Cleric
Base Class: Cleric

A cloaked figure kneels before an unmoving body. The man before the mysterious being was known as the towns bravest and most kind soldier. As the battle comes to a close, those who fought beside him take notice to his now lifeless body, and a stranger reaching out towards his wounds. As the now gathered crowd of fellow soldiers watch a complete stranger reach out for their beloved friend, brother, father... they see a light emanate from the figures hands transferring into his body. This light is possibly the brightest they have ever seen, forcing them to look away. This divine light slowly fades to a dull glow... and then back to normal. Looking back up where a lifeless body once laid, they now see a quick rise and fall of his chest and a puff of hot air released from his mouth on this cold grey morning. The mystery person was no where to be found, but somewhere in the shadows there is a kind soul smiling with satisfaction and searching for the next place their gift is needed.

Healers and Feelers

Most often Empaths are born with the abilities to truly sense another's feelings, this makes them the perfect candidate to serve the divine. The Gods and Goddesses will often reach out to Empaths, that already do not serve a deity, since their unique capabilities will aid tremendously in the tasks given to them. The divine magic of an Empath stems much further beyond healing. In battle, an Empath's talents can help make it harder for the enemy, while increasing strengths and granting new buffs for allies.

Empaths are contrary creatures who live in a world they often feel as though they do not belong within. They have the capacity and ingrained ability to connect with those around them on a deeply emotional level and share their experiences and feelings to unusual depths. People are drawn to them, like moths to a flame, for their ability to emotionally captivate people and transform moods. And they seek out deep connections with others, searching for a single person who can understand them at even half the depth they understand others. They go about their lives, dealing with all of this, while remaining alone most of the time even when they are in a room full of people. And they long for nothing more than to escape from small talk and crowds into nature, their own imagination, and introspection.

The Empath is a creature built for great depths of emotion and the potential for great levels of compassion and understanding. The Empath is also very human. They have personal needs, wants, dreams, and desires which have nothing to do with those who flock to them because they are light in the darkness.

The Capabilities of Empathy

You wield the gifts of an Empath. With the ability to read intentions and emotions, you find it rather easy to be around people. Providing benefits to friends close to you, and them aiding you, unknowingly or not. Manipulating the energy people emanate causes them to find it hard to disagree with you. Getting to know people is easy, even to those with the highest walls built up over time will find themselves with nothing but rubble when interacting with you. Your abilities provide you with many gifts, however, true Empaths feel everything, and even the prettiest rose bush has it's thorns... 

       “The man sitting across from you accepts his defeat very well compared to the others around the table. He smiles and laughs with his buddies beside him while holding up his drink and taking a joyful gulp, however you can sense his true feelings within. Expecting to sense rage or even jealousy you are surprised to feel fear and disappointment, so you look a little deeper. Easily finding the cause to his emotions you feel this man desperately clawing at any ideas, anything to get the money. This man needs the money... but why? His emotions aren't enough to tell you but you feel a strong sense of protectiveness... for a person.”

 

  Creating an Empath

The most important thing to think about when creating an Empath is how they use there unique abilities. The backstory of an Empath can be very helpful when determining this. Empath's are mostly born with these abilities, but may also be granted to them by their deity (It is also possible for a god or goddess to use this as a form of punishment. The severity of an Empath's sensitivity to things can vary). So it is very possible for an Empath to become the town outcast or favorite. People with these senses can often feel alone, they must figure everything out all on their own, due to the rarity of Empaths.

It is very important to consider how you think your character will feel about their own abilities. Are they afraid of what they can do? They could hate their powers or even think of it as a blessing.  Since every Empath is different, some may choose to be secluded and others might go out and use there abilities daily. People with these abilities tend to choose which power they like the most and focus on that to become stronger, (see Empathetic Path).

Quick Build

When creating an Empath your highest ability score should be Wisdom followed by Charisma and Constitution.

The most common Backgrounds are Hermit, Outlander, Acolyte, and Sage, but really any background could work.

Finally choose your equipment.

Class Features

As an Empath you gain the following features.

