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Imperial Birthright

Commanding Voice

Your bloodline has granted you a voice fit for a ruler, one that makes your enemies tremble and puts fire into the hearts of your allies. At 1st level, you gain proficiency in your choice of Intimidation, Performance, or Persuasion. Additionally you learn the command spell, which counts as a sorcerer spell for you, and does not count against your number of spells known. You can cast command without expending a spell slot. Once you cast the spell in this way, you can't do so again until you finish a long rest, though you can still cast it normally using an available spell slot. Also, whenever you cast a spell of 1st level or higher that has verbal components, you can grant temporary hitpoints equal to your Charisma modifier to a friendly creature within 30 feet of you, which last for 1 minute.

Ancestral Homeland

At 1st level, your bloodline imprints on you aspects of your lineage's homeland. Work with your DM to select the nature and location of your ancestral homeland, typically a kingdom or the capital of an empire.   You learn the native language of your homeland, and gain proficiency with a tool of your choice associated with its culture. You have advantage on Intelligence checks to recall information about your homeland, its history, and its culture.

Majestic Presence

At 6th level, you gain an aura of majesty that steels the hearts and minds of those who follow you. When you or a friendly creature within 30 feet of you makes a Charisma or Wisdom saving throw, you can use your reaction to grant them advantage on the saving throw. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the saving throw succeeds or fails. You can use this feature a number of times equal to your Charisma modifier, regaining all expended uses when you finish a long rest.

Indomitable Decree

Starting at 6th level, when you cast a spell with verbal components, you can spend 1 sorcery point to imbue your voice with magic. You can cast the spell regardless of any obstruction to your ability to speak or magical prevention, such as the silence spell. If the spell involves speaking to a creature, the target can hear and understand you even if it doesn't share your language or is deafened.

Bend the Knee

Beginning at 14th level, when a creature fails the initial saving throw imposed by one of your spells, you can choose for to become frightened of you until the end of your next turn.

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.

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