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.
Master of Elements
If the spell you cast doesn't the same damage type as your Gimmick, you can spend 1 sorcery point to change it to that; any other range, effect, or limitation of the spell remains the same.
If the spell you cast already has the same damage type as your Gimmick, you can instead add your spellcasting modifier to its damage instead at no cost.
I Insist
You can ignore disadvantage on any rolls related to spells you cast, or have casted on you. Spells of your gimmick type (and their effects) have advantage for the purposes of rolls.
Your are now immune to your first Gimmick type. You can also chose a second Gimmick, which you'll have resistance to.
Sorcerous Vitality
You cannot be feared or charmed. In addition, once per long rest you can spend a sorcery point to ignore an incapacitated condition caused by a magic spell.
Once per long rest, you can spend a sorcery point to remove one level of Exhaustion from yourself.
Wave Motion Gun
Once per long rest, you may cast a version of Sunburst. This does not cost you spells slots or material components. The Master of Elements ability can be applied to this spell. All enemies types targeted have disadvantage on the saving throw(s), and the blinding effect also knocks the enemy prone. Any enemy who resisted the blinding effect has disadvantage on actions for the next 3 turns.
A number of times equal to your spellcasting modifier per long rest, you can spend 1 sorcery point to gain Sorcerous Flight. This is similar to the Fly spell, but lasts one hour and you have advantage on any concentration saves. Metamagic options do not apply to Sorcerous Flight, but you may spend a second sorcery point to extend the spell to two hours, at the cost of halving flight speed.
I Eat Attacks Like That For Breakfast
Once per long rest, you channel your Gimmick magic to its peak. For ten minutes, you are immune to both types of damage, and damaging spells of them will instead heal you for half your sorcerer level.
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