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### Empathic Mind An Empathic Mind is a being whose strength is channeled through their emotions rather than through the mind like most psions. Though empathy is experienced by many, these individuals are empaths in the most literal sense. They are not limited to truly feeling the emotions of others but also manipulating them, bringing out the most extreme of emotions in those around them or even harnessing their own for the sake of self-empowerment. These psion can vary from diabolical oppressors to uplifting leaders. In their allies they extend the feelings of courageousness and hope for a brighter future while in their enemies, they instill absolute fear and disarray into even the most seasoned of warriors. #### Empathic Mind Features | Psion | Level Feature | |:-----:|:-------------:| | 1st | Emotional Control, Uncanny Insight | 3rd | Empath's Specialty | 6th | Empowered Psionics | 10th | Empath's Mastery | 14th | Empathic Network #### Emotional Control At 1st level when you select this archetype, manipulating emotions and connecting with others becomes an innate power of yours, granting the psionic discipline of Empathy. \columnbreak
#### Uncanny Insight Additionally at 1st level, you possess keen insight into how other creatures think and feel through emotional detection. You gain expertise in the Insight skill, allowing you to add twice your proficiency bonus to ability checks using it. However, if you make an Insight check against a creature that is immune to being charmed or frightened, you only add your proficiency bonus to the check. #### Empath's Specialty Starting at 3rd level, you adopt a particular specialty in the use of your empathic abilities that focuses on emotional empowerment or creating empathic wards for protection. When you gain this feature, choose one of the following specializations: ##### Empathic Ward You gain the Empathic Transfer talent. If you already have the talent, it does not count against your Psionic Talents known but cannot be switched out on leveling up. When a creature would gain temporary hit points from the Empathic Transfer talent, you can choose for the creature to instead gain an empathic ward with hit points equal to the temporary hit points the creature would've received. This ward fades away when you finish a long rest and automatically fades away if the creature would receive another ward. When a creature with the ward takes damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, the creature takes any remaining damage. \pagebreak ##### Embodied Emotions You gain the Receptive Emotions talent. If you already have the talent, it does not count against your Psionic Talents known but cannot be switched out on leveling up. In addition, you can embody an emotion as listed in the Embodied Emotions table below and receive a passive effect associated with the chosen emotion. You can change your emotion whenever you finish a long rest. If a modifier used to empowered Empathic Link corresponds with your chosen emotion, you can choose for the target to gain an additional bonus until the start of your next turn. ##### Embodied Emotions Table Emotion | Modifier | Passive | Bonus :-----------:|:------------:|:------------:|:------------: Fury | *fuming* | Your melee weapon attacks can use your Intelligence instead of Strength or Dexterity for the attack and damage rolls. | Your next melee attack deals an additional 1d4 damage on a hit but you take an additional 1d4 damage the next time you take damage. Joy | *jubilant* | You can use your Intelligence in place of your Dexterity for calculating your AC with or without armor. | You gain a +1 bonus to your AC but your attack rolls are reduced by 1d4. Fear | *harrowing* | You can use your Intelligence in place of Dexterity for initiative rolls. | Your movement speed is increased by 10 feet but you cannot take reactions. #### Empowered Psionics Starting at 6th level, when a creature suffers damage from one of your psionic discipline powers you can add your Intelligence modifier to the damage dealt. #### Empath's Mastery Starting at 10th level, you become even more proficient in your empathic specialization. You gain the following benefits based on your chosen Empath's Specialty feature: ##### Empathic Ward You can manipulate your ward to psionically mend your wounds or others. When a creature would gain temporary hit points from the Empathic Transfer talent, you can choose for the creature to instead regain a number of hit points equal to the temporary hit points the creature would've received. Additionally, whenever a creature's empathic ward would fade while