Base Class: Sorcerer
As an Empathic, emotions are your power. The ability to mold and manipulate the feelings of others make you who you are. Allies can be bolstered, foes can be weakened, and even your most hateful enemies can be brought to their knees in worship of your greatness. As an Empathic, you can see both the best and worst in people - their true character is laid out before you. Be careful with those you keep close - no one with an Empathic as a companion will be free of their emotional influence.
Broadcasting
Your empathetic powers begin to take form and affect those around you. Once per day, you can cast the spell Calm Emotions within a 20' radius sphere centered on you without sacrificing a spell slot. The duration of this spell is 1d10 minutes and has a DC of 15, which will increase to DC 18 at level 6, and DC 20 at level 14.
Battle Bond
The bonds you form in life become your strongest weapons in battle. You may make one battle bond with another person at a time. Per Long Rest, you may end a bond and forge a new one if desired. If the person you have a bond with dies, your bond automatically becomes Grieving Mourner, Nostalgic Widow or Vengeful Friend until you choose to forge a new bond with someone else.
Sworn Sibling If you damage an enemy, your bond partner has +2 to hit on their next attack against that target and vice versa. Magic users can add +2 to their DC for saving throw spells.
Loving Master and Loyal Servant When the master and slave are within 30ft of each other and either is attacked, they both gain temporary health equal to their respective constitution modifiers.
Passionate Lovers When you and your bond partner are within 100ft of each other, both of your attacks and spells deal an extra d6 fire or psychic damage.
Friendly Rivals When you or your rival does well (rolls a 17+), the other will be given advantage on their next roll for the opportunity to match.
Bitter Rivals When you or your rival do poorly (rolls 5 or lower), the other thrives and gains advantage on their next roll.
Uneasy Allies When you and your bond allies are within 60ft of each other, you will have advantage on initiative rolls and any perception and/or investigation rolls that are specifically looking for traps in the area.
Obsession When the object of the obsession is attacked, you can move up to 15ft to take the attack for them while the obsession gets an AC boost equal to the Empath's charisma modifier
Grieving Mourner You gain the ability to channel your grief into a shield that protects you from further emotional harm, making you resistant to psychic damage.
Nostalgic Widow You draw strength from your former bond partner to help you from beyond the grave. You gain advantage on all skill checks that are based on intelligence charisma and wisdom as if a whispered voice on the wind is guiding you.
Vengeful Friend You gain advantage when attacking creatures of the same race of the being that killed your former bond partner.
Manipulate Emotions
Starting at the 6th level, you can manipulate the emotions of those around you by making a spell attack on any target you can touch. The number of times you can do this is equal to your Charisma modifier (a minimum of once) and the effects last for 1 minute unless otherwise specified. You regain any expended uses after a long rest. At level 18, when you cast manipulate emotions you can grant two effects.
Rage Grants the Barbarian's Rage on the target.
Fervor Grants advantage on all religion or intimidation checks and on attacks made against fiends.
Despair Gives disadvantage on all physical attack rolls made against a target of your choice.
Joy Target gains advantage on all persuasion checks and charisma saving throws for duration.
Enthusiasm Target can add the Empathic's charisma modifier to their initiative and attack rolls.
Power Target gains advantage on all strength, dexterity and constitution checks for duration.
Courage Target gains immunity to fear for duration.
Focus Target has advantage on all attacks on their next turn.
Fear Target is frightened for duration.
Shock Stuns target until end of their next turn.
Desire Acts as a Charm spell (of non-magic nature).
Frenzy Gives target creature an extra attack for duration.
Terror Target is frightened, with you as the object of this fear, for duration and takes 1d10 psychic damage.
Persuasive Words
You can use a reaction to give a creature disadvantage on saves against being charmed or frightened. Alternatively, you can use your action to talk a creature out of the charm or fear effect by making a contested roll against the person casting the the charm or fear effect. This is done using your charisma against the caster's Spell Save DC. You can use this ability a number of times equal to your charisma modifier, and regain expended uses after a long rest.
Geas
You've mastered emotion and can release your full potential.
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