal Magic
You learn additional spells when you reach certain levels in this class, as shown in the Royal Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know. Whenever you gain a sorcerer level, you can replace one spell you gained with this feature with another spell of the same level. The new spell must be an abjuration or an enchantment spell from the sorcerer, warlock, or wizard spell list.
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Sorcerer Level |
Spells |
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1st |
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3rd |
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5th |
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7th |
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9th |
Eloquent Diplomacy
Starting at 1st level, your words are unnaturally persuasive, inherently laced with enchanting magic. You gain proficiency with the Persuasion skill. Your proficiency bonus is doubled for any check you make with it.
Authority
Also at 1st level, you can use your royal magic to perform a variety of royal feats, both with strangers and your companions. You gain Authority dice, which are d4s, a number equal to your proficiency bonus. They replenish on a long rest, and whenever you roll one, it is expended, and they fuel the following actions:
- Grand Fortification. As a bonus action, choose allies within 30 feet of you, up to a number equal to 1 + one roll of your Authority die. Until the beginning of your next turn, as long as they are within 5 feet of another affected creature, they gain the benefits of half cover.
- Regal Bolstering. As a bonus action, you may roll your Authority die. Choose any number of creatures you can see, up to a number equal to the result. If they are under an effect that would end in a saving throw, they may use their reaction to reattempt it.
- Universal Speech. As an action, you roll an Authority die and choose a number of creatures within 60 feet of you, up to a number equal to the result + your proficiency bonus. For 1 hour, they can magically understand you, regardless of the language you speak.
- Word of Dominance. As an action, you may cast the Command without expending a spell slot. Roll an Authority die. When cast this way, the targeted creature must subtract the result from the saving throw.
Regent Presence
Starting at 6th level, your mere presence is majestic and hard to control. You have advantage on saving throws against being charmed or frightened.
Additionally, whenever an attack hits you or an effect damages you, you may use your reaction and force the attacker or causer of that effect to make a Wisdom saving throw against your spell save DC or become frightened of you for 1 minute. At the end of each of its turns, the target can make another Wisdom saving throw to end the effect, and on a successful save. Whether the saving throw succeded or failed, you gain temporary hit points equal to half your Sorcerer level + your Charisma modifier.
You can use this feature once, gaining the ability to use it again when you finish a short or long rest, or if you expend two sorcery points or an Authority die to use it again.
Lead by Example
At 14th level, your inspiring actions in the battlefield motivate your allies to be as glorious as you are. Whenever you expend an Authority die, choose an ally within 30 feet of you. They can use their reaction to perform an Action, which can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or [Tooltip Not Found] actions.
Arcane Crown
By the time you’ve reached 18th level, even if you aren’t legally a ruler, your magic is that of kings, queens and non binary rulers. You gain a crown, which is spectral and clearly magical, tangible only to you, its appearance is determined by you, and it emits bright light for 5 feet and dim light for an additional 5 feet. You may cause it to fade at any time (no action required).
While the crown is active, you gain the following benefits:
- Any Charisma ability check that you make is made with advantage.
- As long as you aren’t on initiative, at the beginning of your turn, you gain temporary hit points equal to half your level.
- Whenever a creature within 60 feet of you makes a saving throw against one of your spells, you may use your reaction to have them roll the saving throw at disadvantage. If you do so, you can’t cast spells other than cantrips on your next turn.
Previous Versions
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11/21/2022 9:04:41 PM
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