Noble Bloodline Sorcerer

by Michael7123

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Sorcerer Bloodline: Noble Bloodline

Aristocratic Heritage:

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.

Nobility Obligates:

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.

Kowtow:

Beginning at 14th level, when a creature fails the initial saving throw against your spell, you may choose to have it fall prone as well. You may only select one creature to be affected by this per spell you cast. If you spend 1 spell point per creature who fails the initial saving throw, you may knock all the creatures who fail the saving throw prone.

Imperial Splendor:

At level 18, your mere presence becomes enough to overwhelm your enemies’ senses altogether. As an action, you can shed bright light in a 30 foot radius and dim light in a 60 foot radius. For 1 minute each hostile creature that starts its turn in this light must succeed on a Constitution saving throw or be blinded or deafened (your choice). Any creature in the radius of the bright or dim light with the blindsight or tremorsense features loses those features as long as they remain within the light. Once you use this ability, you may not use it again until you take a long rest.

Credit

Homebrew by Michael7123

Feedback from the Discord of Many things

Art: "Crown and Wizard" by sandara

 

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