Difference between revisions of "Empath (5e Class)"

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==== Fearmonger ====
 
==== Fearmonger ====
  
Starting at first level, the way you interact with others through your links changes. Creatures that are immune to the ''frightened'' condition cannot be linked to, while creatures that gain advantage on saving throws against ''frightened'' have advantage on the saving throw to resist your attempts to increase their link level. However, creatures that have neither have disadvantage on saving throws to resist your attempts to increase their link level.
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Starting at 3rd level, the way you interact with others through your links changes. Creatures that are immune to the ''frightened'' condition cannot be linked to, while creatures that gain advantage on saving throws against ''frightened'' have advantage on the saving throw to resist your attempts to increase their link level. However, creatures that have neither have disadvantage on saving throws to resist your attempts to increase their link level.
  
 
In addition, your Mood Manipulation ability gains two additional uses as described below:
 
In addition, your Mood Manipulation ability gains two additional uses as described below:

Revision as of 17:56, 15 March 2022

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Author: Axis (talk)
Co-Authors: Ghostwheel
Date Created: 1/10/2022
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Empath

The empath uses bonds forged through their supernatural ability to experience the feelings of those around them to manifest an aura that empowers allies and hinders foes. Build up empathy to unleash devastating effects.

A Gift

Empaths are rare enough to occupy legends of old told by bards and grandfathers. If you weren't one of the lucky few to be born into this power, it will never manifest in you. Those who do manifest this gift usually do so at birth. Given a loving household, Empaths typically become well-adjusted and socially adept members of society. Though some particularly motivated individuals use their incredible intuition and supernatural power to mold their society in ways that will be passed down in legend.

A Curse

While Empath's have the ability to do things which their peers cannot by no special effort of their own, they also are burdened with knowing more than they ought to. Fully attuned to the feelings of those around them, Empaths cannot turn off the voices of the outside world quite so easily. Empaths often struggle in their adolescence with anxiety and self-esteem due to the constant chatter of the outside world.

Creating an Empath

Empaths focus on their connection to other people, and the touch of another's mind on their aura is a constant source of stimulation. When creating an empath, think about how your character feels about their constant connection to others; is the stimulation from auras agreeable or irritating? Does your character thrive on being around many people, with the quiet murmur of minds a calming background noise, or does it get too overpowering to the point where they can't even hear themselves think?

Furthermore, each empath can deepen their connection by linking to others. How does your character view the way in which they connect to others? Do they see relationships as fleeting things, and link up to others on a whim, or do they only expose themselves to others when trust has been established, and thus rarely connect to others apart from when a fight is about to break out and it becomes necessary?

Quick Build

You can quickly make an empath by following these suggestions. First, put your highest ability score in Charisma followed by Wisdom, and then invest in either Dexterity or Constitution. Second, choose the entertainer background.

Class Features

As a Empath, you gain the following class features.

Hit Points

Hit Dice: 1d6 per Empath level
Hit Points at 1st Level: d6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 + your Constitution modifier

Proficiencies

Armor: None
Weapons: None
Tools: Disguise Kit
Saving Throws: Wisdom, Charisma
Skills: Choose two from Animal Handling, Deception, Insight, Intimidation, Perception, Performance, Persuasion.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a quarterstaff, (b) a towel crafted into a sling and 20 small rocks, or (c) kitchen knife
  • (a) a diplomat's pack, (b) an entertainer's pack, or (c) an explorer's pack
  • a disguise kit


The Empath

Level Proficiency
Bonus
Features Aura
Range
1st +2 Aura, Link, Mood Manipulation 30 ft.
2nd +2 Link Levels 30 ft.
3rd +2 Empathic Icon 30 ft.
4th +2 Ability Score Increase 35 ft.
5th +3 Insidious Influence 35 ft.
6th +3 Imprint Affect 35 ft.
7th +3 Lingering Link 40 ft.
8th +3 Ability Score Increase 40 ft.
9th +4 Iconic feature 40 ft.
10th +4 Additional Link 45 ft.
11th +4 Improved Empathy 45 ft.
12th +4 Ability Score Increase 45 ft.
13th +5 Iconic feature 50 ft.
14th +5 Heart to Heart 50 ft.
15th +5 Cloud Mind 50 ft.
16th +5 Ability Score Increase 55 ft.
17th +6 Iconic feature 55 ft.
18th +6 Share Trauma 55 ft.
19th +6 Ability Score Increase 60 ft.
20th +6 Share Your World 60 ft.

