Appointed Bloodline

Some individuals are born not merely as mortals, but as destiny incarnate. Marked by divine will, these sorcerers bear the mantle of chosen rulers, their blood carrying the weight of celestial providence. Throughout history, such figures have risen to unify warring nations, lead holy crusades, or establish legacies that last for millennia. Whether chosen by a single deity, an entire pantheon, or a force of fate beyond comprehension, those who bear this bloodline find themselves inexorably drawn to positions of authority, their mere presence inspiring awe and devotion. However, with divine favor comes divine expectation—those unworthy of their appointment may find their power stripped away, or worse, become the harbinger of their people's downfall.

Bloodline Spells

1st-Level Sorcerer (Appointed Bloodline) Feature   Your magical bloodline has infused you with the ability to cast certain spells. At 1st, 3rd, 5th, 7th, and 9th level, you gain access to bloodline spells connected to your particular bloodline.   Once you gain access to a bloodline spell, you always have access to it, it can't be changed to a different spell when you gain a level, and it doesn't count against your number of spells known. If you gain access to a spell that doesn't appear on the sorcerer spell list, the spell is nonetheless a sorcerer spell for you. A listed spell is of a base level equal to your highest level sorcerer spell slot at a given level, even if it is of a different level for other classes. For example, if you gain a spell at 5th level, that is a 3rd-level Sorcerer spell for you, even if it is normally a different level.  
Sorcerer LevelBloodline Spells
1stGuidance, Command, Heroism
3rdEnhance Ability, Suggestion
5thBeacon of Hope, Crusader's Mantle
7thCompulsion, Aura of Purity
9thGeas, Commune
 

Mantle of Authority

1st-Level Sorcerer (Appointed Bloodline) Feature   You carry yourself with the presence of a ruler, your voice steady and unwavering. You gain proficiency in Persuasion, and when you make a Charisma (Persuasion) check, you can add your Charisma modifier again if you are attempting to command, inspire, or persuade a creature that understands your language.   Additionally, when you cast a spell that forces a creature to make a Wisdom saving throw, you can expend additional sorcery points equal to the spell's casting cost to impose disadvantage on the save as your voice carries undeniable authority. This effects only a single creature's saving throw per spell.

Divinely Ordained

6th-Level Sorcerer (Appointed Bloodline) Feature   Your presence radiates an aura of command, strengthening those who stand with you. As a bonus action, you can choose up to three creatures within 30 feet of you. Until the start of your next turn, these creatures gain temporary hit points equal to your Charisma modifier (minimum of 1) and have advantage on their next attack roll or saving throw.   Once you use this feature, you can't use it again until you finish a short or long rest, unless you expend 2 sorcery points to use it again.

Sovereign’s Decree

14th-Level Sorcerer (Appointed Bloodline) Feature   Your commands carry supernatural weight. When you cast a spell that charms or compels a creature to obey your will (such as Command, Suggestion, or Geas), you can choose to double the spell's duration.   You can use this feature a number of times equal to your Sorcerer Power Reservoir and regain all expended uses when you finish a long rest.

Crown of Destiny

18th-Level Sorcerer (Appointed Bloodline) Feature   You are the chosen ruler of fate itself. As an action, you can awaken your divine right for 1 minute, gaining the following benefits:  
  • You shed bright light in a 30-foot radius, and creatures of your choice within this light have advantage on attack rolls and saving throws.
  • When you cast a spell of 1st level or higher that targets an ally, you can target one additional ally within range without expending extra resources.
  • Any creature of your choice that starts its turn within 10 feet of you must make a Wisdom saving throw against your spell save DC or become Frightened until the end of its next turn.
  • Once you use this feature, you can't do so again until you finish a long rest, unless you expend 20 sorcery points to use it again.

    Comments

    Please Login in order to comment!