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SonsOfSauron
2015-05-19, 08:59 AM
The Empath Don't mind the filler bits for now (- w-)
fluffy bit

The Power of Emotions
Though every creature has emotions, few are as attuned to their subtle rhythm as the empath. Empaths come in all shapes and sizes, but all are capable of utilizing emotions as a source of power. Empaths can perceive the emotional state of other creatures through their aura, and are able to manifest their own emotions as a particularly potent aura. This manifestation of emotional aura enables them to affect the world around them, manipulating the emotional state of other creatures, as well as creating phsyical manifestations of their emotions.



Level
Proficiency Bonus
Aura Points
Features


1st
+2

Aurasense (30 ft.), Force of Will


2nd
+2
2
Aura Points, Manifest (Lesser)


3rd
+2
3
Empathic Tradition


4th
+2
3
Ability Score Improvement


5th
+3
4
Extra Attack


6th
+3
4
Empathic Tradition Feature


7th
+3
5
Empathy, Additional Emotion


8th
+3
5
Ability Score Improvement


9th
+4
6
Manifest (Greater)


10th
+4
6
Empathic Tradition Feature


11th
+4
7
Effortless Perception


12th
+4
7
Ability Score Improvement


13th
+5
8
Accute Aurasense


14th
+5
8
Empathic Tradition Feature


15th
+5
9
Aurasense (60 ft.), Additional Emotion


16th
+5
9
Ability Score Improvement


17th
+6
10
Manifest (Superior)


18th
+6
10
Focused Manifestation


19th
+6
12
Ability Score Improvement


20th
+6
12
Wellspring of Emotion



Adventurers at Heart
Those that learn to sense the auras of other creatures tend to do so under extraordinary circumstances. Few creatures that discover this ability live mundane lives, and as such most empaths are adventurers. Whether an empath wanders for glory, to combat evil, or to simply control the wills of others is known only to them, and perhaps a few close allies.

Empaths are first and foremost warriors of emotions. They can either be a friend for life, or the most bitter and ruthless of foes – in either case, the empath’s emotional bond to another creature is incredibly strong once forged.

Creating an Empath
The most important consideration of an empath is their outlook on the world around them, colored by the lens of their emotions. Empaths tend to focus on a specifc emotion that they manifest – what draws you to this emotion? Is there a past trauma that releases this emotion with little effort? Is there a visceral joy in manifesting your emotions, and to see them in other creatures? Or is your emotional outlook pragmatic in nature, where you view your emotional state as one of many tools at your disposal?

No two empaths are alike, as an empath’s power comes from their very personality and soul. As such, a creature of any temperment can call itself an empath, from the just and orderly to the depraved and sadistic. However, all empaths tend to be adventurous, aggressive, and willing to take risks, due to the volatile nature of manipulating their emotional state.

Quick Build
You can make an empath quickly by following these suggestions. First, Charisma should be your highest score, as it is the source of your emotional strength. You should focus on Constitution next, as you must maintain concentration to manifest any emotions. Your next-highest stat should either be Strength or Dexterity; Ardents and Warminds can wield heavy armor, while a Beguiler might prefer to stay out of the thick of things. Next, consider a background that really ties into your emotional core, such as Charlatan, Soldier, or Urchin.

Class Features
Hit Points
Hit Dice: 1d8 per Empath level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 6) + your Constitution modifier per empath level after 1st

Proficiencies
Armor: Light armor, medium armor, shields
Weapons: Simple weapons
Tools: none

Saving Throws: Wisdom, Charisma
Skills: Choose two from Animal Handling, Deception, History, Insight, Intimidation, Perception, Persuasion

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

• (a) scale mail or (b) a leather armor
• (a) a light crossbow and 20 bolts or (b) any simple weapon
• Any simple weapon
• (a) a diplomat’s pack, (b) an entertainer’s pack, or (c) an explorer’s pack
• A shield


Aurasense
The emotions of creatures can be difficult to read, but as an empath you are suconsciously aware of these subtleties. You have advantage on Wisdom (Insight) checks to discern a creature’s intentions while they are within 30 feet of you.

