Base Class: Barbarian
Typically barbarians harbor a fury within. But it doesn't have to be that way.
Their rage grants them superior empathy. Barbarians who follow the Path of the Empath learn to transform that rage into a mantle of understanding, which affects others around them. An Empath is able to listen anybody in the thick of a fight. However, if they decide to fight, they have the understanding of the enemies' insight to tear them down.
Empaths are typically champions with special needs and powers who train alongside other competent warriors, but they usually try to master a craft. This dichotomy helps with the balance of an Empath.
Path of the Empath Features
| Barbarian Level | Feature |
|---|---|
| 3rd | Bonus Proficiencies, Stillness Before the Storm, Empathetic (and) Rage |
| 6th | Renewal of the Ally |
| 10th | A Thousand Tears |
| 14th | Separation of the Mind and Consciousness |
Bonus Proficiencies
When you choose this archetype at 3rd level, you gain proficiency in the Insight skill if you don't already have it, and your proficiency bonus is doubled for any Insight check you make.
Additionally, choose a craft that you can find a peaceful place or get a flow state. You gain proficiency with the an Artisan's tool proficiency.
Furthermore at 10th level, you excel at a craft and you gain expertise in an Artisan's tool that you have proficiency with it.
Stillness Before the Storm
Starting when you choose this path at 3rd level, you gain this ability:
When you take the Dodge action while raging, you can additionally devote your attention to understanding your environment and the people in it. Depending on the nature of your endeavor, the DM might have you make a Wisdom (Insight) check, a Wisdom (Perception) check or a Wisdom (Survival) check. Whichever option is chosen, you gain advantage with that check for the duration of the Dodge action.
If you take the Dodge action, you rage will not end as if you would attack a hostile creature. In other words, your Dodge action will count as an attack for the purpose of delaying the rage feature's end.
You can use this ability outside of a combat (while raging).
Empathetic (and) Rage
At 3rd level, you gain the ability to recognize an opponent’s emotions and use it to your advantage, if you decided to do so. Alongside with raging (no action required) or using your bonus action while raging, you can make a Wisdom (Insight) check against a creature you can see that isn’t incapacitated, contested by the target’s Charisma (Deception) check. If you succeed, you can choose to double the damage you deal to that target with a weapon attack roll (choose separately for every roll). But whenever you choose to do so, you immediately take half of the damage you dealt (rounded down) as psychic damage, and this psychic damage cannot be reduced.This benefit lasts until your rage ends or you successfully use this feature against a different target.
Renewal of the Ally
Beginning at 6th level, the feelings you empathize with others affect you physically and deeply now. If you are raging and another ally you can see within 30 feet of you regains hit points, you can use your reaction to regain the amount of hit points that creature restored.
You can trigger this feature during a short rest once for that rest without raging. Another Player chooses their experiences to share with you, and you heal the amount of their total healing via using their Hit Dice for that rest.
You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Additionally, you have advantage with Charisma (Persuasion) checks while not raging.
A Thousand Tears
At 10th level, you close your hearth to the tears of others and pay the toll for it.
When you see or hear an enemy dropping to 0 hit points, you can let it affect you (no action required). The psychic damage you take from Empathetic (and) Rage feature halves (rounded down) until the end of a long rest, but you immediately suffer one level of exhaustion.
When you use this feature, you can’t do so until you finish a long rest.
Additionally, you have advantage with Charisma (Intimidation) checks while raging.
Separation of the Mind and Consciousness
At 14th level, your acceptance of your mind and stillness of you consciousness give you more control over yourself. Otherwise, you can overload a weapon with your thoughts and insights.
Sentient Weapon You can use your bonus action to magically imbue a non-sentient weapon that you touch with your burden of your thoughts and insights. The weapon becomes magical (if it is not) and sentient.
- While you have the Sentient Weapon feature active; you, DM or the Player that you have the insights on decide what the sentient weapon's character, emotions and goals are. The person who chooses can roleplay that weapon.
- The weapon can be used by others normally.
- The number of long rests that sentient weapon exist without reverting back determines the power that weapon gains.
- 0 long rests: +1
- After a long rest: +2
- After 2 long rests: +3
Mind If your sentient weapon exists, you can use your bonus action to take the sentient feature away and the weapon reverts back to the prior form. Your thoughts and insights reinforce you.
- You recognize your mind and let it exist with your consciousness. You have advantage with your Intelligence, Wisdom or Charisma saving throws.
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