having at least 1 hit point, you regain hit points equal to half of its remaining hit points. \columnbreak ##### Embodied Emotions When you embody an emotion, your own mind and body resonates with its essence, letting you channel its raw power into every action. At the start of your turns, you are under your choice of the effects of the modifier from the Receptive Emotions talent that is associated with your chosen emotion. When you use Empathic Link, you can empower the power with the modifier associated with your chosen emotion without spending a psi point but you lose the effect until the end of your next turn. #### Empathic Network Beginning at 14th level, you can connect yourself to a multitude of creatures all at once through your psionic abilities. When you use Empathic Link, you can spend 4 psi points to target a number of creatures equal to your Intelligence modifier within the power's range. You can use Psionic Mastery points on this feature. While at least three creatures are under the effects of your Empathic Link power, you can use one of the following effects based on your chosen Empath's Specialty feature: ##### Empathic Ward When a creature would take damage to their empathic ward, as a reaction, you can redistribute the damage the ward would take to you and others you're linked to. Divide the damage dealt by the number of creatures under the effects of the power (minimum of 1) and deal the same damage to every creature affected by the power, including the creature with the ward. Damage dealt in this manner cannot be reduced or prevented. ##### Embodied Emotions You harness the heightened emotions of every creature linked to you. The bonuses provided to a creature you use your Empathic Link on ,as referenced in the Embodied Emotions table, are modified in the following ways: * **Fury**. The damage die of the target's next melee attack is multipled by half the number of creatures affected by your Empathic Link (rounded up). * **Joy**. The target's AC bonus is multipled by half the number of creatures affected by your Empathic Link (rounded up). * **Fear**. The target's movement speed is multipled by half the number of creatures affected by your Empathic Link (rounded up). ### Empathy Discipline Empathy is the ability to sense and manipulate the emotions of creatures using your psionic abilities. #### Empathic Sense You can attempt to sense the emotions of creatures within 30 feet of you. Once during your turn, you can make a Wisdom (Insight) check contested by a creature’s Charisma (Deception) check. On a success, you learn whether the creature is hostile, fearful, or neutral in its current disposition, and you have advantage on your next Insight, Persuasion or Intimidation ability check against it within the next minute. Additionally, until the end of your next turn, you learn if that creature’s emotional state shifts to a different category. You cannot use this feature on the same creature again until the start of your next turn. \pagebreak #### Empathic Link *Psionic power* ___ - **Casting Time**: 1 action - **Range**: 30 feet - **Components**: S - **Duration**: 1 round ___ You empathetically link yourself to another creature within range, influencing their emotions for actions they take that reflect your desires. If the target is unwilling, it is forced to make a Wisdom saving throw. On a success, the power has no effect. You can choose one of the following effects depending on if the target is non-hostile or hostile to you, which lasts until the start of your next turn. * **Non-hostile**. The target deals an additional 1d4 damage the next time it deals damage and receives a 1d4 bonus to its next ability check, saving throw or attack roll (your choice). * **Hostile**. The target takes 1d4 psychic damage the next time it deals damage and receives a 1d4 penalty to its next ability check, saving throw or attack roll (your choice). The chosen bonus or penalty cannot stack with similar effects. You can spend Psi Points up to your per use limit to add the following modifiers to Empathic Link (you can add multiple modifiers). The points must be spent when choosing the target of the power.
**Compelling (1+ psi points):** The damage dealt as a result of this power is increased by 1d8 per psi point spent.
**Poignant (1 psi point):** The d4 bonus or penalty is applied to all of the target's ability checks, saving throws and attack rolls.
**Fuming (1 psi point):** The target has disadvantage on attack rolls against creatures other than you.
**Jubilant (1 psi point):** The target is charmed by you or another creature you can see within 30 feet of the target until the end of your next turn.