Aura

At 1st level you have an aura that enables you to understand the thoughts and feelings of those who enter it. You know the location and basic emotion (either scared, angry, happy, saddened, or disgusted) of creatures are within range of your aura. Creatures are considered to be within your aura as long as they:

  • Are not constructs
  • Are not behind full cover
  • Do not have resistance or immunity to psychic damage
  • Have an Intelligence score higher than 1

Your aura's range is 30 ft. The range increases when you reach certain empath levels, as shown in the Empath table. Armor unfortunately interferes with your ability to expand your aura, and if you wear armor all creatures are considered to be behind full cover for the purpose of your aura. Your aura's ability to detect the location of creatures and their surface emotions is a divination effect.

Link

Beginning at 1st level, while a creature is in your aura and you are not linked to another creature, you can form a link with it as a bonus action (which counts as maintaining concentration for the purpose of features and spells, though you have no chance of losing it due to taking damage). If you do, each of you can feel what the other does, including complex emotions (such as sympathy, grief, annoyance, confidence, admiration, amusement, and so on). Either you or the linked creature can spend an action to attempt to dig deeper by making a Wisdom (Insight) ability check contested against the other creature's Charisma (Deception) ability check. On a success, you can read the creature's surface-level thoughts and gain insight into the creature's reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). A creature who succeeds on their Charisma (Deception) check is immune to further attempts to probe deeper using this ability until they finish a long rest.

While you are linked to a creature you cannot link up to another creature, and you may spend a reaction if the creature you are linked to moves. As part of that reaction, you may move five feet each time the linked creature moves five feet, but no more total distance than your speed. Your link cannot be ended voluntarily; instead, the link ends if the target leaves the range of your aura at any time.

Some of your class features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:

Empath save DC = 8 + your proficiency bonus + your Wisdom modifier

Mood Manipulation

Starting at 1st level, you can manipulate the emotions of those you are linked to in profound ways. You gain the use of the following abilities:

  • Apathy: While you are linked to a target, you may attempt to thwart your link's attempts at aggression. By spending an action, you may force the linked target to make a Wisdom saving throw. On a failed save, you cause their first instance of damage dealt before the start of your next turn to be reduced by 1d4 + your Charisma modifier. Upon reaching 5th, 11th, and 17th levels, increase the amount of damage reduced by an additional 1d4.
  • Fervor: While your are linked to a target, you may attempt to inspire your link to perform at their best. By spending an action, you can cause their next weapon attack before the start of your next turn to be made at advantage. In addition, their first successful weapon attack before the start of your next turn deals additional damage equal to your Charisma modifier.

Link Levels

Upon reaching 2nd level, whenever a linked target ends its turn, you may force it to make a Wisdom saving throw. On a failed save, the link level they possess is increased by one as long as they are a worthy foe. A creature may choose to fail their saving throw if they wish. Each level can be used to empower your empath abilities as described in the ability.

  • Pain Resonance: As an action, expend a link level to deal 2d6 psychic damage to the linked target. You can expend additional levels to increase the damage dealt by 2d6 for each link beyond the first. The size of the die of damage from this feature increases at levels 5 to a d8, at 11 to a d10, and at 17 to a d12.
  • Inspirational Mantle: As an action, expend one or more levels to increase your target's attack bonus by one for one turn. For each additional level expended beyond the first, extend the duration of this ability for an additional round. If you stop being linked to your target, the effect of Inspirational Mantle ends. Increase the bonus by one at 9th and 17th levels (up to a maximum of +3).

All link levels are lost when the target is no longer linked. The maximum levels you can accrue on a target is equal to your Charisma modifier (minimum one). Whenever a link level is expended, a display occurs which signals a supernatural event. Examples of displays can be auditory (such as bass-pitched hum), material (such as the target or an area briefly being slicked with translucent gel which shortly disappears), mental (such as a subtle chime ringing in the minds of those nearby), olfactory (such as an odd but familiar odor bringing to mind a brief mental flash of a long-buried memory), or visual (such as the empath's eyes glowing like points of silver fire). Regardless, it is clear that the empath is the source of this supernatural event.

Empathic Icon

As you reach 3rd level, you determine in what way you will interact with the minds beyond your own. Choose one of the following icons: Icon of Sorcery, Icon of Terror, or Icon of the Crowds, all detailed at the end of the class description. Your icon grants you features at 3rd level, and again at 9th, 13th, and 17th level.

