Sorcerer Origin: Royal Bloodline

"There is power in king's blood..."

Your innate magic stems from a noble lineage that inspires others. You are descended from mystical rulers, sorcerer kings, or magical empresses. Your noble magic might make others flock to you or have political rivals send assassins to eliminate you. Whether you are a favored prince, exiled queen, or royal bastard, how you use your birthright will determine your legacy. Will you a be kind and just, or a cruel tyrant?

Art Credit: Wizards of the Coast

Royal Sorcerer Quirks

At your option, you can pick from or roll on the Royal Sorcerer Quirks table to create a quirk for your character.

1d6 Quirk 1 You can effortlessly be heard in a crowd. 2 You always appear clean and refreshed. 3 You prefer finer clothing and establishments. 4 Your eye or hair color is the iconic color of your homeland's rulers. 5 You often repeat your ancestral mantra. 6 Your eyes glow the color of your homeland's standard after casting a spell.

Imperial Knowledge

At 1st level, through either formal education or your magical awakening, you have knowledge of your ancestral home. You gain proficiency in the History skill if you don't already have it. When you make an Intelligence check to recall information about your homeland, you add double your normal proficiency bonus to the check, instead of your normal proficiency bonus.

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Variant: Origin Spells At your DM's discretion, you learn additional spells when you reach certain levels in this class. The spells count as as sorcerer spells for you, but they doesn’t count against the number of sorcerer spells you know. Royal Sorcerer Spells Sorcerer Level Spell 1st command 3rd aid 5th crusader's mantle 7th compulsion 9th geas

Royal Decree

Also at 1st level, your word carries magical weight. You learn the command spell, which doesn't count against your number of sorcerer spells known. In addition, you can cast it by spending 1 sorcery points or by expending a spell slot. You can cast command at a higher spell level using sorcery points equal to the spell level.

Additionally, you can target a willing creature with command, and they can spend their reaction to follow your command. You can use the following commands on your allies:

Attack: The target creature can make one weapon attack.

Defend: The target creature can take the dodge action.

Move: The target creature can disengage and move their full movement speed.

Struggle: The target creature can make a saving throw against a condition affecting them.

Protection of the Crown

Starting at 6th level, your magic empowers allies with your noble favor. When you cast a spell on a friendly creature, they gain temporary hit points equal to the spell level plus your Charisma modifier.

Voice of the Monarch

At 14th level, after casting a sorcerer spell of 1st level or higher, you can cast the command spell as an action or bonus action.

Arise and Defend!

Beginning at 18th level, your magic motivates your allies to greatness. After you hit a creature with, or a creature fails a saving throw against, one of your sorcerer spells of 1st level or higher, you can spend 1 sorcery point to grant creatures you choose within 60 feet advantage on their next attack rolls made against that creature before the end of your next turn.