One of your ancestors was a mortal who mastered magic. Your ancestor may have used this power to become a literal ruler or perhaps they took a position as an archmage attempting to raise others to a similar level of mastery. In any case the magic they wielded was powerful and lends itself towards the control and aide of others. Such magical blood can remain latent for generations, but in you it manifested in full.

Subclass Features

As an Imperial Sorcerer, you gain the following features.

1 Sorcerous Origin: Spells

Your bloodline offers you the following origin spells.

Sorcerer
Level
Spells
1st Find Familiar Unseen Servant
3rd Find Steed Magic Weapon
5th Tiny Hut Tiny Servant (XGE)
7th Find Greater Steed Private Sanctum
9th Awaken Legend Lore

1 Inherited Potency

Your maximum number of sorcery points is increased by an amount equal to your Sorcerer level.

1 Noble Phantasm

As an action you can expend 1 or more sorcery points to summon a sorcerous servant. It is friendly to you and your companions, and it obeys your commands. See this creature’s game statistics in the sorcerous servant stat block. If you already have a sorcerous servant from this feature, the first one immediately perishes.

In combat, the sorcerous servant shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions in its stat block or the Dash, Disengage, Help, Hide, or Search action.

Sorcerous Servant
Tiny elemental, neutral
Armor Class 13 (natural armor)
Hit Points equal the Sorcerous Servant's Constitution modifier + your Charisma modifier + 2 times the number of Sorcery Points spent on the summoning
Speed 30 ft.
STR
10 (+0)
DEX
15 (+2)
CON
14 (+2)
INT
01 (-5)
WIS
02 (-4)
CHA
09 (-1)
Saving Throws Con +4, Wis -2
Skills Perception +4
Damage Immunities poison
Damage Resistances force
Condition Immunities charmed, exhaustion, poisoned
Senses Blindsight 60ft, Passive Perception 10
Languages understands all languages you know but cannot speak

Arcane Armor. For every 11 sorcery points you spend while summoning the sorcerous servant gains a cumulative +1 bonus to their AC.
Sorcerous Strength. For every 13 sorcery points you spend while summoning the sorcerous servant gains a cumulative +1 bonus to each of its ability scores.
Magical Magnitude. For every 17 sorcery points you spend while summoning the sorcerous servant increases by 1 size category to a maximum of Large. The sorcerous servant gains a cumulative +1 bonus to its Saving Throws and Attack Rolls. It also gains a cumulative +2 to its Passive Perception.

Actions (Requires Your Bonus Action)

Claws. Melee Weapon Attack: Dexterity modifier +2 to hit, reach 5 ft., one target you can see. Hit: 1d6 + Dexterity modifier force damage.

You may also consult the following table to determine the statistics of your Sorcerous Servant

Sorcery Points Size AC STR DEX CON INT WIS CHA PP Saving Throws To Hit Damage
1-10 Tiny 13 10 (+0) 15 (+2) 14 (+2) 01 (-5) 02 (-4) 09 (-1) 10 Con +4, Wis -2 4 2
11-12 Tiny 14 10 (+0) 15 (+2) 14 (+2) 01 (-5) 02 (-4) 09 (-1) 10 Con +4, Wis -2 4 2
13-16 Tiny 14 11 (+0) 16 (+3) 15 (+2) 02 (-4) 03 (-4) 10 (+0) 10 Con +4, Wis -2 5 3
17-21 Small 14 11 (+0) 16 (+3) 15 (+2) 02 (-4) 03 (-4) 10 (+0) 12 Con +5, Wis -1 6 3
22-25 Small 15 11 (+0) 16 (+3) 15 (+2) 02 (-4) 03 (-4) 10 (+0) 12 Con +5, Wis -1 6 3
26-32 Small 15 12 (+1) 17 (+3) 16 (+3) 03 (-4) 04 (-3) 11 (+0) 13 Con +6, Wis +0 6 3
33 Small 16 12 (+1) 17 (+3) 16 (+3) 03 (-4) 04 (-3) 11 (+0) 13 Con +6, Wis +0 6 3
34-38 Medium 16 12 (+1) 17 (+3) 16 (+3) 03 (-4) 04 (-3) 11 (+0) 15 Con +7, Wis +1 7 3
39-43 Small 16 13 (+1) 18 (+4) 17 (+3) 04 (-3) 05 (-3) 12 (+1) 15 Con +7, Wis +1 8 4
44-50 Medium 17 13 (+1) 18 (+4) 17 (+3) 04 (-3) 05 (-3) 12 (+1) 15 Con +7, Wis +1 8 4
51 Large 17 13 (+1) 18 (+4) 17 (+3) 04 (-3) 05 (-3) 12 (+1) 17 Con +8, Wis +2 9 4
52-54 Large 17 14 (+2) 19 (+4) 18 (+4) 05 (-3) 06 (-2) 13 (+1) 18 Con +9, Wis +3 9 4
55-64 Large 18 14 (+2) 19 (+4) 18 (+4) 05 (-3) 06 (-2) 13 (+1) 18 Con +9, Wis +3 9 4
65 Large 18 15 (+2) 20 (+5) 19 (+4) 06 (-2) 07 (-2) 14 (+2) 18 Con +9, Wis +3 10 5
66-67 Large 19 15 (+2) 20 (+5) 19 (+4) 06 (-2) 07 (-2) 14 (+2) 18 Con +9, Wis +3 10 5
68-76 Large 19 15 (+2) 20 (+5) 19 (+4) 06 (-2) 07 (-2) 14 (+2) 20 Con +10, Wis +4 11 5
77 Large 20 15 (+2) 20 (+5) 19 (+4) 06 (-2) 07 (-2) 14 (+2) 20 Con +10, Wis +4 11 5
78+ Large 20 16 (+3) 21 (+5) 20 (+5) 07 (-2) 08 (-1) 15 (+2) 21 Con +11, Wis +5 11 5

