You gain proficiency in Intelligence (History) checks. If you are already proficient in these checks, you may add double your proficiency modifier to them. Additionally, you learn one language frequently spoken in royal courts in your setting, at the DM’s discretion. You have advantage on intelligence checks to recall information about aristocratic life, such as court etiquette, heraldry, common customs, and other information at the DM’s discretion.

You have inherited your ancestor’s knack for compelling swift obedience. You learn the Command spell, which doesn't count against your number of sorcerer spells known. In addition your command may consist of a phrase or sentence of no more than five words. Once you use this ability, you may not use it again until you take a short or long rest.

Absolute Decrees:

At 6th level, you have learned how to issue commands to your allies and obtain . As a bonus action, you utter one of the commands listed below. One friendly creature within 45 feet of you is affected by the Decree. You can use this feature a number of times equal to your Charisma modifier. When you finish a long rest, you regain all expended uses.

Aim!: You call upon your ally to strike true at a common foe. The next weapon attack the friendly creature makes before the end of their next turn is made with advantage. If the attack hits, the creature takes an additional amount of damage equal to your charisma modifier.

Reposition!: You call upon your ally to reposition themselves. As a reaction, this friendly creature may move up to half their movement speed. This movement does not provoke attacks of opportunity.

Stand Fast!; You may call upon an ally to endure whatever threats stand before them. The friendly creature gains a +2 bonus to their armor class and advantage on saving throws until the end of your next turn.