Your empathic senses are strong and accurate that you can even influence other creatures near you, changing or amplifying their emotions for their benefits or yours.
Emotional Insight:
You can sense the strongest current emotion of a creature within 30 feet. This does not reveal specific thoughts, only general emotional states (anger, fear, sadness, joy, etc.).
- You can estimate the number and location of creatures that have emotions within 30 feet of you. You gain 30 feet of Blindsight that senses emotions and vibes of the surroundings and +3 on Initiative by sensing evil or vengeful vibes or intentions, alerting you firsthand so you can't be surprised.
Empathic Influence:
You gain proficiency in Insight, Deception, and Persuasion. If you are already proficient, you gain expertise instead.
Gentle Touch:
Emotional Surge and other Gaslighting you impose a target to have a disadvantage on the target's saving throws or an advantage on your Persuasion or Deception checks if you are in direct contact (Touch) with them.
They won't know you influence their emotion if the situation supports that emotion or if they are already feeling said emotions.
Shared Burden:
When an ally within 10 feet of you takes damage, you can use your reaction to take half of that damage that your ally is about to get, sharing their pain instead (before resistances or immunities are applied). You can do this several times equal to your proficiency bonus per short rest.
Gaslighting:
At will, you can influence and manage other creatures' emotions towards you or another creature, object, or situation as you see fit by rolling Persuasion or Deception.
- These manipulations are just some minor emotional influences that you can benefit from in socializing, changing how they feel towards you or others.
- This is not a spell or enchantment; it's just a matter of vibes.
Emotional Surge:
Twice per short rest, you can amplify or change an emotion in a creature you can see within 30 feet. The target must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or be affected by one of the following for 1 minute and/or the emotion grow to becomes permanent if they already feel that emotion or rolling natural 1: Calm and Joyful creatures benefit to healing and other positive effects more gaining additional 1d6 HP from healing and stabilizing.
- Fear: The creature becomes frightened of you or someone else.
- Rage: The creature gains advantage on melee attacks but must attack the nearest creature each turn.
- Calm: The creature cannot take reactions and has disadvantage on attack rolls against you.
- Sorrow: The creature’s movement speed is halved, and it has disadvantage on Strength and Dexterity ability checks and saving throws.
- Joy: The creature gains temporary hit points equal to twice your proficiency bonus, but has disadvantage on Intelligence and Wisdom ability checks due to being overly euphoric.
- Despair: The creature cannot take bonus actions or reactions and makes attack rolls at disadvantage.
- Love: The creature becomes charmed by a target of your choice within 30 feet. If the charmed creature is attacked by its "beloved," it automatically fails its first saving throw against the effect.
- Envy: The creature fixates on a target of your choice within 30 feet and becomes hostile toward them, treating them as a rival. The creature has disadvantage on attacks and ability checks not directed at its target.
- Hesitation: The creature must make a Wisdom saving throw at the start of each turn. On a failure, it can only take an action or a bonus action (not both) and cannot take reactions.
- Exhilaration: The creature gains 10 feet of movement speed and advantage on Dexterity saving throws, but attacks against them have advantage as they become reckless.
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