In a world where the average person can expect to live to be almost one hundred years old and in decent health most of that time if they have money, there are no end of products geared toward helping people live the healthiest lives possible. Of course, exercise and a balanced diet don't move product, so most of these wellness brands focus on more tangible (if less provable) remedies. Most wellness products are little more than modern snake oil, placebos for the gullible. Streamers who work with Wellness Brand sponsors tend to excel at fast-talking, bait-and-switch tactics, and getting out before people realize how much they just spent on nonsense.
Expanded Tech List
The Wellness Brand 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
Level Techs
1st Hitscan, Shut Down
2nd Chill the Fuck Out, Implanted Meme
3rd Blink, Plant Growth
4th Dominate Beast, Greater Cloaking
5th Dominate Person, Hardlight Second Skin
Salesperson's Presence
Starting at 1st level, your sponsor teaches you memetic methods to beguile your audience, or to make them terrified of missing out. As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your streamer tech save DC. The creatures that fail their saving throws are all charmed or frightened by you (your choice) until the end of your next turn.
Once you use this feature, you can't use it again until you finish a short or long rest.
Quick Escape
Starting at 6th level, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a tech.
Once you use this feature, you can't use it again until you finish a short or long rest.
Charming Defense
Beginning at 10th level, your charm (both innate and augmented) makes you a hard sell. You are immune to being charmed, and when another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw against your streamer tech save DC or be charmed by you for 1 minute or until the creature takes any damage.
World of FOMO
Starting at 14th level, you can plunge a creature into a fog of indecision and doubt. As an action, choose a creature that you can see within 60 feet of you. It must make a Wisdom saving throw against your streamer tech save DC. On a failed save, it is charmed or frightened by you (your choice) for 1 minute or until your concentration is broken (as if you are concentrating on a tech). This effect ends early if the creature takes any damage.
Until this illusion ends, the creature is caught up in a full-sensory delusion, the appearance of which you choose. The creature can see and hear only itself, you, and the illusion.
You must finish a short or long rest before you can use this feature again.