Additionally, you have discovered a way to perceive a creature’s emotional state directly. As an action, you can actively perceive the auras of other creatures within 30 feet of you until the start of your next turn. A creature’s aura appears as a halo of light, which changes color depending on their emotional state. While you can perceive this aura, you have advantage on Wisdom (Perception) checks to detect hidden creatures within range.

At 15th level, your aurasense can perceive emotions out to 60 feet.

You can use this feature a number of times equal to 1 + your Charisma modifier (minimum once). When you finish a long rest, you regain all expended uses.

Force of Will
Your mind and your persona are hard to influence and nearly impossible to control. You have advantage on saving throws against being charmed or frightened.

Aura Points
Starting at 2nd level, you have developed a measure of control over your own emotional state, allowing you to manifest a particularly potent aura. The energy and concentration required to manifest these auras is represented by a number of aura points. Your empath level determines the number of of points you have, as shown in the Aura Points column of the Empath table.

As an action, you can spend a number of aura points to manifest a particular emotion for as long as you maintain concentration, up to 1 minute (as if concentrating on a spell). This manifestation grants you a magical benefit. When you spend an aura point, it is unavailable until
you finish a short or long rest, at the end of which you draw all of your expended aura points. You must spend at least 30 minutes of the rest meditating to regain your aura points.

Some of your manifestation features require your target to make a saving throw to resist the feature’s effects. The saving throw is calculated as follows:

Manifest save DC = 8 + your proficiency bonus + your Charisma modifier

Manifest
As an empath, you have a mastery of emotions. Choose two of following the aura options, detailed at the end of this section. You gain an additional aura option at 7th level and again at 15th level.



Aura Color
Lesser Emotion
Greater Emotion
Superior Emotion


Pink
Distraction
Surprise
Amazement


Red
Annoyance
Anger
Rage


Orange
Interest
Anticipation
Vigilance


Yellow
Serenity
Joy
Ecstacy


Green
Apprehension
Fear
Terror


Blue
Pensiveness
Sadness
Grief


Indigo
Acceptance
Trust
Admiration


Violet
Boredom
Disgust
Loathing



Initially, you can only manifest a lesser emotion, expending 1 aura point. Beginning at 9th level, you can expend 3 aura points to manifest a greater emotion. At 17th level, you can expend 5 aura points to manifest a superior emotion.

Empathic Tradition
Empathic traditions are as varied as the emotions of the creatures they learn to observe. Three traditions in particular draw empaths into their fold more regularly than others. These traditions all expand upon the core skill of manifesting emotional auras; thus, an empath need only choose a tradition only upon reaching 3rd level.

Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Extra Attack
Starting at 5th level, whenever you take the attack action on your turn, you can make one additional attack.

Empathy
By 7th level you are aware of subtle changes in creatures’ emotions even without the perception of your aurasense, and are able to interact with others more easily. You can add half your proficiency bonus (rounded up) to any Wisdom or Charisma check that doesn’t already use your proficiency bonus.

Effortless Perception
Beginning at 11th level, you can use your Aurasense as a bonus action. Additionally, you regain expended uses of your Aurasense after finishing a short or long rest.

Accute Aurasense
By 13th level, your perception is particularly sensitive to the hostile intentions of others. You can’t be surprised by creatures within range of your aurasense. Additionally, you can take the Dodge action whenever you roll initiative.

Focused Manifestation
Beginning at 18th level, your manifestations are strong enough to be nearly self-sustaining. Your concentration can’t be broken on your manifestations unless you fall unconscious or if you choose to end it.

Wellspring of Emotion
At 20th level, you are able to tap into your emotions even when exhautsed of your power. Whenever you roll initiative and have 0 aura points, you regain 3 aura points.

SonsOfSauron
2015-05-19, 09:00 AM
Empathic Traditions

Ardent
https://40.media.tumblr.com/021e11afbd9a877c746913acb8dc9eb4/tumblr_noqnygN4Kq1rkqhfbo3_400.jpg
The ardent focuses their aura outwards, amplifying the auras of other creatures to drive them to greater feats.

