Sorcerer
Base Class: Sorcerer

Your innate magic comes from your imperial blood. Whether through leading conquests themselves or through cunning and subterfuge, it is unquestionable that your ancestors possessed something extraordinary that allowed them the feat of establishing or maintaining an empire—talents that you have come to inherit.

Political ploys and power plays make for a more diverse splay of characters than one would imagine. Some openly declare themselves as protectors of the realm. Others who were born out of illicit affairs actively seek anonymity, knowing their existence may threaten those in power and lead to threats to their well-being. Among those who survive such threats, a few become host to deep-seated hatred and find themselves the center of ploys to usurp the governing body.

Knowing the ever-present danger to their lives, royal sorcerers who are aware of their bloodline are rarely seen alone and have become accustomed to wearing defensive implements beneath their cloaks. Their unnatural eloquence and air of authority make them ideal party leaders, though the latter can also cause some friction with other dominant party members.

Bonus Proficiencies

1st-level Royal Bloodline feature
Keenly aware of threats to your well-being, you have grown accustomed to gearing yourself defensively. You gain proficiency with light armor, medium armor, and heavy armor. In addition, you are gifted with an uncanny sense of tact and verbal finesse. You gain proficiency in the Persuasion skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.

Royal Magic

1st-level Royal Bloodline feature

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.

Additional Spell List
Spell Level Spells
1st Detect Poison and Disease
3rd Calm Emotions, Suggestion
5th Counterspell, Tongues
7th Charm Monster, Death Ward
9th Dominate Person, Modify Memory

 

Royal Order

1st-level Royal Bloodline feature
When you use your action to cast a spell of 1st level or higher on your turn, you can use a bonus action to direct one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature can immediately use its reaction to do one of the following:

  • Attack. The creature makes one weapon attack.
  • Fall Back. The creature uses the Disengage action.
  • Move. The creature moves up to half its movement.

You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses once you finish a long rest.

Inspiring Aura

6th-level Royal Bloodline feature

When a friendly creature within 10 feet of you makes an attack roll, ability check, or saving throw, they can roll a d4 and add the number rolled to the total. You must be conscious to grant this bonus. At 18th level, the range of this aura increases to 30 feet.

Arcane Diplomacy

14th-level Royal Bloodline feature

Your skill in affecting others' thoughts and emotions through arcane means has reached a level that it has become both effortless and untraceable. You can cast charm person at will without any components. Also, creatures you target with the spell don't learn that you charmed them when they succeed on their saving throw or when the spell ends.

Cogent Decree

18th-level Royal Bloodline feature

You have fully harnessed the authority that your bloodline possesses. When you use your Royal Order feature, you can direct the creature to do one of the following:

  • Attack. The creature makes up to two weapon attacks.
  • Cast a Spell. The creature casts a spell of 2nd level or lower.
  • Fall Back. The creature uses the Disengage action then moves up to half its movement.
  • Help. The creature moves up to half its movement then uses the Help action.
  • Take Cover. The creature moves up to half its movement then uses the Hide action.
  • Search. The creature moves up to half its movement then uses the Search action.
  • Use an Object. The creature moves up to half its move- ment then uses the Use an Object action.
  • Move. The creature moves up to its movement.

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