Royal Bloodline

Millennia ago, certain great rulers were chosen by the gods as exemplars of leadership. Their blood was imbued with great magic, and although very few of their descendants still reign, their inheritance remains, waiting to be reclaimed by any descendants worthy of the legacy.

Blood Right

At 1st level, you are proficient in the Persuasion skill. Additionally, whenever you make a Charisma check to command or inspire others, your proficiency bonus is doubled if it applies to the check.

Royal Covenant

The ancient pact of your forefathers grants you power. At 1st level, you determine the method of rule your ancestor used when they first earned their sorcerous power, and gain its associated feature.

Aristocracy. Your ancestors had to deal with the political maneuverings of their rivals, and their magic honed their abilities in that environment. You are proficient in the Deception and Insight skills.

Democracy. You gain strength when backed by your people. When you make an ability check or a saving throw you can gain a bonus to the roll equal to the number of allies you can see or hear within 30 feet of you (maximum +5). You can choose to do so after making the roll, but before the DM announces the result. Once you use this trait, you can't use it again until you finish a short or long rest.

Magocracy. Your ancestors valued the arcane above all else. You can cast sorcerer spells as rituals if they have the ritual tag and you know them. In addition, you learn two 1st level wizard spells of your choice that have the ritual tag. You can cast these spells, but only as rituals. They count as sorcerer spells for you, but do not count against your number of spells known.

Monarchy. You can use your action to rally your allies, inspiring them for coming conflict. Up to six creatures of your choice who can see and hear you (including yourself) gain temporary hit points equal to your Charisma modifier and can add a d6 to one attack roll, ability check, or saving throw made in the next minute. Once you use this feature, you cannot do so again until you finish a long rest.

Stratocracy. You are as prepared for war now as your ancestors were in time long past. You gain proficiency in light armor, medium armor, and three simple or martial weapons of your choice.

Theocracy. Your magic, though arcane, has a tinge of the divine. You learn two cantrips and one 1st level spell of your choice from the Cleric spell list. These spells count as Sorcerer spells for you, but do not count against your number of spells known.

Ancestral Wisdom

Starting at 6th level, you can petition your ancestors for wisdom on a particular course of action. You can cast the spell augury at will, without expending a spell slot and without requiring any material components. You suffer the normal risks for casting this spell two or more times without taking a long rest.

With Eyes Unclouded

Starting at 14th level, you have become a guide for your people, and that fact is reflected in your piercing eyes. You can see magically in darkness, both magical and nonmagical, to a distance of 120 feet. This does not work for any darkness you yourself create by magical means, such as with the darkness spell.

In addition, you have advantage on ability checks and saving throws made to see through illusions.

Mantle of Leadership

At 18th level, you can project a presence of awesome might by channeling your ancestral right to rule. As an action, you can exude an aura of inspiring leadership.

For 1 minute, you and any friendly creatures within 30 feet of you that can see and hear you have advantage on Wisdom saving throws against being charmed or frightened. In addition, you can use your bonus action on your turn to choose one creature in that aura and issue them an order as if you had cast the spell command. This does not count as casting a spell, and does not expend any spell slots.

Once you use this feature, you cannot do so again until you finish a long rest.