There's not a lot of charity to go around in the New World. The heads of the corpo-states are notoriously tight-fisted when it comes to providing much more than the bare essentials of survival to the masses of citizen-employees under the philosophy that charity makes workers lazy. What little social safety net exists is entirely privately-owned and operated, relying on donations from more-affluent citizens (and the occasional exec with a guilty conscience) to keep their coffers full. Naturally, no small part of this largesse goes toward "covering expenses," which includes the high-profile charity streams they run to get those donations.
Some charity groups focus on a specific cause (like cancer awareness or porn addiction) while others are more nebulous. Either kind can be genuinely altruistic or absolutely corrupt.
Expanded Tech List
The Charity Foundation lets you choose from an expanded list of techs when you learn a streamer tech. The following techs are added to the streamer tech list for you.
Expanded Techs
Tech Lvl Techs
1st Combat Dressing, Light 'Em Up
2nd Burning Ball, Auxiliary System Flush
3rd Neon Show, Revivify
4th Hardlight Guardian, Wall of Fire
5th Hellfire Strike, Primary System Flush
Bonus Tricks
At 1st level, you learn the light transfer and neon shower tricks. They count as streamer tricks for you, but they don't count against your number of tricks known.
Sponsored Healing
At 1st level, you gain the ability to generate injury-seeking nanobots to heal wounds. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals 1 + your streamer level.
As a bonus action, you can heal one creature you can see within 60 feet of you, spending dice from the pool. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total.
Your pool regains all expended dice when you finish a long rest.
Living Spotlight
Starting at 6th level, your sponsorship package allows you to serve as a conduit for neon energy. You have resistance to neon damage, and when you cast a tech that deals neon or fire damage, you add your Charisma modifier to one neon or fire damage roll of that tech against one of its targets.
Bloom of Health
Starting at 10th level, you gain temporary hit points whenever you finish a short or long rest. These temporary hit points equal your streamer level + your Charisma modifier. Additionally, choose up to five creatures you can see at the end of the rest. Those creatures each gain temporary hit points equal to half your streamer level + your Charisma modifier.
Clean, Pretty, Reliable
Starting at 14th level, your sponsorship package allows you to resist death. When you have to make a death saving throw at the start of your turn, you can instead spring back to your feet with a burst of neon energy. You regain hit points equal to half your hit point maximum, and then you stand up if you so choose. Each creature of your choice that is within 30 feet of you takes neon damage equal to 2d8 + your Charisma modifier, and is blinded until the end of the current turn.
Once you use this feature, you can't use it again until you finish a long rest.