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 empath in the most literal sense. They are not limited to truly feeling the emotions of others but also manipulating them by projecting them from their bodies to siphoning them out of other creatures to even harnessing them for the sake of self-empowerment.
Emotional Control
At 1st level when you select this archetype, manipulating emotions becomes an innate power of yours, granting the psionic discipline of Empathy.
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.
Embodied Emotions
Starting at 3rd level, you learn to focus your mind to forcibly adopt a particular emotion with significant intensity. When you gain this feature and whenever you finish a long rest, you can embody an emotion as listed in the Embodied Emotions table and can change your chosen emotion as a bonus action.
Once during your turns, when you use an Empathy psionic power, you can gain an effect that corresponds with your chosen emotion or you can apply the effect to a target of the power if they fail the saving throw or a successfully hit as you empathically link yourself to them and share your overbearing emotions. If you empower the power with one of the following modifiers, the modifier's effect can be enhanced in the following ways:
- Fuming The target's next melee attack scores a critical hit on a roll of 18-20.
- Jubilating The target's current and maximum hit points are increased by your Intelligence modifier until the start of your next turn.
- Depressing The area within 10 feet of the target is difficult terrain for creatures of your choice until the start of your next turn.
- Alluring The power's effect of imposing disadvantage on saving throws against being charmed is instead applied immediately to the target.
- Harrowing The power's effect of imposing disadvantage on saving throws against being frightened is instead applied immediately to the target.
You can enhance each of the modifiers once in this manner and cannot do so again until you finish a long rest. At 10th level, you instead must you finish a short rest before you can enhance modifiers in this way manner.
Embodied Emotions Table
| Emotion | Modifier | Effect |
|---|---|---|
| Fury | fuming | The target deals an additional 1d4 damage on their next melee attack and reduces the next instance of damage dealt to it by 1d4 until the start of your next turn. |
| Joy | jubilating | The target adds 1d4 to their next attack roll and saving throw until the start of your next turn. |
| Despair | depressing | The target subtracts 1d4 from their next attack roll and saving throw until the start of your next turn. |
| Awe | alluring | The target cannot attack or target another creature of your choice within 30 feet of you with a harmful ability until the end of its next turn. |
| Fear | harrowing | The target must move up to half of its speed away from you but cannot move into obviously dangerous ground when doing so. |
Empowered Psionics
Starting at 6th level, when a creature takes damage from one of your psionic discipline powers you can add your Intelligence modifier to the damage dealt.
Ardent Outburst
Starting at 10th level, your emotions allow you to surge with excess emotional energy, causing them to spread to affect more than the original targets. When you use an Empathy psionic power or spell that targets a creature or creatures, you can have it target an additional creature within the range of the power or spell by expending a number of psi points equal to the psi points spent on the power or spell. You can also embody an additional number of creatures through the Embodied Emotions feature in this way. You can use Psionic Mastery points on this feature.
Aura of Passion
Beginning at 14th level, you project an aura composed entirely out of emotions that radiate from your body, instilling such sensations in those that reside within. You can spend 4 psi points to create an aura with a radius of 30 feet that moves with you and lasts until the start of your next turn. Each creature within the aura, including yourself, is automatically affected to the bonus or penalty of the emotion you currently possess through the Embodied Emotions feature.
Empathy Discipline
Empathy is the ability to sense and manipulate the emotions of creatures using your psionic abilities.
Empathic Sense
When you gain this feature, you can attempt to sense the emotions of creatures within 30 feet of you. Once per turn, make a Wisdom (Insight) check contested by a creature's Charisma (Deception) check. If your check succeeds, you instantly learn the creature's emotional state. You also gain advantage on your next Insight or Charisma check made within 1 minute when interacting with the creature. If your check fails, you cannot use this ability on the creature again until your next turn.
Empathic Projection
Psionic power
- Casting Time: 1 action
- Range: 30 feet
- Components: S
- Duration: Instantaneous
You project your emotions into another creature, influencing them for actions they take that reflect your desires. The target must succeed on a Wisdom saving throw or the next time they target another creature with an attack or harmful effect, it takes 1d6 psychic damage if the creature is non-hostile or deals an additional 1d6 damage to the creature if it is hostile. A creature can choose to fail this saving throw if it wishes.
Additionally, until the start of your next turn, the target has advantage on its next saving throw against being charmed or frightened if it is non-hostile or disadvantage if it is hostile.
