About this mod
Embrace or reject it, but your blood calls you to rule. The Divine Right Sorcerer is blessed by the gods with a silver tongue and a collection of Enchantment and Conjuration spells suitable for any would-be monarch. Based on homebrew by LaserLlama.
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As the symbol glows, power courses through you. Authority.
Hey there! You know, with a class that's all about bloodlines and a system set in broadly medieval-themed worlds, it's interesting that D&D has steered away from just having divinely-ordained kings and magical aristocracy. Perhaps not unwisely so, but still, in this game where half the party are already bound to gods in unhealthy ways, perhaps this one isn't too out of spirit. Good(?) news, champ: the gods have chosen you to rule. And better your rule than someone else's, eh?
This is another one based on some homebrew by LaserLlama. The Divine Right Sorcerer gets access to some unique Enchantment and Conjuration spells, letting them dominate others and boss minions around. Be warned that some of your abilities do encourage you to lead from the front, or if not mainly come in handy for defensive purposes.
There are some changes from the homebrew:
- I wasn't able to implement the homebrew's full expanded spell choice, but you've still got some powerful ones there.
- The game doesn't tend to use dice rolls with temporary HP, so I've simplified any 1d8 temp HP to 5 temp HP.
- Because base game Sorcerers get their usual level 14 feature at level 11 in BG3, I've split the difference. You get Regal Presence at 11, but get the improved Authority range at 14.

Features by level
Divine Right Sorcerers learn the following extra spells:
- Level 1: Command, Heroism
- Level 3: Calm Emotions, Crown of Madness
- Level 5: Conjure Barrage, Spirit Guardians
- Level 7: Confusion, Guardian of Faith
- Level 9: Dominate Person, Conjure Elemental
- Level 1:
- A Divine Mark appears on your body, signifying the ruler you are to become. You gain Expertise in one of Persuasion, Deception or Intimidation.
- When you cast an Enchantment spell on someone within 1.5m of you, you can impose disadvantage on their saving throw. You can use this once for free per Short Rest; after that, it costs 2 Sorcery Points.
- Level 6: You can trade Sorcery Points to give an ally temporary HP: 5 for each Sorcery Point spent. The amount of points you can spend at once is capped by your Charisma modifier, and these temporary hitpoints fade after a Short Rest.
- Level 11: You can use your reaction to give allies advantage on any saving throws, provided they're within 18m of you.
- Level 14: You can now be within 4.5m of someone and impose disadvantage on saving throws against your Enchantment spells.
- Level 18: You have access to the new Divine Word spell, and can cast it once per Long Rest without using a spell slot. Divine Word will target all hostiles 9m around you and, if they fail their save, impose an effect based on their current hitpoints:
- Anyone with 45 or fewer hitpoints is Blinded for 10 rounds.
- Anyone with 30 or fewer hitpoints is Blinded and Stunned until your next Long Rest.
- Anyone with 20 or fewer hitpoints is killed instantly.
- Any fiends, celestials, fey, or elementals are -- regardless of their hitpoints -- permanently banished from this plane if they fail their save.
Credits
This is an adaptation of LaserLlama's Divine Right Sorcerer, which can be found online here: https://www.gmbinder.com/share/-M0neAmKuCAae2IV1iJw
I sent LaserLlama a DM about porting their free content, and got the reponse that it was alright so long as I provided credit and a link. You can see more of LL's content on their Reddit, GM Binder or Patreon.
Artwork used in the thumbnail is "Kenrith, the Returned King", drawn by Kieran Yanner as Magic: The Gathering art. It is used here unofficially under Wizard of the Coast's Fan Content Policy.
Class icon is just reuse of the official Oath of the Crown subclass icon. Any other icons are similarly just recolours and small edits of base-game icons, with some help from the BG3 Wiki and thestarpest's Icon Pack.