Bonus Proficiencies
You gain proficiency with heavy armor.

Aura Attunement
You are able to manifest your aura in such a way that the auras of other creatures attune to yours. Whenever you manifest a lesser emotion, you can expend any number of additional aura points. For every point expended this way, you can give a willing creature within range of your aurasense the benefits of that manifestation for its duration.

Aura Restoration
Beginning at 6th level, you can impart some of your aura within another creature to heal their wounds. As an action, you can expend any number of aura points to cast the cure wounds spell. Your spellcasting ability for this spell is Charisma, and the level of the spell is equal to the number of aura points expended.

Greater Aura Attunement
By 10th level, you are adept at attuning others to your more potent auras, though the process is quite taxing. Whenever you manifest a greater emotion, you can expend any number of additional aura points. For every three points expended this way, you can give a creature within range of your aurasense the benefits of that manifestation for its duration.

Aura Purification
Beginning at 14th level, you are able to purify a creature’s aura and undo lingering harm upon it. As an action, you can expend 5 aura points to cast the greater restoration spell without material components.

Beguiler
https://40.media.tumblr.com/6e2520af9deaa61350c456eb8d6ed174/tumblr_noqnygN4Kq1rkqhfbo2_400.jpg
The beguiler can manipulate another’s aura with their own, turning foe to friend and controlling others’ emotions.

Spellcasting
When you reach 3rd level, you gain the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the cleric spell list.

Cantrips. You learn three cantrip: friends, vicious mockery, and another cantrip of your choice from the bard spell list. You learn another bard cantrip of your choice at 10th level.

Spell Slots. The Beguiler Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell charm person and have a 1st-level and a 2nd-level spell slot
available, you can cast charm person using either slot.





—Spell Slots—


Empath
Level
Cantrips
Known
Spells
Known
1st
2nd
3rd
4th


3rd
3
3
2





4th
3
4
3





5th
3
4
3





6th
3
4
3





7th
3
5
4
2




8th
3
6
4
2




9th
3
6
4
2




10th
4
7
4
3




11th
4
8
4
3




12th
4
8
4
3




13th
4
9
4
3
2



14th
4
10
4
3
2



15th
4
10
4
3
2



16th
4
11
4
3
3



17th
4
11
4
3
3



18th
4
11
4
3
3



19th
4
12
4
3
3
1


20th
4
13
4
3
3
1



Spells Known of 1st-Level and Higher. You know three 1st-level bard spells of your choice, all of which you must choose from the enchantment or illusion spells on the bard spell list.

The Spells Known column of the Beguiler Spellcasting table shows when you learn more bard spells of 1st level or higher. Each of these spells must be an enchantment or illusion spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

Whenever you gain a level in this class, you can replace one of the bard spells you know with another spell of your choice from the bard spell list. The new spell must be of a level for which you have spell slots, and it must be an enchantment or illusion spell.

Spellcasting Ability. Charisma is your spellcasting ability for your bard spells, since you derive your spellcasting from the manipulation of another’s aura with your own. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a bard spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier

Aura Manipulation
Beginning at 3rd level, you are able to manipulate another’s aura to better suit your needs. You gain proficiency in the Deception, Intimidation, and Persuasion skills. If you are already proficient in any of those skills, you may instead choose another skill from the empath skill list.

Empowered Aurasense
By 6th level, your aurasense is capable of perceiving more than a creature’s emotional state. Whenever you use your aurasense, you can expend two aura points to cast the detect thoughts spell as a bonus action. You can focus your mind on any creature within range of your aurasense.

Pervasive Aura
By 10th level, your aura is pervasive enough to truly rattle your foes. Whenever you deal damage to a creature charmed or frightened by you, the condition does not automatically end on that creature. Instead, the creature may repeat its saving throw, though it does so with disadvantage.

Overpowering Aura
Beginning at 14th level, your ability to manipulate another’s aura is strong enough to overcome even the greatest of mental fortitudes. Whenever you cast an enchantment or illusion spell, you can expend a number of aura points equal to the level of that spell. For the spell’s duration, creatures within range of your aurasense have disadvantage on saving throws against that spell.

