Sorcerer
Base Class: Sorcerer

You are descended from a powerful arcane being, likely Izzit, the god of magic. This bloodline marks you as high nobility in the nation of Spearpoint, even if you are not born to a noble family. Most Bluebloods are naturally gifted leaders and negotiators. Regardless of your path in life, you are destined for greatness. You have natural gifts of persuasion, leadership, and manipulation. These gifts can be bolstered 

Noble Presence

1st-level Blueblood Feature

Your natural-born superiority is palpable by those around you.

When you, or one of your allies you can see within 30ft of you, make(s) a Charisma check, you can use your reaction to give advantage on the roll. You can use this feature a number of times equal to your proficiency bonus, and you regain all uses when you finish a long rest.

Royal Resolve

1st-level Blueblood Feature

Your status as royalty makes you difficult to manipulate.

You have advantage on saving throws against being charmed or frightened.

Voice of Authority

6th-level Blueblood Feature

You gain the ability to bolster your speech by magic, making even monstrous creatures compelled to listen to you.

As a bonus action, you can spend 2 to 6 sorcery points to cast the command spell of a level equal to half the number of sorcery points spent, rounded down. When cast this way, the target(s) needn't understand your language to be affected.

Spilt Legacy

14th-level Blueblood Feature

Your blood is a symbol of your high status. Those that spill it are forced to suffer the consequences.

When you are hit by a melee attack, you can use your reaction to exude an aura of disgust. The attacking creature must make Charisma saving throw against your Sorcerer spell save DC. On a failed save, the attacking creature takes psychic damage equal to your sorcerer level and is frightened of you until the end of its next turn. On a successful save, the creature takes half damage rounded down and is not frightened.

Invoke Servitude

18th-Level Blueblood Feature

Your sheer aura of leadership makes it extremely difficult for others to ignore your presence.

You ignore immunity to the frightened and charmed conditions caused by your spells and abilities. In addition, all creatures within 30ft of you have disadvantage on saving throws against being charmed or frightened by you.

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