1 Metamagic

Add the following four metamagics to your list of metamagic options: ascendant, bolstering, lingering, and shared.

Ascendant Spell.

When you cast a spell of 1st level or higher, you can choose to spend a number of sorcery points equal to the spell's level to increase the spell's level by 1. You can use this metamagic multiple times on the same spell increasing its level by 1 each time. This can allow a spell to exceed your normal maximum but cannot exceed 9th level.

An evil lich on the brink of death attempts to Plane Shift away to safety. Lorelei is a 10th level Imperial Sorcerer that knows Counterspell. — Uncertain that he can make the DC 17 check, Lorelei chooses to Ascend the spell.
  • He starts by spending 7 sorcery points to cast Counterspell at 5th level.
  • Lorelei chooses to Ascend the spell to 6th level by spending an additional 5 sorcery points.
  • Still a ways to go, Lorelei Ascends the spell again by spending an additional 6 sorcery points. Now Counterspell is 7th level which puts it on par with Plane Shift, but unfortunately it needs to be 2 levels higher to guarantee success
  • He continues to Ascend the spell further by spending an additional 7 sorcery points now making Counterspell 8th level.
  • Pushing his magic to the limit, Lorelei spends 8 more sorcery points to finally make Counterspell a 9th level spell and guarantee its success.
    Having spent a whopping 33 sorcery points and casting what is perhaps the most powerful spell of his life, Lorelei counters the lich's Plane Shift ensuring his party's success.

Now if only someone had told him that liches reform after a few days if their phylactery isn't destroyed.

Bolstering Spell.

When you cast a spell of 1st level or higher, you can spend 1 sorcery point to grant a friendly creature within 120 feet a number of temporary hit points equal to twice the spell's level.

Lingering Spell.

When you cast a spell that requires concentration you can choose to spend 3 sorcery points. If you do, the spell lasts until the end of its full duration without needing to maintain concentration.

Shared Spell.

When you cast a spell with a range of self, you can spend 2 sorcery points to choose a friendly creature you can see. The chosen creature becomes the target and origin point of the spell.

3Mana Battery

When your sorcerous servant dies or you dismiss it as an action, you regain a number of sorcery points equal to half the number of sorcery points spent when summoning it. You cannot exceed your current sorcery point maximum.

6Regal Resiliency

If a spell or other magical effect would force you to make a saving throw you may spend 3 sorcery points to give yourself advantage on the roll. Additionally, if you use this feature when you are subjected to an effect that allows you to make a saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

10Metamorphosis: Imperial Force

You gain two metamorphosis forms: Imperial Mantle (as described below), and Force.

Imperial Mantle

A faint light surrounds you and your voice echoes with authority as you don the role of a true ruler.

Long Live the Monarch: You gain resistance to bludgeoning, piercing, and slashing damage from non-magical attacks.

A Sovereign's Protection: Whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1).

By Royal Decree: As an action you can command a strike against an enemy. Any ally that can see the chosen enemy, may use their reaction to make a weapon or unarmed attack against the chosen enemy.