Warmind
https://40.media.tumblr.com/c3ae83fe43277ee36845928a4fbb0489/tumblr_noqnygN4Kq1rkqhfbo1_400.jpg
The warmind focuses their aura’s power towards themselves, and their manifestations can create objects for their use.

Bonus Proficiencies
You gain proficiency with heavy armor, martial weapons, and the Intimidation skill. Your proficiency bonus is doubled for any ability check you make that uses this skill.

Fighting Style
Starting at 3rd level when you choose this path, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense
While you are wearing armor, you gain a +1 bonus to AC.

Dueling
When you are wielding a bonded sword in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a bonded sword that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Manifest Weapons
Beginning at 6th level, the emotions you manifest can take a physical form. Whenever you manifest an emotion, you can can conjure a magical weapon within your grasp. You can conjure any weapon with which you are proficient, and each weapon has the following properties.

The weapon is a construct of magical force, the color of which is tied to whichever emotion you use to manifest it.
The weapon remains conjured for the duration of the manifestation.
You can use either Strength or Dexterity when making a melee attack with this weapon if it does not have the heavy property.
If you throw the weapon, you can return it to your grasp using a bonus action.
Other creatures can’t wield the conjured weapon.
Any ammunition needed by a conjured weapon is conjured whenever you make an attack with that weapon.

Manifest Energy
Beginning at 10th level, your manifested weapon can channel magical energy. Whenever you manifest an emotion, you can spend 3 aura points to have your weapon gain the benefit of the elemental weapon spell for the duration of the manifestation, except the additional damage is based on the color of the emotional aura you are manifesting.

Pink. Radiant damage.

Red. Fire damage.

Orange. Acid damage.

Yellow. Lightning damage.

Green. Necrotic damage.

Blue. Cold damage.

Indigo. Force damage.

Violet. Psychic damage.

Quickened Manifestation
By 14th level, your mastery over the manifestation of your aura is clear to see. You can manifest an emotion as a bonus action, but cannot cast any spells associated with that manifestation.

SonsOfSauron
2015-05-19, 09:02 AM
Lesser, Greater, and Superior Emotions

Pink
Distraction. As long as you manifest this emotion, you may take the Help action as a bonus action on your turn, but can only aid a friendly creature in attacking a creature within 5 feet of you.

Surprise. Whenever you manifest this emotion, you cast the blink spell as a bonus action without material components.

Amazement. Whenever you manifest this emotion, you can cast the mislead spell as a bonus action.

Red
Annoyance. As long as you manifest this emotion, your weapon attacks deal an additional 1d4 damage.

Anger. As long as you manifest this emotion, your weapon attacks deal an additional 1d8 damage.

Rage. As long as you manifest this emotion, your weapon attacks deal an additional 2d8 damage.

Orange
Interest. Whenever you manifest this emotion, you can cast the detect magic spell as a bonus action. You maintain concentration on the spell while you maintain concentration on your manifestation.

Anticipation. Whenever you manifest this emotion, you can cast the clairvoyance spell as a bonus action without material components. You maintain concentration on the spell while you maintain concentration on your manifestation.

Vigilance. Whenever you manifest this emotion, you can cast the scrying spell, and maintain concentration on this manifestation for twenty minutes. You maintain concentration on the spell while you maintain concentration on your manifestation.

Yellow
Serenity. Whenever you manifest this emotion, you can cast the sanctuary spell without material components, but you can only target yourself. You maintain concentration on the spell while you maintain concentration on your manifestation.

Joy. Whenever you manifest this emotion, you cast the haste spell as a bonus action without material components, but you can only target yourself. You maintain concentration on this spell while you maintain concentration on your manifestation.

Ecstasy. As long as you manifest this emotion, creatures that look into your eyes find a sense of overwhelming joy. When you manifest this emotion, one creature of your choice within 60 feet of you that you can see must succeed on a Wisdom saving throw, or be affected by one of the following effects for the duration. On each of your turns until the manifestation ends, you can use your action to target another creature, but can't target a creature again if it has succeeded on a saving throw against this manifestation of Ecstasy.

