Sorcerous Origin - Elder Magic
There is power in your blood. No matter your birth parents, you are the child of greatness. Infused with the blood of the Elder Elves, you have manifested not only leadership, but power. The magic of Kelden's rightful rulers is yours to command, and you are destined for glory.
This Sorcerous Origin may only be taken by an alderman.
Starting at 1st level, you gain knowledge of your lineage’s homeland. You or your DM selects the region that your Elder Elf ancestor ruled over, roughly analagous to the modern kingdoms of Kelden. You always know roughly how far away you are from your homeland and in what direction it lies. You also gain knowledge of the geography, people, and culture of your homeland, even if you have never been there, and learn the current predominant language if you don't already know it.
Your bloodline has granted you a powerful, imposing voice. At 1st level, you learn the command spell, which counts as a sorcerer spell for you, and does not count against your number of spells known. Additionally, you gain proficiency in either Intimidation or Persuasion, and gain advantage in the chosen skill when interacting with someone from your homeland.
Starting at 6th level, when you or a friendly creature within 30 feet of you makes a Charisma or Wisdom saving throw, you can spend 2 sorcery points 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.
Bend the Knee
Starting at 14th level, when a creature fails a saving throw imposed by one of your spells, you can spend 3 sorcery points to cause them to be frightened of you until the end of your next turn.
Starting at 18th level, the combined talents and knowledge of your Elders flow through your veins. You adopt the title borne by your ancestor, and gain permanent benefits associated with that title. Choose one of the following benefits:
- The Conqueror. Your Empowered Spell Metamagic option no longer costs sorcery points if you do not also use a different Metamagic option during the casting of the spell.
- The Great. Increase one ability score of your choice by 2. Your maximum for that score is now 22.
- The Holy. You learn three cleric spells of your choice, which must be of 3rd level or lower. These spells count as sorcerer spells for you and do not count against your number of spells known.
- The Kind. You gain advantage on Charisma checks and saving throws, and Majestic Presence costs 1 sorcery point.
- The Terrible. You are immune to being frightened, and Bend the Knee costs 1 sorcery point.
- The Wise. You gain proficiency with Intelligence and Wisdom saving throws, and Majestic Presence costs 1 sorcery point.