Hit Points

Hit Dice: 1d8 per Empath Level

Hit Points at first level: 8 + Constitution modifier

Hit Points at higher levels: 1d8 (or 5) + Constitution modifier per Empath level after 1st

Proficiencies

Armor: Light, Shields

Weapons: Simple

Tools: All gaming sets, one tool kit

Saving Throws: Wisdom, Charisma, Constitution

Skills: Insight, and two of your choice out of: Animal handling, Arcana, Deception, Intimidation, Persuasion, Performance, or Religion

Equipment

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

(a) adventurers kit or (b) Disguise kit

(a) two simple weapons or (b) a light crossbow and 20 bolts

(a) leather armor + dagger or (b) studded leather

(a) Shield or (b) one regular potion of healing

(a) a gaming set or (b) a musical instrument


 The Empath Table

Level

Proficiency

bonus

features

Cantrips

 known

1st

2nd

3rd

4th

5th

6th

7th

8th

9th

1st

+2

Spell casting, Empath’s Aura, Empathetic Regret

3

2

-

-

-

-

-

-

-

-

2nd

+2

People Person, Healing Link

3

3

-

-

-

-

-

-

-

-

3rd

+2

-

3

4

2

-

-

-

-

-

-

-

4th

+2

-

4

4

3

-

-

-

-

-

-

-

5th

+3

-

4

4

3

2

-

-

-

-

-

-

6th

+3

Battle Bonds, Invoke Memory, The Eyes of an Empath

4

4

3

3

-

-

-

-

-

-

7th

+3

Aura Range increases by 10ft

4

4

3

3

1

-

-

-

-

-

8th

+3

Empathetic Path, Persuasive Words, Lvl 2 Battle Bond options

4

4

3

3

2

-

-

-

-

-

9th

+4

-

4

4

3

3

3

1

-

-

-

-

10th

+4

Lvl 3 Battle Bond options, Invoke Memory 2/short rest

5

4

3

3

3

2

-

-

-

-

11th

+4

-

5

4

3

3

3

2

1

-

-

-

12th

+4

-

5

4

3

3

3

2

1

-

-

-

13th

+5

-

5

4

3

3

3

2

1

1

-

-

14th

+5

Aura Range increases by 20ft

5

4

3

3

3

2

1

1

-

-

15th

+5

-

5

4

3

3

3

2

1

1

1

-

16th

+5

-

5

4

3

3

3

2

1

1

1

-

17th

+6

Bastion of Emotion, Natural Empathy, Invoke Greater Memory

5

4

3

3

3

2

1

1

1

1

18th

+6

-

5

4

3

3

3

3

1

1

1

1

19th

+6

 

5

4

3

3

3

3

2

1

1

1

20th

+6

Invoke Greater Memory 2/long rest

5

4

3

3

3

3

2

2

1

1




Empath's Aura

Empaths have a certain range within which their intent and emotional energy can affect those around them, this is their Aura. Your Aura dictates the range of all your Empath abilities and spells, and begins with a radius of 30 feet. This radius increases at certain levels.

At 7th level, your maximum aura range increases by 10 feet. At 14th level, your maximum aura range further increases by 20 feet.

The ability to feel your allies around you makes you feel comforted in times of fear. If you have an ally within your Aura you have advantage on death saving throws.

Also Empaths have these unique abilities but the are limited to how many times they can do certain things a day without getting tired. However, you have the option to use an ability again, even if you are out of uses for the day, but every time you use an ability passed the normal amount you have to take one point of exhaustion. If you choose to take one point of exhaustion to do something it doesn't count against any of your actions in combat (it also doesn't have to be on your turn to use and doesn't count as your reaction for the round). It is essentially a free action to do one Empath ability that you no longer have any available uses for, for the small price of one point of exhaustion... but be careful the points can really add up.

Empathetic Regret

Your connection to creatures allows you to tap into their feelings. Even the most heartless beings have thoughts and feelings, knowing this better than anyone if you witness the death of a humanoid or beast you must make a Death Regret roll (Just roll a d20 without any modifiers and follow the chart below). If you are the person that took their life, then you must make this roll at disadvantage. 

Death Regret Table

d20

Effect

1-5

The grief caused by this death penetrates your soul making you unable to use your magic or attack for a round while in combat (or 10 minutes out of combat). If you must make any saves during this time, roll at disadvantage.

6-10

Shaken to the core, you are unable to use any of your magic for a round (or 10 minutes if out of combat).  If you must make any saves during this time, roll at disadvantage.

11-15

Stunned by the pain inflicted upon the victim, you are unable to attack for one round (or 10 minutes if out of combat).