Ability Score Increase

Upon reaching 4th level and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or two ability scores of your choice by 1. As normal, you can't increase your ability score above 20 using this feature.

Insidious Influence

At 5th level, you gain the ability to form an additional link, increasing the number you can have active at once to two. However, one of the two links must be made to a hostile creature.

Imprint Affect

At 6th level you can spend an action to plant a momentary feeling within a certain object. Any creature that can perceive the object must make a Wisdom saving throw or feel the implanted feeling until the start of your next turn. A creature can voluntarily fail their save. If a creature has succeeded on their saving throw, future saves are at advantage until they finish a long rest. The feeling is not powerful enough to overcome a creature's rationality, nor do they suffer from blind obsession.

Lingering Link

At 7th level, you may choose for a creature to still be considered within your aura (stopping the link between you breaking) unless it is outside of your aura at the end of your turn.

Thus it could leave your aura on its turn, and as long as at the end of your turn it is within your aura, it is considered to have never left its range.

Additional Link

Starting at 10th level, you can use a bonus action to form an additional link, increasing the number you can have active at once to three. At least one of the three links you form is limited to a hostile creature.

Improved Empathy

At 11th level, whenever you would gain a link level, you gain an additional one, and your maximum number of link levels per target is doubled.

Heart to Heart

Starting at 14th level, you may speak telepathically with any creature within your aura, allowing you to understand any creature and be understood by, as long as they know at least one language.

Cloud Mind

Beginning at 15th level, you can cause others to become unaware of your existence. Once per short rest, you may force a creature within range of your aura to make a Wisdom saving throw, or else you become Hidden to them. If you activate any class features, cast a spell, activate a magic item or make an attack, this effect automatically ends, and if you interact with the environment in a noticeable way, they may attempt the saving throw once more. This effect lasts for ten minutes, or until you end your turn with them outside your aura.

Share Trauma

Starting at 18th level, you can open yourself to the psychic emanations of others, and take on some of their wounds to allow them to recuperate from the scars events have left on them. You can replicate the effects of greater restoration on a target if you are in contact with them for ten minutes and you are both staying still. When you do so, you take 4d6 psychic damage, and this damage cannot be reduced in any way. You can do so once, and regain the use of this ability at the end of a long rest.

Share Your World

At 20th level, you may have as many active links as you wish.

Empathic Icons

While it is hard to know exactly how many Empaths exist without manifesting their influence in publicly noticeable ways, the ones who do become known tend to become legendary figures. These Empaths leave a particular legacy depending on how they leverage their powers. What will you inspire?

Icon of Sorcery

The Icon of Sorcery crystallizes emotion into raw magical power. Inspire the weave into action.

Spellcasting

When you reach 3rd level, you augment your empathic auras with the ability to cast spells.

Cantrips. You learn two cantrips of your choice from the icon of sorcery spell list (found at the end of this subclass). You learn an additional cantrip of your choice at 10th level. In order to cast a cantrip, you must spend one link level and the cantrip must target (or include within its area) either yourself or the target from which you expended a link level.

Maximum Spell Slots. The Icon of Sorcery Spellcasting table shows the highest level spell you can cast. To cast one of your icon of sorcery spells of 1st level or higher, you must expend a number of link levels equal to twice the spell's level and the spell must target (or include within its area) either yourself or the target from which you expended a link level.

For example, when you are 5th level, you can cast up to 2nd level spells. To cast the 1st-level spell heroism, you must spend two link levels, and you can cast it as a 2nd-level spell if you spend two additional link levels.

When you cast a spell gained from this subclass with a duration of more than one round, you must spend an action on each subsequent turn to sustain that spell, spending a number of link levels equal to the spell's effective level (assuming you cast it at a higher level than normal). If you end a turn without doing so, the spell's effect immediately ends. On the same action as you sustain a spell, you may use the same action to cast a different spell (as long as you meeting the normal requirements of that spell).

Spells Known of 1st-Level and Higher. You know one 1st-level icon of sorcery spells of your choice from the icon of sorcery spell list (shown at the end of this subclass).

The Spells Known column of the Icon of Sorcery Spellcasting table shows when you learn more spells of 1st level or higher. A spell you choose must be of a level no higher than what's shown in the table's Maximum Spell Level column for your level. When you reach 10th level, for example, you learn a new spell, which can be 1st, 2nd, or 3rd level.