You can spend Psi Points up to your per use limit to add the following modifiers to Empathic Projection (you can add multiple modifiers). The points must be spent when choosing the target of the power.
Compelling (1+ psi points): The psychic damage taken or the additional damage dealt by this power is increased by an additional 1d8 for each point spent.
Fuming (1 psi point): The target has advantage on their next melee attack but the next attack roll against them is made with advantage until the start of your next turn.
Jubilating (1 psi point): The target is under the effects of heroism until the start of your next turn.
Depressing (1 psi point): The target's speed is reduced to 0 until the start of your next turn.
Alluring (1 psi point): The target is charmed by you or a creature within 30 feet of you until the end of your next turn.
Harrowing (1 psi point): The target is frightened of you or a creature within 30 feet of you 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, frightenK |
| 2 | calm emotions, captivateSDS, unbridled furySDS |
| 3 | fear, symbol of resilienceSDS, hypnotic pattern |
| 4 | charm monster |
| 5 | injunctionSDS |
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. When you cast sanctuary, you can choose for it to last until your next short or long rest. You cannot cast it again in this manner until you finish a short or long rest. Additionally, the spell's saving throw DC is changed to equal 8 + your proficiency bonus + your Intelligence modifier.
Emotional Fortitude (Prerequisite: Empathic Mind subclass)
While you have the Awe or Fear emotion chosen through the Embodied Emotions feature, you automatically gain the bonus associated with the emotion and you are no longer limited to adding 1d4 to your next Wisdom or Charisma ability check (respectively) while the emotion is active.
Emotive Force (Prerequisite: 5th-level Psion)
Your emotion manipulation has expanded to provide new and innovative ways to influence others and even yourself. You gain the following benefits:
- When you cast calm emotions, you can use it at will but it may only target one creature when cast this way. If you cast the spell on yourself, you may use it as a bonus action instead of an action.
- When another creature within 30 feet of you would suffer an effect that causes them to be frightened or charmed, you can use your reaction to remove one of the effects from the creature and apply it to yourself for its remaining duration as long as you did not cause the effect.
- When you would cause a creature to be charmed or frightened of you, you can treat another creature within 30 feet of you to be the source of the effect instead of yourself.
Empathy (Prerequisite: Empathy or Telepathy 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.
Empathic Feedback (Prerequisite: Empathy or Reflected Agony)
While a friendly creature is under the effects of an Empathy ability (power or spell) cast by you, it can use its reaction to use the effects of the Empathy or Reflected Agony psionic talents, depending on which one(s) you possess. Additionally, you gain the following benefits based on which psionic talent you possess:
- Empathy: When you would take damage from a creature, the damage dealt to the creature is reduced by an amount equal to your proficiency bonus.
- Reflected Agony: When a creature takes psychic damage as a result of dealing damage to you, they take an additional amount of psychic damage equal to your proficiency bonus.
Empathic Healing
You gain the ability to gradually recover after empathetically taking on the pain of others. You gain a pool of d4s equal to your Psion level. On your next turn after you take damage for a creature or take damage to heal a creature through an Empathy power, spell or psionic talent, you can spend a number of these dice equal to the total number of times you took damage or less during the last round. Roll the dice you spend, add them together, and restore a number of hit points equal to the total to yourself. You regain this pool of d4s when you finish a long rest.
Empathic Transfer
You gain the Empathic Transfer psionic power as part of your Empathy Discipline (in addition to your other psionic powers), giving you the ability to empathetically transfer pain.
Empathic Weapon (Prerequisite: Empathic Transfer)
You have learned to channel your empathic pain through a weapon. When you make a melee attack with a weapon, you can deliver the effects of the Empathic Transfer power through the weapon as a bonus action. On a hit, the target takes the weapon's normal effects and the power's effects.