16-19

Understanding the reason and necessity of this death you are able to repress the sadness of the lost life. You are unaffected.

20

Recognizing that this death was necessary and it was for the greater good, you gain advantage the next time you make a Death Regret Roll.

 

       “Their arm has fallen to the ground beside them, as their weapon clatters across the floor. You feel their thoughts subside to nothing, the burning hatred and anger shifts to a feeling of cold and stiffness. Your body begins to ache and tremble as the figure's final fleeting breath is released. This person has done many evils, and you are aware of them all, but you cant help from releasing a tear as you look up into the figures lifeless eyes, and all that remains before you, is that empty gaze you know all too well.”

 

Sparing Death

Being able to truly understand the severity of death you have perfected the action of sparing. Not only can you use the Spare the Dying cantrip as an Action, Bonus action, or Reaction but you can also choose to make your finishing blow non-lethal. This will render the entity still unconscious and at zero hit points but they will not have to make death saves. If you choose to make a non-lethal attack you will not have to make a death regret roll since they are only unconscious. And once the creature is unconscious you may also choose to heal them without them waking up. They will stay unconscious for the number of hours equal to the number of hit points you have healed (maximum of 24 hours).

People Person

Even though you may not like interacting with people you are still very good at it and have a very good sense of the personalities around you. Your abilities to connect with people give you Proficiency in Persuasion and perception, as well as expertise in Insight.

Invoke Memory

     At 6th level, your abilities to reach into the minds of others and use the information you have gathered become very useful in battle. You have now learned how to manifest memories tied to strong emotions in the form of illusory scenes. As an action, you can summon an illusory scene depicting a memory in a 30 foot cube within 60 feet of you for one minute. You can only have one memory seen active at once. At 6th level you can choose between creating a joyful or sorrowful memory.

If you choose to create a joyful memory, the scene invigorates and bolsters is your allies. While an ally is within the 30 foot cube, they have advantage on saving throws to resist being frightened and gains a number of temporary hit points equal to your charisma modifier at the start of each of its turns.

If you choose to create a sorrowful memory, the scene demoralizes and saddens your enemies. In order to affect an enemy you have not had much contact with, you must first make an insight check as an action to see if you are able to delve within it's mind and find a worthy memory to display. On a 1-10 you fail and are unable to find a memory, the creature is just too focused on the task at hand. If you roll an 11 or higher you have successfully found the perfect memory to disorient your enemy. Once you have successfully cast the illusion and the enemy is within the 30 foot cube, it suffers a penalty to any ability check or attack roll it makes, it must subtract your charisma modifier.

You can use this feature once per short rest. At 10th level you can use this feature twice per short rest.

Invoke Greater Memory

Once you reach 17th level, the emotional memories you can manifest have grown even more potent, and you have now learned how to manifest memories of great peril or immense fury. Whenever you use your invoke memory feature, you can now also choose to summon a dreadful or furious memory.

If you choose to make a dreadful memory, the scene terrifies and haunts your enemies. While an enemy is within the 30 foot cube, it takes psychic damage equal to your charisma modifier at the start of each of its turns and has disadvantage on wisdom saving throws to resist being frightened. The memory leaves a creature unaffected if it is immune to being frightened. (You must still use an action to make an insight check to see if you are able to find a proper memory that will evoke this level of fear. If you were to roll a critical success when doing this, it can cause fear to beings with immunity to fear, as long as it is an entity that can feel emotions.)

If you choose to make a furious memory, the scene imbues your allies with a heightened curiosity. While an ally is within the 30 foot cube, they can add your charisma modifier to the damage of any weapon or spell attacks they make.

You may Invoke a Greater memory once per long rest. This increases to twice per long rest at 20th level.


 

The Eyes of an Empath

Beginning at 6th level, you learn the Gaze of Introspection. You may choose to activate this ability once per long rest as an action. Taking a moment to focus on all of the times in your past you were overflowing with emotions you close your eyes and bring forth those memories. As you open your eyes all those around you can see your eyes completely glossed over and a liquid slowly poring out. Your eyes are leaking, but it is so much more than regular tears. These tears are the pure essence of emotion, liquified and rolling down your face. You may choose what color your eyes and tears turn to, but most commonly look like pools of a galaxy. 