Whenever you gain a level in this class, you can replace one of the icon of sorcery spells you know with another spell of your choice from the icon of sorcery spell list. The new spell must be of a level no higher than what's shown in the table's Maximum Spell Level column for your level.

Spellcasting Ability. Wisdom is your spellcasting ability for your icon of sorcery spells, since you learn your spells through your ability to interact with the minds of others through your aura. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for an icon of sorcery spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier

Spells and Concentration. The concentration needed to link to a creature does not interfere with your ability to concentrate on icon of sorcery spells that you cast which require concentration.

Icon of Sorcery Spellcasting

Icon of
Sorcery Level
Cantrips
Known
Spells
Known
Maximum
Spell Level
3rd 2 2 1
4th 2 2 1
5th 2 3 2
6th 2 3 2
7th 2 4 2
8th 3 4 2
9th 3 5 3
10th 3 5 3
11th 3 6 3
12th 3 6 3
13th 3 7 4
14th 3 7 4
15th 3 8 4
16th 3 8 4
17th 3 9 5
18th 3 9 5
19th 3 10 5
20th 4 10 5

Cognizance Bond

Starting at 3rd level, you can make yourself dazed at the start of your turn to consider linked creatures to be a viable target for spells with a range of Self, which explicitly have you as a target, or which require you to be targeted in order to trigger a reaction. Both the dazed condition and this effect last until the start of your next turn.

Body Fuel

Upon reaching 9th level, you gain the ability to transform your own energy into psychic energy to fuel your spells. You can reduce the number of link levels required to cast a spell by half (minimum 0) a number of times equal to your proficiency bonus, but take 1d6 psychic damage for each link level you would not spend when casting the spell. The damage taken from this feature cannot be reduced in any way. You regain expended uses of this feature at the end of a long rest.

Mind Schism

Starting at 13th level, you gain the ability to separate your mind briefly into two separate but whole pieces. In practice this allows you to sustain a spell without expending link levels (though you must still spend your action sustaining the spell and you must remain linked to the creature). You can use this ability once and regain its use at the end of a short or long rest.

Scatter Consciousness

Having reached 17th level, you can allow your mind to scatter into many pieces. This allows you to affect yourself and any of your linked targets with a given spell, even if it would normally only target one creature, and you need to concentrate on it as if you only cast one instance of the spell.

For example, if you were linked to two allies and cast the Haste spell, you could have it affect both allies and yourself, or any combination of the three of you, but if you lost concentration then the spell would end on all creatures affected, while if any left the range of your aura, it would only end on them.

You can use this ability once, and regain the ability to use it at the end of a long rest.

Icon of Sorcery Spell List

Cantrips: Blade Ward, Chill Touch, Fire Bolt, Friends, Guidance, Message, Ray of Frost, Shocking Grasp
1st Level: Animal Friendship, Armor of Agathys, Bane, Bless, Charm Person, Chromatic Orb, Command, Compelled Duel, Comprehend Languages, Disguise Self, Dissonant Whispers, Divine Favor, Ensnaring Strike, Expeditious Retreat, Faerie Fire, False Life, Guiding Bolt, Heroism, Hideous Laughter, Inflict Wounds, Jump, Longstrider, Mage Armor, Magic Missile, Protection from Evil and Good, Ray of Sickness, Sanctuary, Shield, Shield of Faith, Sleep, Speak with Animals
2nd Level: Alter Self, Barkskin, Beast Sense, Blindness/Deafness, Blur, Calm Emotions, Crown of Madness, Darkvision, Enlarge/Reduce, Enthrall, Hold Person, Lesser Restoration, Levitate, Mirror Image, Pass Without Trace, Protection from Poison, Ray of Enfeeblement, Scorching Ray, See Invisibility, Shatter, Spider Climb, Suggestion, Warding Bond
3rd Level: Beacon of Hope, Bestow Curse, Blink, Crusader's Mantle, Dispel Magic, Fear, Feign Death, Fireball, Gaseous Form, Haste, Hypnotic Pattern, Lightning Bolt, Meld into Stone, Nondetection, Protection from Energy, Remove Curse, Slow, Tongues, Water Breathing, Water Walk
4th Level: Aura of Life, Aura of Purity, Banishment, Blight, Compulsion, Confusion, Death Ward, Fire Shield, Freedom of Movement, Greater Invisibility, Phantasmal Killer, Polymorph, Stoneskin
5th Level: Antilife Shell, Awaken, Circle of Power, Cone of Cold, Contagion, Destructive Wave, Dispel Evil and Good, Dominate Person, Dream, Geas, Greater Restoration, Hold Monster, Modify Memory, Seeming, Telepathic Bond

Icon of Terror

Also known as nightmare spinners, dread witches, and lurking terrors, these empaths turn the feelings of others towards darker emotions by preying on their fears and devouring their very psyche.