Heightened Emotions
When you affect a creature with the Empathic Projection psionic power while having a modifier added to it, until the end of your next turn, you can cast any one of the following spells that correspond to the added modifier but each spell may only be used once per long rest and you may only cast a number of spells whose cumulative levels equal up to your Intelligence modifier per long rest.
| Modifier | 1st Level Spell | 2nd Level Spell | 3rd Level Spell |
|---|---|---|---|
| fuming | compelled duel | crown of madness | enemies abound |
| jubilating | hideous laughter | soothing presence* | beacon of hope |
| unwavering | bless | aid | crusader's mantle |
| depressing | bane | ray of enfeeblement | slow |
| alluring | cause fear | unsettling aura* | fear |
| harrowing | charm person | enthrall | hypnotic pattern |
Layered Emotions (Prerequisite: Empathic Mind subclass)
You can embody two emotions through the Embodied Emotions feature. When you affect a creature with an Empathy psionic power, you can apply an additional bonus or penalty to yourself or to targets corresponding to the emotions you've chosen.
Poignant Safeguard (Prerequisite: 10th-level Psion)
You can rebuff attempts at influencing your emotions and rebound the effects. You have advantage against being charmed or frightened. If you would gain advantage against being charmed or frightened through another effect, you instead gain immunity to the given condition(s).
Additionally, when another creature attempts to frighten or charm you, you can use your reaction to attempt to turn the condition back on that creature. The creature must succeed on a Wisdom saving throw against your psion save DC or be charmed or frightened of you until the end of their next turn.
Reactive Empathy (Prerequisite: Empathy or Reflected Agony)
You gain an additional reaction. This reaction may only be used on the Empathy or Reflected Agony psionic talents and can be taken once on every creature's turn who are under the effects of an Empathy ability (power or spell) cast by you. You can't use this additional reaction on the same turn that you take your normal reaction.
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.
Spiritual Empathy
Your empathy transcends the physical, reaching heights of spiritual enlightenment in which you guide others through through meditation to unlock their full potential. You and one other creature within 5 feet of you must concentrate (as if concentrating on a spell) for 1 minute without moving or taking any actions or else the concentration is broken. If you and the targeted creature concentrated for the full duration, the target may add double their proficiency bonus for one chosen skill or tool they are already proficient in. This effect lasts until the creature finishes a long rest. Once you use this ability, you may not do so again until you finish a long rest.
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 1 psi point and use your reaction to remove the effect and regain a number of psi points equal to half of the spell's level (minimum of 1).
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.
Telempathetic Connection (Prerequisite: Psionic Synthesis, Telepathy Discipline, Empathy Discipline)
You gain the ability to add Empathic Projection modifiers to Telepathic Intrusion. A creature can choose to fail the saving throw against Telepathic Intrusion if it wishes.
When you use Telepathic Intrusion on a willing creature, you connect their psyche with your own. The next time you or the target creature makes an Intelligence, Wisdom or Charisma saving throw, you can use your reaction to add your Intelligence, Wisdom or Charisma modifier to their respective saving throw or add their Intelligence, Wisdom or Charisma modifier to your own respective saving throw.
Additionally, while this effect is active, if the targeted creature has the Psionics features, they may use your psi points for any of their spells or abilities that use psi points and vice versa. This effect lasts until you or the targeted creature dismiss it (no action required) or you finish a long rest.
Special Psionic Powers
Empathic Transfer
Psionic power
- Casting Time: 1 action
- Range: Touch
- Components: S
- Duration: Instantaneous
You channel your emotions tied to your pain through your hands as raw, psionic energy. Make a melee spell attack against a hostile creature within your reach. On a hit, the target takes 1d6 necrotic damage which cannot be reduced in any way. Additionally, you gain an empathic ward which has hit points equal to half the total hit points lost by the target of this power and lasts until your next short or long rest. The next time you take damage, the ward takes the damage instead. If damage would reduce the ward to 0 hit points, you take any remaining damage. This power has no effect if your hit points are at their maximum and does not affect undead or constructs. An empathic ward created by this power fades when you use the power again.
You can spend Psi Points up to your per use limit to add the following modifiers to Empathic Transfer (you can add multiple modifiers). The points must be spent when choosing the target of the power.
Relentless (1+ psi points): The target takes an additional 1d6 necrotic damage per point spent.
Invigorating (1 psi point): Instead of receiving an empathic ward, you regain hit points equal to the hit points that would be granted to the ward.
Reverse (0 psi points): You transfer a creature's pain into yourself instead. You take 1d6 necrotic damage and a willing target gains the empathic ward with hit points equal to twice the total necrotic damage you take. The power has no effect if the target's hit points are at their maximum.
