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.
Shining Finger
Your unarmed attacks do 1d6 damage, count as melee/magical weapons, and you can add your charisma modifier to the damage. You may also spend up to two spell slots to add an extra 1d6 damage to the attack (up to 3d6).
Any attack against you associated with your Gimmick type has disadvantage.
Your attacks bypass resistances to your Gimmick damage, and you can treat immunities as merely resistances.
You gain proficiency in Acrobatics or Athletics (choose one) and your walking/jump distance is increased 10 feet.
Honed Body
You are immune to the damage type associated with your gimmick.
You can cast the Jump spell at will.
Trip Up
Per long rest, you can force targets to have disadvantage to saving throws against you a number of times equal your CHA modifier.
Push Back
You cannot be knocked prone or suffer pushback from attacks from creatures equal or less than your Size rating, and can spend 1 Sorcery Point to ignore similar attacks from creatures up to 2 size ratings larger than yourself.
When making STR checks, you may add your CHA modifier instead.
Burning Soul
Once per long rest, your passion boils to the surface for one minute, giving you bludgeoning/piercing/slashing resistance and giving you immunity to charms or fears. You can force enemies within 50 feet of you to roll a disadvantaged saving throw. On a failure, they are charmed/feared (your choice)
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