Fearmonger

Starting at 3rd level, the way you interact with others through your links changes. Creatures that are immune to the frightened condition cannot be linked to, while creatures that gain advantage on saving throws against frightened have advantage on the saving throw to resist your attempts to increase their link level. However, creatures that have neither have disadvantage on saving throws to resist your attempts to increase their link level.

In addition, your Mood Manipulation ability gains two additional uses as described below:

  • Incite: A tingle of fear causes your allies to attack with great fervor. While you are linked to a target, you can spend an action and expend two link levels to grant them advantage on all attacks and saving throws until the start of your next turn. You can spend additional link levels when activating this feature; if you do, the target also deals additional damage on attacks equal to twice the number of additional link levels expended.
  • Terrorize: Fear sparks within the heart of your enemies, causing them to lose their nerve. While you are linked to a target, you can spend an action and expend one link level to cause your target to become frightened of you until the start of your next turn. If you do so, you can sustain the frightened effect at the start of your turn without spending an action by spending one link level. However, if you choose to do so, the target can make a Wisdom saving throw, negating the effect on a successful save.

Spread Fear

By 9th level, you learn how to cause fear in those who would normally be immune to such effects. Creatures that would normally be immune to the frightened condition can now be linked and instead have resistance to your attempts to increase their link level, while creatures that would normally have advantage on saves against the frightened condition now roll their saving throw normally against your attempts to increase their link level.

In addition, your Mood Manipulation ability gains two additional uses as described below:

  • Agitate Panic: The spark of fear spreads, jumping from creature to creature as you watch. While you are linked to a target that is frightened, you can expend two link levels as an action to force a creature you can see within 10 feet of them to make a Wisdom saving throw. On a failed save, that creature is frightened for as long as your target is frightened, or until they leave the range of your aura. You may spend additional link levels when activating this feature, allowing you to target an additional creature for every two additional link levels expended.
    An unlinked creature frightened in this way may attempt to make an additional Wisdom saving throw at the end of each of its turns, ending the effect on a successful save.
  • Jump Scare: A sudden jet of emotion causes your allies to suddenly act. While you are linked to a target, you can spend an action and expend three link levels to allow them to spend a reaction to use an object, move up to their speed, cast a cantrip, or make a weapon attack.

Challenge Heart

Starting at 13th level, your Mood Manipulation ability gains two additional uses as described below:

  • Face your Fears: Only by causing your allies to face their fears and confronting their demons can you allow them to fulfill their potential. When a linked ally makes a successful attack against an enemy, you can spend your reaction and expend six link levels to allow them to repeat that attack without advantage or disadvantage. On a successful hit, the original attack is instead a critical strike.
  • Foment Treachery: Rather than a formless fear of you, you turn the fear in the hearts of your enemies on each other. While you are linked to a target that is frightened, you can spend your action to expend four link levels to force that creature to spend their next bonus action to make a weapon attack at advantage against a target of your choice at any point during their turn. This attack does not suffer from disadvantage due to being frightened.

Crisis of Life

Upon reaching 13th level, your Mood Manipulation ability gains two additional uses as described below:

  • Bravery or Death: You can scare your allies into realizing that they must show their greatest strength or face certain death. While you are linked to a target, you can spend eight link levels as an action to cause all damage they do until the start of your next turn to be doubled.
  • Question Existence: A terror so deep grows into hopelessness; your enemies know that the only way to escape is to end their own lives. While you are linked to a target that is frightened, you can spend an action to expend six link levels and force them to make a Wisdom saving throw. On a failed save, they must spend their action making a weapon attack against themselves at advantage using their most powerful attack. This attack does not suffer from disadvantage due to being frightened. On a successful hit, the attack does critical damage, and on a critical hit the target takes 100 additional damage. On a successful saving throw, the target still makes the attack but it is not with advantage and only requires them to spend their bonus action to do so.

Icon of the Crowds

The Icon of the Crowds inspires those around them to action. Grant your allies strength, and sap the will to continue from your enemies.