Psionic Spells
Unsettling Aura
2nd-level psionic
- Casting Time: 1 bonus action
- Range: Self (60 ft)
- Components: S
- Duration: Concentration, up to 1 hour
You cloak yourself in unsettling psychic energy. For the duration of this spell, any enemy within 60 feet of you must spend 1 extra foot of movement for every foot it moves toward you. A creature ignores this effect if it is immune to being frightened.
Soothing Presence
2nd-level psionic
- Casting Time: 1 bonus action
- Range: 60 feet
- Components: S
- Duration: Instantaneous
Choose up to three creatures you can see within 60 feet of you. Each creature gains temporary hit points equal to 1d6 + your psionic ability modifier.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, a target’s temporary hit points increase by an additional 1d4 for each slot level above 2nd.
Credits
- Empathic Mind by /u/Celestro918
- Base Class: Psion by /u/KibblesTasty
Empathic Mind: Commentary
I wanted to include notes on the thought processes or simple gut instincts I had in the creation of this subclass, the psionic discipline, talents and spells since this is my first homebrew creation. What started this endeavor was when the Empathy and Reflected Agony talents were shifted from being general psionic talents to being Telepathy talents in particular. While it made some degree of sense for that decision, especially since it allowed the talents to be buffed, it kind of bothered me that there wasn't something like an actual Empathy discipline or subclass that would exclusively own those talents or at least specialize in them better than the Telepathy discipline in certain ways. And so came the creation of all of this.
Uncanny Insight
Insight is a common go to for empathy related things as I've come to discover in several homebrew, not even including the UA Empathic feat. However, I wanted to slightly reduce its applicability to expand the overall power budget for other features, even if just a tiny bit.
Embodied Emotions
The main starting feature has definitely gone through most of the changes to make it not as powerful, so I still wonder if it's still pushing the envelop. The role I wanted the subclass to take is that of a controller/supporter type more so than the other subclasses and this is where that starts with greater versatility to fulfill its role. Thematic self-buffs made sense with how emotions influence how one acts. Some of the penalties may seem a bit unusual but there is such a thing as too much of any particular thing, so being so angry that you don't put forth your full thought process in delivering the most effective blow, etc was the thought there. Ultimately though, just being the opposite of the bonuses was the main objective, with sufficient roleplaying and the sort being able to convey that accordingly.
To add onto that, the additional modifiers that can be added to Empathy powers grants more options in control and support while broadening the flavor further.
Empathic Bond
Combined with the abovementioned feature, this was how the controller/support role starts being emphasized as the Empathy psionic powers also work their respective magic. On top of that, I wanted this feature to provide the minor benefit/incentive to allow the Empathy and Reflected Agony talents to do a bit more for an empath than a telepath. Other features and talents will do the same. With both features having bonus action uses, there is some degree of decision making needed for any given circumstances along with how you've built your character to "slightly curb" the versatility.
Empowered Empathy
So part of the reason for this feature operating the way it does is the nature of the two Empathy powers, one of which is available in the form of the Empathic Transfer talent. I'll expand on it later but in essence, the "hit points restored or lost" factor into it, temporary hit points factor in mainly when using the Unwavering modifier (still considering other temporary hit point options but don't want to step too much on the Enhancement discipline's toes), and damage for the base power Empathic Projection. The other part is that both powers allow one to deal multiple hits, which can perhaps get out of hand depending on the target. Ultimately, with so many ways the Intelligence modifier can be applied to each of these so many times, cutting it in half seemed sensible to rein all of that in.
Ardent Outburst
This feature is similar to the Enchantment Wizard's Split Enchantment in a lot of ways. Both are in a way "free", with the empath being able to use Psionic Mastery on the powers or spells. For powers in particular, you have to spend at least one psi point on a modifier in order to be able to clone it, so only at 11th level are you able to do so for free. Overall though, Wizard's have a much greater number of potent Enchantment spells they can clone. It's not until you take the Heightened Emotions feature to where an empath's spell options increase some but still not much in comparison I'd think. And since the feature uses psionic mastery points, that cuts a little into certain other uses one might have for the psionic powers, like using them as bonus actions with Schism, etc.
Aura of Passion
The capstone, which I feel is much better than earlier iterations, allows you to bypass the necessity to use an Empathy power on multiple creatures to bond to them. At first I allowed creatures to automatically gain the emotions in the Embodied Emotions feature but I figured needing a bonus action still to apply it to creatures within the aura served better for maintaining the multiple bonus action choices. And similar to Empathic Bond, I added more benefits to having those given psionic talents. The second is largely straightforward I think but the first option for Empathy can be built to be comparable to the Peace Cleric's ability to distribute damage throughout the party.
