Base Class: Sorcerer
Singer Queens are charmers at heart: similar to Sirens, they enchant others through their voice. They are typically known to be witty and perhaps even flirtatious: they excel in the world of public speaking, writing, and even teaching. Due to their charming personality that could be used however they see fit, Singer Queens are capable of being equally good or evil. In the realm of lawfulness, they can bloom as a wise diplomat, whether they broker a peace agreement among two countries to end a war or even simply carry a convincing message to a nearby tribe or village to participate in an alliance. On the other hand, Singer Queens can be chaotic and break the law: they make excellent deceivers and are capable of charming people into giving them things, convincing others that they didn't steal or break a law, or even get away with murder.
Can't Charm Me
Starting at level 1, due to the blood of Coriane Jacos running through your body, you have advantage against being charmed and frightened.
At level 1, you can expend 1 sorcery point to reroll the saving throw and choose to add 1d6 to your roll.
At level 3, you can enhance the power of your voice. You either (1) gain proficiency in all of the following skills: intimidation, persuasion, deception, and performance (2) learn any one level 1 enchantment spell (from any spellcaster class) or (3) add +1 to your Charisma score.
At level 6, you can’t be frightened. With disadvantage, you can attempt to frighten or charm them back, as long as you pass the saving throw.
At level 10, you gain the following effects:
+2 to your Charisma score (with a possibility to adding to a 20 Charisma score: max of 22) and the ability to expend 1 sorcery point to gain advantage on any Charisma check.
At level 13, you’re also granted advantage against being put to sleep with magic.
Singing Like Honey
At level 6, you can expend 2 sorcery points to activate this skill: for every charmed enemy, you heal based off your Charisma modifier (x number of enemies + Charisma modifier) once per round, or until the enemies aren’t charmed anymore.
Let Me Charm You
At level 14, whenever you roll initiative, you have the option to automatically cast Charm Person or Charm Animal, without consuming a level 1 spell slot. You can expend 1 sorcery point to add a 1d6 to the final total.
Singer Bloodline
At level 18, you can tap into the full potential of the Jacos’ blood that runs in your veins. As a bonus action, you can activate your inner Singer Queen powers. It ends when the time is up or you become incapacitated. For 2 minutes, you gain the following abilities and effects:
- Your eyes turn a stormy blue-gray and your hair a chestnut brown
- You can’t be charmed, frightened, or put to sleep: if attempted, the effect is suspended until the end of Singer Bloodline
- All enemy magic spells now get disadvantage
- The effect of Singing Like Honey is doubled (you gain 2x the amount of hit points back)
- Can’t Charm Me no longer gets disadvantage
- You temporarily gain advantage on all of your spell attack rolls. With every successful spell casted, you deal 5d8 radiant damage to a chosen enemy, as long as they are within 50 of the original target.
- Inspire: As an action, you can sing to your allies, inspiring them to fight better. For the rest of Singer Bloodline duration, your give your allies a boost to their attack rolls equal to your charisma modifier. When successful with their attack roll, they can add 3d10 to their total damage.
- Imbue: As a bonus action, you can expend 4 sorcery points to enchant any and all allies’ weapon(s) with a fire enhancement, presenting itself in a fiery red orange heat. Upon successful attack rolls, you add 4d8 fire damage. You also enhance any and all armor and shields: you add radiant and fire resistance, piercing, bludgeoning, and slashing resistance, and a fiery repellent. Any successful attack rolls made against your enchanted allies automatically retaliates with 2d6 fire damage.
- Ignite: If your hit points reach below ⅛ of your maximum hit points, you can expend 1 sorcery point, as a reaction, to surround yourself in a fiery hot glow, raging to protect you. When an enemy attempts to melee attack you within 5 feet, they’re dealt 2d6 fire damage. You become resistant to fire and cold damage.
- Impair: As an action, you can sing to the enemies for 3 sorcery points and hinder their ability to fight. For the duration of Singer Bloodline, enemies gain disadvantage on all attack rolls against you and your allies. On any successful attack rolls, they are automatically dealt 1d8 radiant damage.
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