Empowered Aura

At 3rd level, you can use your aura to empower allies or weaken enemies within it by exploiting the link to your target. You can activate one empowered aura per active link.

Sustain: Some auras require you to sustain them. This requires you to spend an action on each of the following turns after you activated the feature and expend one (or more) link level, or else the aura ends. When you sustain an empowered aura, you may at the same time activate any other empowered aura (paying the normal cost as usual).
Energize: When you activate an empowered aura, you can choose to expend additional link levels. If you choose to do so, they gain an additional effect as described in each empowered aura.

You begin with the following empowered auras:

  • Valor: As an action, expend two link levels on an ally to cause all allies to gain the following effect: Whenever an ally makes an ability check, the target can roll a d4 and add the number rolled to the ability check. This lasts for one minute, or until your link breaks. You must sustain this aura with one link level.
Energize: You may spend an additional link level when initiating this aura to grant the bonus to attack rolls and saving throws as well.
  • Trepidation: As an action, expend one link level on an enemy to cause all enemies to suffer the following effect: When a hostile creature in the aura makes an attack roll or a saving throw, the target must roll a d4 and subtract the number rolled to the attack roll or saving throw. This lasts for one minute, or until your link breaks.
Energize: You may spend an additional link level when initiating this aura to roll the d4 at advantage. This lasts for one minute, or until your link breaks.

Manifest Aura

Beginning at 9th level, you gain access to two new auras.

  • Turbulence: As an action, expend two link levels on an ally to cause all allies to gain the following effect: When an enemy that is farther than 15 feet away from you makes a ranged weapon attack against you, you may expend your reaction to force that enemy to make a Wisdom saving throw. On a failed save, that attack and all future ranged weapon attacks made by that creature against you automatically miss until the start of its next turn. This lasts for one minute, or until your link breaks. You must sustain this aura with two link levels.
Energize: You may spend one additional link levels when initiating this aura to allow this ability to affect all ranged weapon attacks, regardless of how far the enemy is from your ally.
  • Violence: As an action, expend two link levels on an enemy to force each hostile creatures who starts or moves into the range of your aura to make a Wisdom saving throw. They take 3d8 psychic damage on a failed save. This lasts for one minute, or until your link breaks. You must sustain this aura with one link level.
Energize: For every two additional link levels you spend when initiating this aura, increase the damage dealt to hostile creatures by 1d8.

Materialize Aura

At 13th level, you gain access to two new auras.

  • Excitement: As an action, expend six link levels on an ally to cause all allies to gain the following effect: You gain an additional action on each of your turns. That action can be used only to take the Dash, Disengage, Hide, or Use an Object action. This lasts for one minute, or until your link breaks. You must sustain this aura with two link levels.
Energize: You may spend two additional link levels when initiating this aura to allow allies two use two of the above actions using the additional action.
  • Fatigue: As an action, expend four link levels on an enemy to cause all enemies to consider movement to be made through difficult terrain. This lasts for one minute, or until your link breaks. You must sustain this aura with three link levels.
Energize: You may spend two additional link levels when initiating this aura to cause the difficult terrain to only allow enemies to 1 foot for every 3 feet they would move.

Incarnate Aura

At 17th level, you gain access to two new auras.

  • Vigilance: As an action, expend eight link levels on an ally to cause all allies to gain the following effect: You have advantage on saving throws against spells and other magical effects. This lasts for one minute, or until your link breaks. You must sustain this aura with two link levels.
Energize: You may spend two additional link levels when initiating this aura to add this additional effect to allied creatures: When an affected creature succeeds on a saving throw made against a spell or magical effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage on a failed saving throw.
  • No Escape: As an action, expend eight link levels on an enemy. If you do, hostile creatures that enter the aura cannot leave its area. This lasts for one minute, or until your link breaks. You must sustain this aura with two link levels.
Energize: You may spend two additional link levels when initiating this aura to stop hostile creatures from outside from being able to enter the range of your aura.



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Ghostwheel's Homebrew (310 Articles)
Ghostwheelv
Facts about "Empath (5e Class)"
AuthorAxis + and Ghostwheel +
Canontrue +
Hit Die1d d6 +
Identifier5e Class +
Length20 +
RatingUndiscussed +
SaveWisdom + and Charisma +
SkillAnimal Handling +, Deception +, Insight +, Intimidation +, Perception +, Performance + and Persuasion +
SummaryLink up to feel the emotions of enemies and allies... and then exploit that link. +
TitleEmpath +