Empathic Sense
So I wanted some semblance of the Fairy's Heart Sight or the UA Sense Emotions spell mixed with the Friends cantrip. To make it work as a more "active" like effect similar to other discipline's passive features, I modeled it after the Empathic feat's Insight vs Deception check to receive the benefits. Seemed fitting enough though I've been back and forth on whether making the advantage on Charisma checks limited to the next one made within 1 minute or remain the same.
Empathic Projection
Another feature I've been back and forth on, I settled on something akin to the Precognition discipline's dual effect applying to allies or enemies, except more direct. That is the reason for the lower damage die compared to most powers, which might not be noteworthy before 5th level when at least Extra Attack gets introduced for many characters. At higher levels though, especially for the likes of allied fighters or hostile fighters, attacking 4 times (or 8 with Action Surge) can add up to a lot without even having modifiers added. I'd like to think that two hits is the average the majority of the time, effectively putting the damage die at 2d4.
Because of its situational nature though, I added another situational like rider that is kind of decent. I have set it to lasting until the end of the next turn, which is effectively 1 free psi point for the Alluring and Harrowing modifiers but you have to go through the motions to set that up in the first place. Uncertain if its mostly fine by itself or if lasting until the start of your next turn would be better.
As for the modifiers themselves, I think only the Lulling would jump out to people but it's really not that big of a deal compared to Stunning. Especially since it'll basically negate the power's base effects since they can't take actions in which to attack, cast spells, etc. And then it can be removed at the first sign of taking damage or someone using their action to remove it.
Alternate Effects
Some solid options mixed with situational options, having as few as possible with a general emotion-based theme seemed best since there are way too many other emotion-based spells that make sense. That's a large part of the reason for the Heightened Emotions talent's inception.
Empathy Talents
Calming Existence
This was largely made based on certain Monk's subclass features, except it requires actually expending resources for the effect (though it can be cloned with Ardent Outburst).
Distant Bond
Many of the spells available to either psion's picking up the discipline or the subclass with Heightened Emotions already have considerable ranges. And the only abilities/spells that qualify for the prerequisite are the Empathic Bond feature of the subclass and Warding Bond on the Alternate Effects lists. It's biggest benefit is putting aura-based spells on another character, especially one warded up with Sanctuary and/or ones with high chances of succeeding on saving throws for Concentration. There also exists the support/healer option for those using the Empathic Transfer power on allies with being able to use it at a distance, away from the front lines.
Emotive Force (Prerequisite: 5th-level Psion)
So it made all the sense in the world (to me) for 5e to have had something like a cantrip version of Calm Emotions. So that was the main reason for the creation of this talent but that didn't seem like enough. So I sought to expand options of taking the charmed and frightened conditions from others and onto one's self for some solid synergy.
Empathetic Reactivity (Prerequisite: Empathy)
With the number of reaction-based options belonging to the subclass/discipline, this seemed like a decent addition, especially for the Empathy talent that I want to be more "useful" for the Empathy vs Telepathy. It is similar to the Cavalier Fighter's capstone feature but is tied to a d6 class taking on constant damage for others so nowhere near as extreme by itself, especially since its limited to creatures bonded to the psion. Now, combined with the 14th level feature of the subclass, as mentioned before, turns the Empathic Mind into a Peace Cleric though maybe that should be dialed back in some way. It does have an actual resource cost built into it so it still has limitations and doesn't even come into picture until towards the endgame where balance is already kind of wild.
Empathic Combat
The idea of being able to gain some kind of benefit when you're able to detect hostile intents and the like made this feel like a no brainer addition. I didn't think it was too crazy since it does have a chance to fail, requires a bonus action when it does succeed and is limited to a proficiency bonus number of times.
Empathic Healing
If it wasn't obvious, I modeled this after the Dream Druid and Celestial Warlock's features. It involves a small die, is much more limited in how many of these can be expended, specifically requires you to take damage before being used, and is only "usable" on one's self. However, it doesn't require a bonus action as some depictions of the idea of empathic healing involves the pain you take on from others fading automatically after time. So I wanted that to be the big thing that makes it unique and truly helps sets it apart from the aforementioned features with way more setbacks to rein it in.