Bliss. The target enters a state of pure bliss, and is incapacitated until it takes damage or until another creature uses its action to shake it out of its stupor.

Friendship. The target is charmed by you until it's dealt damage by you or a creature friendly to you. The target considers you a close friend, and has disadvantage on attacks against your allies.

Green
Apprehension. Whenever a creature starts its turn within 5 feet of you, it must make a Wisdom saving throw or be frightened for 1 round. A creature that succeeds on this saving throw is immune to this manifestation of Apprehension for the remainder of its duration.

Fear. Whenever you manifest this emotion, you cast the fear spell as a bonus action without material components. You maintain concentration on this spell while you maintain concentration on your manifestation.

Terror. Whenever you manifest this emotion, you can cast the greater invisibility spell as a bonus action. You maintain concentration on the spell while you maintain concentration on your manifestation.

Blue
Pensiveness. As long as you manifest this aura, hostile creatures within 10 feet of you treat the area as difficult terrain.

Sadness. Whenever you manifest this emotion you cast the slow spell as a bonus action without material components, centered on you. You are not affected by this spell, and maintain concentration on it while you maintain concentration on your manifestation.

Grief. Whenever you manifest this emotion, you can cast the hold monster spell as a bonus action. You maintain concentration on the spell while you maintain concentration on your manifestation.

Indigo
Acceptance. Whenever you manifest this emotion, you can cast the heroism spell as a bonus action, but must target yourself. You maintain concentration on the spell while you maintain concentration on your manifestation.

Trust. Whenever you manifest this emotion, you can cast the enhance ability spell as a bonus action without material components. You maintain concentration on the spell while you maintain concentration on your manifestation.

Admiration. When you manifest this emotion, choose a number of creatures within range of your aurasense up to your Charisma modifier (minimum 1). Those creatures roll an additional d4 on any attack roll, damage roll, or saving throw, adding it to that roll, for as long as you manifest this emotion.

Violet
Boredom. Whenever you manifest this emotion, you can cast the hex spell. You maintain concentration on the spell while you maintain concentration on your manifestation.

Disgust. Whenever you manifest this emotion, you can cast the bestow curse spell as a bonus action without material components.

Loathing. Whenever you manifest this emotion, you can cast the dominate person spell as a bonus action. You maintain concentration on the spell while you maintain concentration on your manifestation.

SonsOfSauron
2015-05-19, 09:03 AM
Alright, rolling out the first wave of changes, the 1.1 update (which'll be in the 4th post under a spoiler as I continue to make changes).

First, updated class table.



Level
Proficiency Bonus
Aura Points
Features


1st
+2

Aurasense (30 ft.), Force of Will


2nd
+2
2
Aura Points, Manifest (Lesser)


3rd
+2
3
Empathic Tradition


4th
+2
3
Ability Score Improvement


5th
+3
4
Extra Attack


6th
+3
4
Empathic Tradition Feature


7th
+3
5
Empathy, Additional Emotion


8th
+3
5
Ability Score Improvement


9th
+4
6
Manifest (Greater)


10th
+4
6
Empathic Tradition Feature


11th
+4
7
Effortless Perception


12th
+4
7
Ability Score Improvement


13th
+5
8
Accute Aurasense


14th
+5
8
Empathic Tradition Feature


15th
+5
9
Aurasense (60 ft.), Additional Emotion


16th
+5
9
Ability Score Improvement


17th
+6
10
Manifest (Superior)


18th
+6
10
Focused Manifestation


19th
+6
12
Ability Score Improvement


20th
+6
12
Wellspring of Emotion



Updated the superior manifestation, Ecstasy.
Ecstasy. As long as you manifest this emotion, creatures that look into your eyes find a sense of overwhelming joy. When you manifest this emotion, one creature of your choice within 60 feet of you that you can see must succeed on a Wisdom saving throw, or be affected by one of the following effects for the duration. On each of your turns until the manifestation ends, you can use your action to target another creature, but can't target a creature again if it has succeeded on a saving throw against this manifestation of Ecstasy.

