Base Class: Sorcerer
This is a revamp/retool of my original Heroine Heart build elsewhere on the site, as well as separating the specializations into three more easily read versions. The levels for some of these abilities were adjusted to more closely match typical builds standards.
Gimmick
Your powers aren't just for show, but are ALSO for show. You display your elemental affinity in gaudy ways, from certain color palettes to terrible wordplay in your monologues. Choose one damage-type to be associated as your Gimmick: Cold, Fire, Lightning, Thunder, Radiant, Acid, Poison, or Necrotic.
You also learn a version of the spell Find Familiar. While your familiar can also communicate with other people besides you within 100 feet of itself, you cannot cast your spells through it (besides Prestidigitation).
Pants, Rants, and Enchants
Your ridiculous outfit is as defensive to the body as it is offensive to the senses. You can add your CHA modifier when calculating your unarmored defense.
Per long rest, you can use Disguise Self a number of times half your charisma modifier (rounded down) for without using a spell slot.
You gain proficiency in Persuasion or Performance (chose one) to drone on at your audience or targets. You also learn the cantrips Vicious Mockery and Prestidigitation, which does not count against your number of spells known.
Long Winded
Once per long rest, you may case either of the following spells without using a spell slot or components: Charm Person, Command, or Enthrall (chose one each time). The target has disadvantage on any saving throw.
Unflappable
Once per long rest, if an enemy attack would cause you to become paralysed, charmed, feared, or knocked prone, you may spend 1 Sorcery Point to ignore that effect.
Precise Application
You conjure a magic weapon without the two-handed or heavy property, which can be summoned/unsummoned from a pocket dimension in an action. This weapon ignores any damage-resistances associated with your Gimmick(s). You also gain Insight or Precision proficiency (choose one).
While confronting an enemy singled out for combat you may spend 1 sorcery point to invoke Yaad's Proclamation, allow you to add extra damage equal to half your sorcerer level (rounded up) to your melee attack. This effect persists until either of you or they are knocked unconscious, combat ends, or die.
If you have any spell that applies a status effect (paralyzing, charming, burning, etc.) you may spend 1 sorcery point to channel the spell as a melee attack instead, and you may add an extra D6 of damage per spell level. The target has disadvantage on any saving throw against the effect, unless they are immune to the damage type AND the effect.
Staring Daggers
Attempts to magically charm or frighten you automatically fail. Any caster attempting to do so has the spell backfire on them and forces them into a saving throw, either giving them disadvantage on their next attack (if they win) or stunning them for their turn (if they lose).
Vindictive Strike
As a bonus action, you may make an additional melee attack with your conjured weapon.
Ignorant Bystanders
Once per long rest, you can weave a net of flawless balderdash as a special version of Mass Suggestion without using spell components, spell slots, or sorcery points. The spell's duration is a total of 100 days split among up to 10 targets (e.g., 10 targets affected for ten days, 4 targets affected for 25 days, 1 target for 100 days)
Evasive Maneuvers
Once per long rest, if you are struck with an attack that would normally be a killing blow, you can spend one sorcery point to instead be reduced to 1 HP. For the next round, you have resistance to all physical damage, have advantage on your next attack, and your enemies have disadvantage on theirs.
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