Base Class: Sorcerer
Your bloodline can be distantly, or recently be traced to series of powerful, noble, and sometimes even Immortal kings and queens. Whether originally blessed by the divine, earned in battle, or through the steadfast faith the people had in the royalty of your bloodline, it has left an unmistakable trace within your bloodline that continues to this day. Perhaps your a direct descendant, or simply a distant relative with hardly a claim to any known throne, whatever the answer may be this power resides in you.
Imperial Spells
Starting at 1st level, your Imperious bloodline grants you the use of power befitting a king/queen. You learn additional spells when you reach certain levels in this class, as shown on the Imperial Spells table. The spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. These spells can’t be replaced when you gain a level in this class.
Imperial Spells
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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 |
Fighting Spirit of Kings
At the 1st level, gain proficiency with light armor, medium armor, and martial weapons
Imperial Weapon
Starting at the 1st level. after a long rest you can choose a single weapon that you are proficient with. As long as you are holding that weapon, it can be used as a spellcasting focus. This weapon's damage counts as magical as long as you are holding it.
Royal Entitlement
Beginning at the 6th level, gain proficiency with Heavy armor, and shields.
Extra Attack
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Emperor's Grace
When you reach the 14th level, your weapon attacks deal extra Radiant damage equal to your charisma modifier, in addition, as a bonus action you can spend 3 sorcery points to empower yourself, for the next minute your weapon attacks deal an extra 1d10 damage of the same type as the weapon, and you gain resistance to non-magical slashing, piercing and bludgeoning damage. This ability regains its use after a long rest.
God King
After reaching level 18, whenever you take damage from another creature, you can use your reaction to force the creature to take psychic damage equal to 2d8 + your charisma modifier, and have them make a Wisdom saving throw equal to your spell dc, if they fail they are frightened by you, fall prone, and have their speed equal to 0. They may attempt to make the wisdom save again at the end of each of their turns, having disadvantage if they can see you. A creature that successfully saves from this effect cannot be affected by it again for the next 24 hours.
Previous Versions
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7/13/2020 5:51:17 AM
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33
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2
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0.1
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Coming Soon
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