**Harrowing (1 psi point):** The target is frightened of you or another creature you can see within 30 feet of the target until the end of your next turn. #### Alternate Effects Additionally, when you learn the Empathy psionic discipline you can use your Psionics feature to cast the following spells as per the rules defined in the feature: | Point Cost | Alternate Effects | |:-----------:|:------------:| | 1 | *hideous laughter, charm person, frighten^K^* | | 2 | *calm emotions, warding bond, unbridled fury^SDS^* | | 3 | *fear, symbol of resilience^SDS^, hypnotic pattern* | | 4 | *charm monster* | | 5 | *injunction^SDS^* | If a spell can be cast at a higher level, you can spend an additional psi point to cast it at that higher level. ### Empathy Talents ___ **Calming Existence** You can cause an overwhelming calmness to radiate from a creature's being, dissuading others from taking action against them. You can cast the *sanctuary* spell by spending 1 psi point. Additionally, when you cast it, you can spend an additional 1 psi point to allow it to last until your next short or long rest on its target. You cannot cast it again in this manner until you finish a short or long rest. The spell's saving throw DC is equal to 8 + your proficiency bonus + your Intelligence modifier. ___ **Emotional Resonance** You are attuned to emotional pressure points rather than individual manifestations. While you are conscious, creatures within 10 feet of you have disadvantage on saving throws against being frightened or charmed, while friendly creatures in the same area have advantage on saving throws to resist being frightened or charmed. ___ **Empathic Healing** *(Prerequisite: Empathic Transfer or Empathy)* At the start of your turns, if you took damage when using the Empathic Transfer or Empathy talent during the previous round, you can use any number of hit dice to regain hit points as if taken during a short rest. When you do so, instead of rolling the die, you use the highest number possible for each die but the healing cannot exceed the psychic damage that was taken. In addition, whenever you finsh a short rest, you regain an additional hit dice. ___ **Empathic Transfer** You can empathetically transfer pain to others or into yourself. When you use Empathic Link, it gains the following additional effects depending on if the target is willing or unwilling, as well as if you choose to use the power with a range of touch against a creature within 5 feet of you. **Willing.** You take an amount of psychic damage up to your proficiency bonus and the target gains temporary hit points equal to twice the damage you took. If you use the power with a range of touch, you can take an amount of psychic damage up to twice your proficiency bonus instead. **Unwilling.** On a failed save, the target takes psychic damage equal to half of your proficiency bonus while you gain temporary hit points equal to the psychic damage dealt. If you use the power with a range of touch, you make a melee spell attack instead of forcing a Wisdom saving throw. On a hit, the target takes psychic damage equal to your proficiency bonus instead. ___ Psychic damage taken or dealt by this talent cannot be reduced or prevented in any way. ___ **Empathic Weapon** You gain the ability to create an empathic bond between yourself and a non-sentient melee weapon. You undergo the process of establishing this bond over the course of 1 hour, which can be done during a short or long rest. The weapon must be within your reach throughout the process, at the conclusion of which you touch the weapon to create the bond. You can only affect one weapon in this manner and if you attempt to bond with another weapon, you must break the bond with the first. \pagebreak While bonded to a weapon, it is capable of communicating how it feels and its emotion to you as though it was a sentient magic item and you know its general location while it isn't being carried by you as long as you are on the same plane as it. Additionally, while holding the weapon, you can target yourself with Empathic Link as it links itself to you. If you only target yourself with the power, you can do so as a bonus action. ___ **Empathy** *(Prerequisite: Telepathy or Empathy Discipline)* You can psionically link yourself to other creatures. As a reaction to a creature you can see within 120 feet of you taking damage, you can grant them resistance to the damage taken, but you take psychic damage equal to the damage they take (after resistance). The damage you take can’t be reduced or prevented in any way. If the damage would inflict any further negative status effect on the target, you can choose for that effect to affect you instead. If you have any form of telepathic bond that allows long-distance telepathic communication affecting the creature taking this damage, the range is unlimited and you do not need to be able to see them. ___ **Empath's Versatility** *(Prerequisite: Empathic Mind subclass)* You gain the following benefits depending on your chosen Empath's Specialty. * **Empathic Ward**. When a creature deals damage to a creature's ward with a melee attack, the attacker takes psychic damage equal to your Intelligence modifier. * **Embodied Emotions**. You can embody a secondary emotion after choosing a primary emotion. While you possess a secondary emotion, you only gain the passive effect of the emotion and cannot apply any other effects that reference your chosen emotion. You can change your primary and secondary emotions whenever you finish a long rest. ___ **Empowered Link** *(Prerequisite: Empathy)* You can strengthen the empathetic link you establish with other creatures. While an allied creature is under the effects of your Empathic Link or the *warding bond* spell, you can use the Empathy psionic talent to transfer any damage you take to the target instead or the target may use the Empathy psionic talent as though it possessed it but only when you would take damage. Additionally, you can use the Empathy psionic talent to inflict negative effects on yourself instead of a creature even if it wouldn't be caused by damage dealt to the target. ___ **Hostility Sense** You can acutely sense the hostility of creatures even when you're unable to see them, allowing you to predict when they would mean you harm. When you make a successful check using your Empathic Sense feature against a creature, you are aware of the target's location for the duration of the feature's effect. While you have this knowledge, the target can’t become hidden from you, and if it’s invisible, it gains no benefit from that condition against you. ___ **Mood Management** Your emotion manipulation has expanded to provide new and innovative ways to control the moods of others and even yourself. * When you use Empathic Link on a creature that is charmed, frightened or under another effect that influences its emotions as a result of failing a Wisdom saving throw, you can spend 1 psi point to remove the effect from the target and apply it to yourself for its remaining duration as long as you didn't cause the effect or the target may immediately re-attempt the saving throw against the effect, if applicable. You can use Psionic Mastery on this ability. * You can cast *calm emotions* at will without spending psi points but it may only target one creature when cast this way. If you target yourself with the spell, you can use it as a bonus action. ___ **Poignant Safeguard** *(Prerequisite: 10th-level Psion)* You can rebuff attempts at influencing your emotions and rebound their force. Once per round, when you fail a saving throw against being charmed or frightened, you can instead choose to succeed, but the condition is suppressed. While suppressed, you are considered charmed or frightened for the purpose of effects that interact with that condition, but you ignore its normal effects. Additionally, when a creature attempts to charm or frighten you while you are already affected by a suppressed charm or fear, you can use your reaction to turn the influence back upon it. The creature must succeed on a Wisdom saving throw against your psionic save DC or become charmed or frightened of you until the end of its next turn. You can use this reaction even if you have already used your reaction this round, but you can do so only once per round. ___ **Read the Room** You instinctively gauge emotional tension and exploit moments of instability. As a bonus action, choose one creature you can see within 30 feet. You learn whether it is currently frightened, charmed, or under an ongoing effect that imposes disadvantage on its attacks or saving throws (if you didn't cause the condition or effect). If the creature is under such a condition or effect, until the end of your next turn, the first time you or a creature you can see targets that creature with an attack roll or forces it to make a saving throw, the attacker can choose to gain advantage on the roll or impose disadvantage on the saving throw. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. ___ **Receptive Emotions** The Fuming, Jubilant and Harrowing modifiers can add the following alternate effects when used to empower Empathic Link. * **Fuming (1 psi point):** The target has advantage on their next melee attack roll until the start of your next turn. * **Jubilant (1 psi point):** The target is under the effects of the *heroism* spell until the end of your next turn. * **Harrowing (1 psi point):** The target's movement doesn't provoke opportunity attacks until the start of your next turn. \pagebreak ___ **Reflected Agony** *(Prerequisite: Empathy or Telepathy Discipline)* When a creature within 120 feet that you can see deals damage to you, you can use your reaction to spend 1 or more psi points (up to your psi limit) to share the pain you