Empathic Transfer
Notes pertaining to this will go into the power itself.
Empathic Weapon (Prerequisite: Empathic Transfer)
This was mainly an option for those going the route of a gish to increase their damage a bit at the risk of lower chance to hit since you'll be using Strength or Dexterity to determine the hit chance. Each discipline/subclass has something that helps enhance psion's capabilities at melee in some way, so this was Empathy's version of that with a likeness to Magus' and their spellstrike.
Heightened Emotions (Prerequisite: Empathic Mind subclass)
Already mentioned it quite a number of times previously but its the biggest factor in an Empathic Mind being able to be a decent controller while also still have a number of additional support options. These are all the spells that fit what would be an empath with two missing that fit the whole non-damage dealing criteria so I resorted to making some spells to fill those slots. They're functionally from the Mystic class so they're almost kind of certifiable I guess you could say. Also, the reason for the limited number of times they can be used is largely due to Bless honestly. It's a very strong spell through and through so allowing it without limitations on a short rest class is too much of course. There's that and the sheer added versatility of the talent also required some limits to be set forth I felt like.
Poignant Safeguard (Prerequisite: 10th-level Psion)
This is basically the Archfey Warlock's Beguiling Defenses feature, except requiring that you gain a source of advantage on saving throws against charmed and/or frightened in order to upgrade them into immunity.
Spiritual Empathy
This is kind of random but I liked the idea of including something dealing with the spiritual subset of the different types of empathy and this seemed like the best way to do that.
Fusion Talent
Emotion Eater (Prerequisite: Psionic Synthesis, Consumption Discipline, Empathy Discipline)
I'm honestly not sure about either of these psionic synthesis talents. They fit well enough for what I envisioned for them but the balance factor is shaky, especially for this one.
Telempathetic Connection (Prerequisite: Psionic Synthesis, Telepathy Discipline, Empathy Discipline)
At least this talent isn't too bad to me though that might further emphasize how hard it is for me to determine these if this way more powerful than I think. Still though, you're sacrificing an action and likely trading the Telepathic Intrusion base effects (since you don't necessarily want to hurt your allies) for the ability to grant spells to any number of others. It's situational but you can outfit everyone with additional spell options out of combat and change them on the fly in combat if the bond prerequisite is made.
For the last part of the talent, this was my main reason for thinking up something like this as a sort of hivemind of psionics pooling their resources together but ki users didn't seem too far off as well. Of course its too narrowly specific and the chances of having multiple of the same classes in a group probably isn't super likely.
Special Psionic Powers
Empathic Transfer
So this power was made to offer a bit of a gish and/or healer option for those interested and was based off of the 3.5 version of Empathic Transfer (mixed with the Hostile version). The two options are fairly decent when compared to the other disciplines that dabble in the same options based off some numbers I've played around with, especially for the gish option.
With the Empathic Weapon talent combined with a secondary discipline with bonus action options like Enhancement, Precognition and even Projection for Projected Weaponry. Their ability to stack temporary hit points along with the empath ward allows them to be able to take a fair number of hits not unlike a Transcended Mind. In fact, the reason for some of the design behind the power, which is unusual I would think at first sight, was to make it so the Transcended Mind subclass wasn't far better by using the Empathy talents in addition to its own. It would have left the subclass really hurting for talents and wouldn't come online until at least 7th level but still, it would've been quite a bit stronger than an Empathic Mind as a gish rather than being more comparable as they are now with the Transcended Mind being overall more durable still while an Empathic Mind has the advantage of avoiding saving throws to maintain concentration at times.
The healing aspect of the power functions similar to the Invest Life psionic spell but is a less on both the "self-damage" and healing front. By expending 3 psi points on the Relentless, Invigorating and Reverse modifiers, the average healing it could do is 21 versus the Invest Life's 36 by expending the same points, which I believe is fair since you're receiving a version of it earlier.
Psionic Spells
Unsettling Aura
This spell was fully based on one of the abilities of the Mystic's Mantle of Fear discipline with the same name and effect.
Soothing Presence
This spell was largely based on one of the abilities of the Mystic's Mantle of Awe discipline with the same name but slightly different effect. To me, it was like a slightly weaker Mass Healing Word at a lower level so it granting an overall greater amount of temporary hit points to fewer creatures in comparison to healing to more creatures seemed like an decent way to design it.