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Empath (5e Class)

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== Empath ==
[[Summary::<!--put 1 line summary here-->Link up to feel the emotions of enemies and allies... and then exploit that link.| ]]
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.
=== 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 member of this class section ->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 exorcist empath by following these suggestions. First, put your highest ability score in Wisdom Charisma followed by CharismaWisdom, and then invest in either Dexterity or Constitution. Second, choose the entertainer background.
==Class Features==
|feature3=Empathic Icon
|feature4=Ability Score Increase
|feature5=Empowered StrikeInsidious Influence
|feature6=Imprint Affect
|feature7=Lingering Link
=== 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 general emotion (scared, angry, happy, sad, disgust) emotional state of creatures are within the range of your aura. Creatures are considered to be within your aura as long as they:
*Are not constructs
=== 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, and can read each other's surface thoughts. 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 or concentrate on a spell. 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 5 five feet, but no more total distance than your speed. The Your link cannot be ended voluntarily; instead, the link ends if the target leaves the range of your aura at any time.  You are unable to be affected by spells of third level or lower requiring you to make save, spell attack, or damage of spells cast by a target with at least one link level on it (this includes summons). This feature improves to 5th level spells or lower at level 8, 8th level or lower at level 15, and all spells at level 18.
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:
*'''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. Upon reaching 5th, 11th, and 17th levels, expand the target's critical hit range by 1.
=== 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 (5e Descriptor)|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. You gain two such abilities at 2nd level, and gain additional ones as you progress in this class.
*'''Pain Resonance:''' As an action, expend a link level to deal 3d10 2d6 psychic damage to the linked target. You can expend additional levels to increase the damage dealt by 1d10 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. Starting at fifth level, the dice are doubled if pain resonance is used at touch range.*'''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). At fifth level, also expand the critical hit range by the attack bonus.
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.
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.
=== Empowered Strike Insidious Influence ===
At 5th level, at you gain the end of each of your turnability to form an additional link, designate a creature increasing the number you can have active at once to empowertwo. If the creature leaves the aura or ends their turnHowever, they lose the empowered status. An empowered creature may do one of the following as two links must be made to a free action once on their turn: * Make a weapon attack* Cast a cantrip* Reroll up to three damage dice, taking the higher result of each rerolled diehostile creature.
=== Imprint Affect ===
=== Lingering Link ===
At 7th level, you may choose for a creature is not to still be considered to leave within your aura (and thus doesn't break a stopping the link with between youbreaking) 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 twothree. At least one of the three links you form is limited to a hostile creature.
=== Improved Empathy ===
=== 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 all creatures 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 ===
==== Fearmonger ====
Starting at first 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:
==== 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. All auras require an action to activate, and they end if the link which paid for their cost breaks. '''Sustain:''' Some auras require you to sustain them, or they end. You pay the sustain cost at the beginning of your turn. If you sustain an aura, you cannot use an action other than an empath class ability.<br>'''Check''' Some auras can only be activated if you have a certain condition met.<br>'''Energize:''' Energize effects give additional benefits if you expend additional link levels. If you choose to do so, they gain an additional effect as described in each empowered aura.
'''Sustain<!-- NOTE:''' 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 levelPOSSIBLE CHANGE - MAKE IT SO THAT ENERGIZE CAN BE ACTIVATED AS PART OF ACTIVATING THE AURA, 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).<brOR LATER AS A BONUS ACTION INSTEAD OF ALLOWING ENERGIZE WHENEVER YOU WANT -->'''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 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 '''Sustain''': one link level.:'''Energize:''' You may spend an additional Expend one link level when initiating this aura to grant . Until Valor ends, also add the bonus d4 to attack rolls and saving throws as wellsaves.*'''Trepidation:''' As an action, expend Expend one link level on an enemy to cause all . 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 Expend one link level when initiating this aura to . Until Trepidation ends, 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.
*'''ExcitementTurbulence:''' As an action, expend three Expend two link levels on an ally to cause all . All allies to within your aura gain the following effectability: : You : When an enemy that is farther than 15 feet away from you makes a ranged weapon attack against you, you may spend expend your bonus action reaction to move half your speedforce 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 one '''Sustain''': two link levellevels.:'''Energize:''' You may spend an additional Expend one link level when initiating . Until turbulence ends, even creatures within 15 feet of you are affected by this aura to allow allies not to provoke opportunity attacks when moving using this feature.* '''FatigueViolence:''' As an action, expend Expend two link levels on an enemy to cause all enemies to consider movement to be made through difficult terrain. Each hostile creature who starts or moves into the range of your aura makes 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:''' You may spend Spend two additional link levels when initiating this aura to cause increase the difficult terrain damage dealt to only allow enemies to 1 foot for every 3 feet they would movehostile creatures by 1d8. This can be used any number of times until Violence ends.
==== Materialize Aura ====
At 13th level, you gain access to two new auras.
*'''TurbulenceExcitement:''' As an action, expend Check six link levels on an ally to cause all allies to . You 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 additional action on each of your reaction turns. That action can be used only to force that enemy to make a Wisdom saving throw. On a failed savetake the Dash, Disengage, Hide, that attack and all future ranged weapon attacks made by that creature against you automatically missor Use an Object action. This lasts for one minute, or until your link breaks. You must sustain this aura with two '''Sustain''': Two link levels.:'''Energize:''' You may spend one additional Expend two 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. Allies can choose an additional action they did not already choose until excitement ends.* '''ViolenceFatigue:''' As an action, expend Check four link levels on an enemy to force each hostile creatures who starts or moves into the range of . Enemies consider your aura to make a Wisdom saving throw. They take 3d8 psychic damage on a failed save, or half as much damage on a successful savebe difficult terrain. This lasts for one minute, or until your link breaks. You must sustain this aura with one link level.:'''Energize:''' For every You may spend two additional link levels you spend when initiating this aura, increase to cause the damage dealt difficult terrain to only allow enemies to hostile creatures by 1d81 foot for every 3 feet they would move until Fatigue ends.
==== Incarnate Aura ====
At 17th level, you gain access to two new auras.
*'''Vigilance:''' As an action, expend Check eight link levels on an ally to cause all allies to gain the following effect: You . Allies within vigilance 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 '''Sustain''': three link levels.:'''Energize:''' You may spend Expend two additional link levels when initiating this aura to add this additional effect to allied creatures: When an affected creature succeeds . Until Vigilance ends, allies that succeed 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 Check eight link levels on an enemyenemies. If you do, hostile 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 '''Sustain''': two link levels.:'''Energize:''' You may spend Expend two additional link levels when initiating this aura to stop . Until No Escape ends, hostile creatures from outside from being able to also cannot enter the range of your aura.