experienced back at them, dealing 1d10 psychic damage per point spent. The damage this deals can’t exceed the damage taken from the attack. ___ **Resonant Reflexes** *(Prerequisite: 5th-level Psion)* Your empathic responses occur before conscious thought, slipping between moments of action. Once per round, when you use a reaction granted by a talent that lists the Empathy discipline as a prerequisite, you can do so even if you have already used your reaction this round. Using a reaction in this way does not allow you to use additional reactions beyond this benefit. ___ **Shared Threshold** When a creature you can see within 30 feet would be reduced to 0 hit points, you can use your reaction to instead reduce it to 1 hit point. When you do so, you immediately take psychic damage equal to your proficiency bonus and cannot use this talent again until you finish a short or long rest. The damage dealt by this talent cannot be reduced or prevented. ### Fusion Talent ___ **Emotion Eater** *(Prerequisite: Psionic Synthesis, Consumption Discipline, Empathy Discipline)* You gorge on the emotions of those in the area and those you target with your psionic abilities. When you or a creature within 30 feet of you would be subject to an effect that causes you or them to be frightened or charmed due to a spell, you can expend a number of psi points equal to half of the spell's level (rounded up) and use your reaction to remove the effect. Additionally, if you deal psychic damage to a creature with a psionic power that is frightened, charmed or under an effect that influences their emotions, you can remove the effect and regain hit points equal to the number of psi points spent on the psionic power. If the creature isn't under an effect that causes them to be frightened, charmed or any effect that influences their emotions, you can reduce their speed by half for a number of rounds equal to the psi points spent on the power instead as they become devoid of emotion. ___ **Empathic Transference** *(Prerequisite: Psionic Synthesis, Empathy talent, Bilocation Discipline)* Your empathic link with your duplicates runs deeper than form or thought — your pain and theirs become one. You gain the following benefits: * **Shared Burden.** When you would take damage while you have at least one active duplicate created by your Psychic Double power, you can use your reaction to gain resistance to the triggering damage. After taking the damage, you can then reduce it further by dividing it by any number of your duplicates within 120 feet of you. After the damage is reduced in this way, the remaining amount is deal to you as its normal damage type and to your duplicates as psychic damage. * **Willing Transfer.** When one of your duplicates would take damage, you can choose to take the damage instead (no action required). When you do so, you gain resistance to that instance of damage. ___ **Soulforged Weapon** *(Prerequisite: Psionic Synthesis, Empathic Weapon talent, Spiritism Discipline)* When you bond with a weapon through your Empathic Weapon talent, you forge a sliver of your soul into it. In addition to the normal benefits of Empathic Weapon, the weapon awakens further: it understands the languages you know, and it can see and hear out to 30 feet. As an action, you can perceive through the weapon’s senses until the start of your next turn. While doing so, you are blind and deaf with regard to your own senses. Additionally, you can perform somatic components for psionic powers with a hand carrying the weapon and you gain proficiency with the weapon if you weren't already proficient. While Soul Integration is active, when you use Empathic Link to target only yourself as a bonus action, the next Soul Integration modifier you apply to a weapon attack this turn costs 1 less psi point (minimum 1). If a hostile creature attempts to wield your bonded weapon, the weapon resists its control. The creature is treated as not proficient with the weapon and has disadvantage on attack rolls with it. ___ **Telempathetic Connection** *(Prerequisite: Psionic Synthesis, Telepathy Discipline, Empathy Discipline)* You gain the ability to add Telepathic Intrusion modifiers to Empathic Link. Additionally, when you use Empathic Link or a spell from your Empathy Alternate Effects list on a willing creature, you both become mentally synchronized for the power or spell's duration. When making an attack roll, saving throw or ability check that uses Intelligence, Wisdom or Charisma while synchronized, you or the linked creature can use a reaction to add the applicable ability modifier of the other creature to the roll instead of their own ability modifier. \pagebreak ## Appendix: Spells ___ #### Frighten *1st-level necromancy* ___ - **Classes:** Troubadour, Warlock, Wizard - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S, M (a melee weapon you are proficient with worth at least 1 sp). - **Duration:** Concentration, 1 minute ___ You invoke a sudden fear within a creature you can see within range. The target creature must succeed a Wisdom saving throw, or become frightened for the duration. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. ***At Higher Levels***. When you cast this spell using a 2nd level or higher, you can target one additional creature for each slot above 1st. #### Injunction *5th-level enchantment* - **Classes:** Bard, Cleric, Druid, Paladin, Wizard - **Casting Time:** 1 minute - **Range:** 60 feet - **Components:** V - **Duration:** 30 days ___ You magically bind a creature that can understand you within range to either complete or abstain from some action or activity. It must succeed on a Wisdom saving throw or become charmed by you for the duration. Once per turn while charmed in this way, the target's current and maximum hit points are reduced by 5d10 if its behavior contradicts your instructions. This reduction lasts until the spell ends. You can issue any command you choose, though the spell ends if you issue a suicidal command. The creature's death does not end the spell. As an action, you can end the spell early. Remove curse cast at the spell's level also ends the spell. Greater restoration ends the reduction of the target's hit point maximum, but it does not end the spell. At Higher Levels. The spell reduces maximum hit points by an additional 1d10 for each slot level above 5th. When you cast this spell using a spell slot of 7th or 8th level, the duration is 1 year. When you cast this spell using a spell slot of 9th level, the spell lasts until it is ended by one of the spells mentioned above. #### Symbol of Resilience *3rd-level abjuration* - **Classes:** Cleric - **Casting Time:** 1 action - **Range:** Self - **Components:** V, S - **Duration:** Concentration, up to 1 minute ___ You create a tiny symbol above you, which radiates hope in a 30-foot radius until the spell ends. The symbol can take whatever form you choose, such as that of your deity. As a bonus action on your turn, you can move the symbol up to 30 feet. Each nonhostile, living creature in the symbol's radius (including you) has advantage on Wisdom saving throws, adds your spellcasting ability modifier to its death saving throws (treating rolls equal to or above 20 as a natural 20), and regains the maximum number of hit points possible from any healing. The first time a nonhostile, living creature starts its turn in the symbol's radius, it can use a bonus action to spend two Hit Dice to regain hit points as if it had taken a short rest. If the creature had fewer hit points than half its hit point maximum, it also gains an equivalent number of temporary hit points until the spell ends. ***At Higher Levels.*** When you cast this spell using a spell slot of 4th level or higher, the amount of Hit Dice a creature can spend increases by 1 for each slot level above 3rd. #### Unbridled Fury *2nd-level enchantment* ___ - **Classes:** Bard, Sorcerer, Warlock, Wizard - **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S - **Duration:** Concentration, up to 1 minute ___ You plant an unquenchable rage in the mind of one humanoid you can see within range. The target must make a Wisdom saving throw or become charmed by you, their eyes glowing with a fiery light. When you cast the spell, or as an action on subsequent turns, you may activate this rage. If their rage is activated, at the beginning of the target's turn, they must move up to their speed towards the closest other creature and use their action to make 1 melee attack against them. If their rage is not activated or they cannot reach another creature, the target may take their turn as normal. Regardless, they may attempt a Wisdom saving throw at the end of their turn, ending the spell on a success. ***At Higher Levels.*** If you cast this spell using a spell slot of 4th level or higher, the target makes 2 attacks if they possess an ability that would normally allow them to make more than one attack on their turn. \pagebreakNum > ##### Credits & References: > * ***Empathic Mind** by /u/Celestro918* >___ > All systems and spells used with permission of their creator. >___ > **Mechanics** > * [Psionics](https://www.gmbinder.com/share/-LZSNMgmChWNGW979hrj) system by KibblesTasty >___ > **Spells** > > * by KibblesTasty: Frighten > * by somanyrobots & Omega Ankh: Captivate, Injunction, Power Word Nap, Symbol of Resilience, Unbridled Fury > > ___ > ##### Fan Content Policy > > This work is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. > ___ > ##### 5E SRD Content > * This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC, [available here](https://dnd.wizards.com/resources/systems-reference-document "SRD 5.1"). > > * The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License [available here](https://creativecommons.org/licenses/by/4.0/legalcode "CC-BY").