Bliss. The target enters a state of pure bliss, and is incapacitated until it takes damage or until another creature uses its action to shake it out of its stupor.

Friendship. The target is charmed by you until it's dealt damage by you or a creature friendly to you. The target considers you a close friend, and has disadvantage on attacks against your allies.


Updates for empathic traditions next, starting with Ardent.
Bonus Proficiencies
You gain proficiency with heavy armor.

Aura Attunement
You are able to manifest your aura in such a way that the auras of other creatures attune to yours. Whenever you manifest a greater emotion, you can expend any number of additional aura points. For every point expended this way, you can give a willing creature within range of your aurasense the benefits of that manifestation for its duration.

Aura Manipulation
Beginning at 3rd level, you are able to manipulate another’s aura to better suit your needs. You gain proficiency in the Deception, Intimidation, and Persuasion skills. If you are already proficient in any of those skills, you may instead choose another skill from the empath skill list.

Pervasive Aura
By 10th level, your aura is pervasive enough to truly rattle your foes. Whenever you deal damage to a creature charmed or frightened by you, the condition does not automatically end on that creature. Instead, the creature may repeat its saving throw, though it does so with disadvantage.


Fighting Style
Starting at 3rd level when you choose this path, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.

Manifest Weapons
Beginning at 6th level, the emotions you manifest can take a physical form. Whenever you manifest an emotion, you can can conjure a magical weapon within your grasp. You can conjure any weapon with which you are proficient, and each weapon has the following abilities.

• The weapon is a construct of magical force, the color of which is tied to whichever emotion you use to manifest it.
• The weapon remains conjured for the duration of the manifestation.
• You can use either Strength or Dexterity when making a melee attack with this weapon.
• If you throw the weapon, you can return it to your grasp using a bonus action.
• Other creatures can’t wield the conjured weapon.
• Any ammunition needed by a conjured weapon is conjured whenever you make an attack with that weapon.

Manifest Energy
Beginning at 10th level, your manifested weapon can channel magical energy. Whenever you manifest an emotion, you can spend 3 aura points to have your weapon gain the benefit of the elemental weapon spell for the duration of the manifestation, except the additional damage is based on the color of the emotional aura you are manifesting.

Pink. Radiant damage.

Red. Fire damage.

Orange. Acid damage.

Yellow. Lightning damage.

Green. Necrotic damage.

Blue. Cold damage.

Indigo. Force damage.

Violet. Psychic damage.

SonsOfSauron
2015-05-19, 09:24 AM
Alright, first draft of the Empath is up! I was initially inspired by 4th Edition's Ardent (if only in flavor if not mechanics, I unfortunately never got to play the class).

The Aura Points are a weird progression considering Ki and Sorcery Points, but I felt that the fewer total points would be easier to balance than a full 2-to-20.

I'm mostly happy with the Ardent and Warmind, and definitely not sure on the Beguiler. I'm also very open to suggestions on how to interpret the manifestations.

I'll be adding in flavor as I hammer it out, I just wanted to focus on mechanics initially.

Thanks for checking the class out, and feel free to leave some feedback! It's much appreciated!

AuraTwilight
2015-05-19, 02:27 PM
This is super cool!

Leuku
2015-05-19, 04:32 PM
This utterly imaginatively wondrous!

Sleek, Flavorful, Niche, Potent, Straightforward, and Versatile!

I'll talk about balance later. I just wanted to note this class' awesomeness.

Flashy
2015-05-20, 10:28 AM
Finally getting around to my first pass response to this class. As ever if I don't mention something assume I liked it.


Empathy
You are aware of subtle changes in creatures’ emotions even without the perception of your aurasense, and are able to interact with others more easily. You can add half your proficiency bonus (rounded up) to any Wisdom or Charisma check that doesn’t already use your proficiency bonus.

