Your innate magic comes from royal ancestry. You gain proficiency in Intimidation, Performance, or Persuasion and can cast Command without slots once per long rest. When casting spells with verbal components, you can grant temporary hit points to allies. At higher levels, you gain an aura that grants advantage on saves, can cast spells regardless of silence, and frightened creatures have disadvantage on saves against your spells.
Your innate magic comes from royal ancestry. You gain proficiency in Intimidation, Performance, or Persuasion and can cast Command without slots once per long rest. When casting spells with verbal components, you can grant temporary hit points to allies. At higher levels, you gain an aura that grants advantage on saves, can cast spells regardless of silence, and frightened creatures have disadvantage on saves against your spells.
Your innate magic comes from royal ancestry. You gain proficiency in Intimidation, Performance, or Persuasion and can cast Command without slots once per long rest. When casting spells with verbal components, you can grant temporary hit points to allies. At higher levels, you gain an aura that grants advantage on saves, can cast spells regardless of silence, and frightened creatures have disadvantage on saves against your spells.
Your innate magic comes from royal ancestry. You gain proficiency in Intimidation, Performance, or Persuasion and can cast Command without slots once per long rest. When casting spells with verbal components, you can grant temporary hit points to allies. At higher levels, you gain an aura that grants advantage on saves, can cast spells regardless of silence, and frightened creatures have disadvantage on saves against your spells.
Sorcerous Origin You learn the native language of your homeland, and
gain proficiency with a tool of your choice associated with
Imperial Birthright its culture. You have advantage on Intelligence checks to There is power in king’s blood. Your innate magic comes recall information about your homeland, its history, and its from your royal ancestry. Whether you are a far flung culture. cousin of a great house, the child of a deposed prince, a secret bastard denied legitimacy, or the rightful heir to Majestic Presence a kingdom, your bloodline is that of kings and emperors. At 6th level, you gain an aura of majesty that steels the You might be unaware of your lineage and of the source of hearts and minds of those who follow you. When you or a your power, or perhaps you have always known yourself to friendly creature within 30 feet of you makes a Charisma be the true inheritor of a throne now held by usurpers. or Wisdom saving throw, you can use your reaction to grant them advantage on the saving throw. You can choose Commanding Voice to use this feature after the creature makes its roll, but Your bloodline has granted you a voice fit for a ruler, one before the DM determines whether the saving throw that makes your enemies tremble and puts fire into the succeeds or fails. You can use this feature a number of hearts of your allies. At 1st level, you gain proficiency in times equal to your Charisma modifier, regaining all your choice of Intimidation, Performance, or Persuasion. expended uses when you finish a long rest. Additionally you learn the command spell, which counts as a sorcerer spell for you, and does not count against your Indomitable Decree number of spells known. You can cast command without Starting at 6th level, when you cast a spell with verbal expending a spell slot. Once you cast the spell in this way, components, you can spend 1 sorcery point to imbue your you can't do so again until you finish a long rest, though voice with magic. You can cast the spell regardless of any you can still cast it normally using an available spell slot. obstruction to your ability to speak or magical prevention, Also, whenever you cast a spell of 1st level or higher that such as the silence spell. If the spell involves speaking to a has verbal components, you can grant temporary hitpoints creature, the target can hear and understand you even if it equal to your Charisma modifier to a friendly creature doesn't share your language or is deafened. within 30 feet of you, which last for 1 minute. Bend the Knee Ancestral Homeland Beginning at 14th level, when a creature fails the initial At 1st level, your bloodline imprints on you aspects of saving throw imposed by one of your spells, you can your lineage's homeland. Work with your DM to select the choose for to become frightened of you until the end of nature and location of your ancestral homeland, typically a your next turn. kingdom or the capital of an empire. Ancestral Title At 18th level, you adopt a title befit a legendary monarch, and gain permanent benefits associated with that title. Choose one of the following benefits: The Great. Increase one ability score of your choice by 2. Your maximum for that score is now 24. The Kind. You learn the sanctuary spell, which counts as a sorcerer spell for you, and you can cast it at will, without expending a spell slot. Your Commanding Voice feature grants temporary hitpoints to all friendly creatures within 30 feet of you, instead of just one. The Terrible. You are immune to being frightened and charmed. Creatures that are frightened of you have disadvantage on saving throws against your spells. The Wise. Choose four of your skill proficiencies. You gain expertise with them, which means your proficiency bonus is doubled for any ability check you make with them.
Variant: Origin Spells
If you use Tweaked Sorcerer or another sorcerer modification that adds Origin Spells, Imperial Birthright grants the following spells: Imperial Origin Spells Sorcerer Level Spell 1st heroism 3rd spiritual weapon 5th conjure barrage 7th Mordenkainen's private sanctum 9th geas 11th heroes' feast
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