True King (5e Subclass)

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True King[edit]

vladimir-petrachenkov-otk-final1.jpg
One True King by Vladimir Petrachenkov

Sorcerer Subclass

A bloodline going back to first king of them all. You are true royalty and all other bloodlines no matter the species should bow down to you. With your bloodline comes great power that can be used to force those who disobey you into submission. All other bloodline are a false copy of yours and bear no weight in talks of true power. You can feel within you the powerful wills and emotions of all those who embraced this power before you. This power has made it through all of time triumphing mortals and gods alike. Even though not a divine beginning your bloodline has risen above the divine, above the gods, the devils, and all that exists.

True King Spells

Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the True King Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

True King Spells
Sorcerer Level Spells
1st command, charm person, friends
3rd calm emotions, suggestion
5th beacon of hope, fear
7th compulsion, death ward
9th dominate person, geas
Royal Domain

At 1st level, you are have a position of privilege inside the armed forces in a certain region or nation. Choose one territory with 1000 miles of radius. When you make an Charisma or Intelligence check related to the chosen place or its people, your proficiency bonus is doubled if you are using a skill that you’re proficient in. You have access to a fortification in the middle of this territory. This can be either a stronghold, castle or fortified village, situated in a point of the chosen territory, determined by the DM. While you are in the fortification, you don't need to pay for food or accommodations.

You can ask for help of a commoner in the area. The commoner will make any favor you ask him for that don't put him in direct danger or get him involved in combat, and that can be accomplished within the area, or outside the area, lasting 24 hours.

You choose an additional region at 9th and 13th level. These regions must be contiguous to the one you first chose.

Loyal Followers

Starting at 6th level and are in an area affected by your Royal Domain feature, or in another region with soldiers willing to fight under your command (DM's discretion) you can spend 10 minutes to recruit soldiers from the nearby territory to fight on your behalf, using your military rank to convince them to aid you. The DM chooses humanoids appropriate to the region to come to your aid from among those that can hear you and that are within 1 mile of you, in one of the following groups:

  • One humanoid of challenge rating 2 or lower.
  • Two humanoid of challenge rating 1 or lower
  • Four humanoid of challenge rating 1/2 or lower
  • Eight humanoid of challenge rating 1/4 or lower

These humanoid approach you from their current location, and will fight alongside you, attacking any creatures that are hostile to you. They are friendly to you and your comrades, and you roll initiative for the called creatures as a group, which takes its own turns. The DM has the creatures’ statistics. You can also choose to disregard that table and call for the help of an elite unit. The elite unit is a humanoid of a CR equal to your proficiency bonus.

After a number of hours equal to half your proficiency bonus (rounded down), these humanoids return to their previous location. Once you use this feature, you cannot use it again in the same general area for 24 hours, since the same recruits will not repeatedly heed your call. If any of them die, or if you call an elite unity, you can't use this feature on the same general area for the next 7 days. If the elite unity dies, you can't convoke another elite unity for the next year.

Bow Down

At 6th level, you can use your action to command an enemy within 30 feet to bow down. The target must succeed on a Wisdom saving throw against a DC equal 8 + your proficiency bonus + your Charisma modifier, or it is knocked prone and it is either charmed or frightened until the end of your next turn. A creature that resists this saving throw is immune to this ability for the next 24 hours.

In addition, whenever you use your action to command an enemy to bow, you can spend 1 sorcery point to cast a spell from the True King list using a bonus action.

Majestic Presence

At 14th level, you can inspire your allies to keep fighting. Any creatures of your choice that start their turn within 10 feet of you gain temporary hit points equal to your Charisma modifier (minimum 1).

When an allied creature inside your aura takes damage, you can use your reaction to reduce the damage taken by an amount equal to your level + your Charisma modifier. Alternatively, when a creature inside your aura is reduced to 0 hit points, you can use your reaction and spend 1 sorcery point to cause the creature to be reduced to 1 hit point instead.

True King

At 18th level you become a true king. Your Charisma score increase in 2, to a maximum of 22.

In addition, you learn the spells guards and wards and mighty fortress, which you can cast once, without spending a spell slot or material components. After you cast either spell in this way, you can’t use this feature again until you finish a long rest. Once you cast mighty fortress, you can't cast this spell again using this feature for the next 7 days.

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