I think the Empath gets this maybe a little early? Aurasense is already pretty solid, and together with Empathy it just feels like it's very slightly too much. My instinct would be to rearrange the features so you get Force of Will at first level, Empathy at seventh and Effortless Perception at eleventh. I particularly like empathy at seventh because that's when a champion fighter gets Remarkable Athlete.


Manifest
Starting at 2nd level, you have developed a measure of control over your own emotional state, allowing you to manifest a particularly potent aura.

Going to stick my comments on the aura emotional options here, even though they're listed at the very end.

Add a reiteration that the lesser emotion only costs a single aura point below the manifestation table where it lists the costs for greater and superior emotions. If someone forgets the cost and goes to look it up that's where they're probably going to look.

Ecstasy (superior yellow) is pretty bad. Flying for three people for a minute is useful, but it's not worth half your available class resources. Give it a duration exception like Vigilance (superior orange).

Apprehension (lesser green) on the other hand is quite strong. Save against frightened for any enemy who starts their turn adjacent to you for a minute is powerful, especially on a melee focused character. Add a rider that once an enemy makes the save they are immune to the effect for the rest of the manifestation and I think that's about right for what's essentially a first level spell. It's marginally more bookkeeping for the DM, but eh.

Greater Invisibility doesn't seem quite right for the flavor of Terror (superior green), Dream seems like a more appropriate spell to me. This is totally down to personal taste though.


Extra Attack

I don't know if this is useful feedback or not but it didn't dawn on me that this class is intended as a gish until I got to this feature. It clearly works quite well as a gish, but for some reason it didn't read as one until I saw the extra attack. It'll probably be clearer when the class has written fluff.


Focused Manifestation
Beginning at 18th level, your manifestations are strong enough to be nearly self-sustaining. Your concentration can’t be broken on your manifestations unless you fall unconscious or if you choose to end it.

At first glance I was dubious about this, but at the end of the day it's basically just a mildly better version of the war caster ability. As an 18th level feature it's not at all unreasonable.

Archetypes!
Ardent mostly has one trick and does it well. My only question would be whether buffs given to party members with Aura Attunement share the empath's concentration or whether each creature uses their own.

I worry that this Archetype doesn't have much to do on a per round basis. Beguiler gets spells/cantrips and Warmind gets a fighting style, but Ardent doesn't have a similar ability. All it can do is slash fitfully at enemies with a simple weapon twice a round and apply buffs to allies at the same rate it applies buffs to itself. It's useful, but dull over an extended period. Give it Spare the Dying and Magic Stone or some other combination of fun at will abilities and it's more in line with the other options.

Also, as written you can use Aura Attunement to apply Apprehension to a creature in the middle of an enemy formation for the Charlie Chaplin approach to crowd control. Don't know if that's intentional or not. If your answer to my above question was that the creature uses their own concentration this isn't actually a thing.
Aura Manipulation is needlessly complex. The Manipulation Expertise option is clearly there in case you want a chance at a DC that would otherwise be unreachable, but those are pretty uncommon. It just adds an unnecessary amount of fiddly calculation to an otherwise fine ability.

Pervasive Aura makes Charm Person overwhelmingly good, and appears to affect no other spell. Charm Person was the only spell on the list I could find that automatically ended the charm on an attack, and without that rider Charm Person becomes a powerful save or suck spell. Did you intend that the creature would make a save instead of the effect just ending? That's much more reasonable, but should be clarified. It's in this sort of odd balance situation where one option is probably too powerful and the other is probably too weak.
Any particular reason you didn't want archer Warminds to be a thing? It's not a flaw or anything, I'm just curious.

I'd tweak Manifest Energy so that everything except force, radiant and maybe necrotic use a d6 instead of a d4. By the time you're 10th level everything in the universe has resistance to the elemental damage types, which makes the ability pretty anemic. I'd also slightly reduce the aura point cost. Four seems a bit high for what's pretty much a worse version of a third level spell.

Summary!
It's a lovely class. The auras are fun and flavorful, the archetypes are well differentiated and apart from some tweaking the whole thing seems solidly balanced. I really love the general empathic concept, and look forward to the actual class fluff.

