Sorcerer
Base Class: Sorcerer

Once in a generation, a divinely chosen ruler is born among the common people. Cults and countries seek out these high-born rulers, trusting their gods to select their leader. While some will willingly step aside to let the will of the gods rule, other less-honorable leaders will hunt down their competition, to try and get rid of any competition for the throne.

Royal Spells

You learn certain spells when you reach certain levels in this class, as shown in the Royal Spells table. Each spell counts as a Sorcerer spell for you, but doesn't count against the number of Sorcerer spells you know. You cannot replace these spells when you gain a level in this class.

Royal Spells

Sorcerer Level Spell
1st Command, Levitate
3rd Find Steed, Zone of Truth
5th Counterspell, Fear
7th Compulsion, Death Ward
9th Dominate Person, Geas

 

Royal Mark

At 1st level, a mark signifying you as a royal of your particular bloodline appears on your body - you decide what the mark looks like, but must otherwise choose one of the options below. Once chosen, you cannot change your mark by any means short of a Wish spell or divine intervention.

Mark of Elegance

Your rule will be marked with diplomacy. You gain proficiency in the Persuasion skill, and you add double your proficiency bonus to all Charisma (Persuasion) checks you make.

Mark of Guile

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

Mark of Might

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

Words of Authority

At 1st level, your voice has been imbued with royal authority, making it difficult for the weak to resist your commands.

When you force a creature within 5 ft. of you that can hear you to make a saving throw against an Enchantment spell, you can choose to have the target make its saving throw with disadvantage.

Once you use this feature, you cannot use it again until you finish a short or long rest. When you reach 2nd level and have no uses of this feature remaining, you can choose to expend 2 Sorcery Points to use it again.

Words of Vigor

At 6th level, the power of your voice uplifts those who choose to follow you.

You can use a bonus action to spend a number of Sorcery Points up to your Charisma modifier (minimum 1) to grant a friendly creature within 30 ft. of you temporary hit points - the creature gains 1d8 temporary hit points per Sorcery Point you expend. These temporary hit points lasts until the target takes a short or long rest.

Regal Presence

When you reach 14th level, your presence inspires confidence in all who follow you.

When a friendly creature within 60 ft. of you that can see or hear you is forced to make a saving throw, you can use your reaction to give them advantage on the roll.

Additionally, the range of your Words of Authority feature becomes 15 ft.

Royal Decree

At 18th level, you become a legendary figure of authority for your people, and your voice is blessed with the divine right of kings.

You learn the Divine Word spell. It counts as a Sorcerer spell for you, but doesn't count against the number of Sorcerer spells you know. As an action, you can cast this spell without expending a spell slot. Once you do, you cannot do so again until you finish a long rest.

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