This effect lasts for a round and if any entity looks within your eyes they must make a wisdom saving throw (They must beat a DC equal to their own wisdom score) or suffer the effects of a failed Death Regret roll. This feature ignores Blind sight if the creature still has eyes; any creature with eyes and the ability to feel emotions will be affected. If an entity with blind sight faces the direction of the Empath they will see a pair of solid colored eyes that are dripping. If the entity has no eyes or has their eyes closed this feature will not effect them. 

When this feature is active you are unable to use any of your other Empathetic abilities this class grants (Healing link, Battle bonds, Empathetic path, etc.) But you may still use spells and melee attacks. If at anytime you see a creature die within this state and you fail your death regret roll then this effect is automatically dropped, but you will not have to suffer the affects of the death regret roll once this ability disappears. 

If the entity succeeds on the saving throw there is no effect. However, they must make this saving throw again if they look into the Empath's eyes while this feature is still in effect.

On a failed wisdom saving throw:

As the entity gazes into your eyes they see a very unpleasant version of themselves reflected in your tears. This sight causes them to become mentally unsure and confused of their actions. They are unable to use magic or attack for a round while in combat (or 10 minutes out of combat). If they have to make any saving throws during this time they must do so at disadvantage.

 

   Fellow Feeling

Your abilities to connect with people are unlike any other. Once you reach 2nd level, sensing someone’s emotions is second nature, but when you truly feel empathy and sympathy for a person the connection is magnified. This magnified connection allows your body to link with theirs in true moments of empathy, like healing. When you use your magic to heal another, the link will affect your body as well. You heal 1d4 + your Empath Cleric level.

 Radiating Relief

Making relationships with others is easy for you. But when you genuinely have a bond with the people around you it makes it much easier to reach out to them. If any of your party members casts a healing spell you gain HP equal to your True Empath Cleric level even if the spell is not directed at you. (If someone is healing with a potion of healing, your link has no effect.) If a party member chooses to heal you with their magic then you do not get any extra bonus on top of what they roll. However, when someone heals you a wave of relief washes over your body, projecting your feelings onto them. The person that heals you receives 5 HP.

Battle Bonds

At 6th level your experiences on the battlefield have caused your relationships to flourish. You gain the ability to make Battle Bonds.

Your Strongest Weapon


The relationships you form in life become your strongest weapons in battle. You may have a battle bond with one other person at a time. You may end a bond and forge a new one if desired, once per long rest. 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. A bond must be forged from a bonding moment. This bonding moment can be whatever you choose, whether it be exchanging friendship bracelets or having an epic moment in the heat of battle. (A bond can be forged or leveled up as a bonus action) The DM may determine if this bonding moment is significant enough to level up, but a level one bond can be made whenever the player sees fit.

A Special Kind- Dream Team (Lvl.2)

 When you and your bond partner are within 100ft of each other, both of your attacks and spells deal an extra 1d6 psychic damage.

A Special Kind- Inseparable (Lvl.3)

 In addition to the Dream Team effects, when the other person is attacked, you can move up to 15ft to take the attack for them while the person gets an AC boost equal to the Empath's charisma modifier.

A Special Kind- Twinning (Lvl.1)

 When you or your partner does well (rolls a 17+) on an ability check, the other will be given advantage on the ability check if they choose to participate.

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. But the sight of any dead creature will cause you 1d6 psychic damage (excluding your resistance) as you relive the memory of their death.

Journey To Friendship- Battle Buddies (Lvl.2)

If you damage an enemy, your bond partner has advantage on their next attack against the same target and vice versa.

Journey To Friendship- Deadly Double Team (Lvl.3)

When you and your bond partner are within 60 feet of each other at the start of battle you both gain advantage on initiative. Once the battle has begun, if you and your partner are within 30ft of each other and one of you is attacked, the bond partner who was not attacked gains temporary hit points equal to their constitution modifier.

Journey to Friendship- Uneasy Allies (Lvl.1)

When you and your bond ally are within 60ft of each other, you will have advantage on initiative rolls.

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 and wisdom as if a whispered voice on the wind is guiding you.

But you now have to roll a Charisma saving throw if you choose to form a new bond. This Saving throw is made at disadvantage and must beat a DC level equal to the other persons Charisma score. If you fail you may try again to forge this bond after a long rest.

Partner Disagreement

(If at any time you and your bond partner are fighting, or competing for bragging rights, you can add this rule to whatever level Bond Benefits you already have.)

One up: When you or your partner do poorly (rolls 5 or lower) on an ability check, the other has the option to one up and get advantage on their ability check if they choose to participate.

Vengeful Friend

Roll 1d6, if the number is even you gain advantage on initiative.

But if the roll is odd, then your initiative is one less than the party member with the lowest roll.

 

Persuasive Words

With the ability to channel other's emotions, 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 charm or fear effect. This is done using your charisma against the casters 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.

 

Empathetic Path

Constantly living with your abilities as an Empath you have found that you enjoy certain aspects more than others. At 10th level you have mastered an aspect of your empathetic powers. You may choose what you are best at as an Empath.

Emotional Empath

As an Empath you have a connection to all living things, but if you choose this path you will become more deeply connected to the emotional side of those around you. Your ability to understand what others are feeling can make the people you are conversing with more comfortable around you. You gain expertise in persuasion and may now Manipulate the emotions of those around you either giving them benefits or making it more difficult.

Manipulate Emotions

Rage- You grant the Affected Target a Barbarians Rage.

  • You have advantage on Strength checks and Strength saving throws.
  • When you make a melee weapon attack using Strength, you gain a bonus to the damage roll equal to the Empath's Charisma modifier.
  • You have resistance to bludgeoning, piercing, and slashing damage.

If you are able to cast spells, you can’t cast them or concentrate on them while raging.

Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.

 

Despair- Gives disadvantage on all physical attack rolls made against a target of your choice. (You cast this on a Target and they now have to roll at disadvantage if they choose to attack the person you specified when casting)

 You have read so many emotions before. In this moment you gather up all of the memories of weakness and fear directed at a person. Your hand makes contact with the entities figure and with a single pulse of your collected emotions you force these feelings into the creature. These memories you gathered were always directed towards a person, who will you choose for this entity to feel these emotions toward? Whoever you choose the creature will become more hesitant to attack.

 

Joy- Target gains advantage on all persuasion checks and charisma saving throws for duration.

 

Enthusiasm- Target can add the Emphatic's charisma modifier to their initiative and attack rolls.

 

Courage- Target gains immunity to fear for duration.

 

Focus- Target has advantage on all attacks on their next turn.

 

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.

Intuitive Empath

Your confidence in reading people has always been beyond what is considered normal. If you choose this path your intuitive capabilities will be refined and polished allowing you to accurately gauge any living creature. You may choose to sense the true intentions of an entities actions without having to roll insight. The information you get back comes as emotions and feelings. You may use this ability as many times as your insight skill modifier per day, and will reset every long rest. If used in combat acts as a bonus action.

Furthermore, this new aspect of intuition allows you breach just beyond the barrier of understanding living things. This new sensitivity opens up your world to detecting Aura Trails. You can now touch an object and are able to tell exactly who has touched the object within the last 24 hours, and how/what they used it for. If, for example, you were to touch a strange wooden box that you do not know how to open, you would know exactly how to open it if someone has already opened it within the last 24 hours (and who it was that opened it if you have met them previously). It takes you 10 minutes to fully understand and detect this information. 

Physical Empath

If any sentient creature deals non-magical damage to you, within your Aura, you may choose to have the creature make a wisdom saving throw as a reaction to it's attack. The pain inflicted upon you is project out from your body causing the creature to literally feel your pain. The creature must beat your spell save DC or take half of the damage it dealt to you in physic damage (Damage maxed at 25 points). If the Creature succeeds it still takes physic damage equal to your wisdom modifier. 

However the closer you are to a creature the stronger the connection. Any damage dealt by you, to a creature with feelings, using any melee weapon will cause you to take your Cleric level in physic damage.

Reaching into the physical feelings of another is a piece of cake. As an action you may do 2d6 physic damage as you extend your will into their physical being and inflict and form of feeling you wish. For example, you could recreate the feeling of heartbreak that actually does damage, or cause the creature to feel as if they were literally on fire. This feature acts as a cantrip and can be done at any time as an action with no limited uses.

 

Bastion of Emotion

At 17th level, though you're an expert at reading and manipulating the emotional states of others, your own is as fortified and protected as a sturdy bastion. You have advantage on saving throws against enchantment spells. You are also immune to having your emotional state influenced by spells and magical effects like, Calm Emotions.

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