SonsOfSauron
2015-05-20, 11:13 AM
Finally getting around to my first pass response to this class. As ever if I don't mention something assume I liked it.
Thanks for the feedback, Flashy! Always appreciated :^)


I think the Empath gets this maybe a little early? Aurasense is already pretty solid, and together with Empathy it just feels like it's very slightly too much. My instinct would be to rearrange the features so you get Force of Will at first level, Empathy at seventh and Effortless Perception at eleventh. I particularly like empathy at seventh because that's when a champion fighter gets Remarkable Athlete.
Mm, good point. I too like the symmetry regarding Empathy/Remarkable Athlete.


Going to stick my comments on the aura emotional options here, even though they're listed at the very end.

Add a reiteration that the lesser emotion only costs a single aura point below the manifestation table where it lists the costs for greater and superior emotions. If someone forgets the cost and goes to look it up that's where they're probably going to look.
Solid point, will make that addition.


Ecstasy (superior yellow) is pretty bad. Flying for three people for a minute is useful, but it's not worth half your available class resources. Give it a duration exception like Vigilance (superior orange).
Yeah tbh... to be honest... tbh be honest... I was incredibly lacking in inspiration for this ability. Increasing duration seems like a good idea, and possibly affecting more creatures (instead of it just being a 5th-level spell).


Apprehension (lesser green) on the other hand is quite strong. Save against frightened for any enemy who starts their turn adjacent to you for a minute is powerful, especially on a melee focused character. Add a rider that once an enemy makes the save they are immune to the effect for the rest of the manifestation and I think that's about right for what's essentially a first level spell. It's marginally more bookkeeping for the DM, but eh.
I actually intended to add a 24 hour rider, but forgot to actually write it down. immunity for the manifestation could work too.


Greater Invisibility doesn't seem quite right for the flavor of Terror (superior green), Dream seems like a more appropriate spell to me. This is totally down to personal taste though.
Mm, I thought about Dream initially. My problem was that Dream doesn't really work in short bursts, and it requires a long time to really be effective I think (more than just say 10 minutes). Definitely something to consider, though.

And with Greater invisibility, I guess the intended flavor was fear of the unknown or smth.


I don't know if this is useful feedback or not but it didn't dawn on me that this class is intended as a gish until I got to this feature. It clearly works quite well as a gish, but for some reason it didn't read as one until I saw the extra attack. It'll probably be clearer when the class has written fluff.



At first glance I was dubious about this, but at the end of the day it's basically just a mildly better version of the war caster ability. As an 18th level feature it's not at all unreasonable.
Mainly inspired by the School of Conjuration's 10th-level ability. I mixed in some Persistent Rage as well, and figured that would make a fine 18th-level ability.


Ardent mostly has one trick and does it well. My only question would be whether buffs given to party members with Aura Attunement share the empath's concentration or whether each creature uses their own.

I worry that this Archetype doesn't have much to do on a per round basis. Beguiler gets spells/cantrips and Warmind gets a fighting style, but Ardent doesn't have a similar ability. All it can do is slash fitfully at enemies with a simple weapon twice a round and apply buffs to allies at the same rate it applies buffs to itself. It's useful, but dull over an extended period. Give it Spare the Dying and Magic Stone or some other combination of fun at will abilities and it's more in line with the other options.

Also, as written you can use Aura Attunement to apply Apprehension to a creature in the middle of an enemy formation for the Charlie Chaplin approach to crowd control. Don't know if that's intentional or not. If your answer to my above question was that the creature uses their own concentration this isn't actually a thing.
The design intent was that the Ardent would be the one to maintain concentration, which would give the ability to other characters. Doesn't undermine any of their concentration actions, and lets the Ardent work from afar more easily.

You make a good point on the lack of things to do. Giving them access to martial weapons would at least let them have a bit more versatility in how they impotently swing their weapon around ;D


Aura Manipulation is needlessly complex. The Manipulation Expertise option is clearly there in case you want a chance at a DC that would otherwise be unreachable, but those are pretty uncommon. It just adds an unnecessary amount of fiddly calculation to an otherwise fine ability.

Pervasive Aura makes Charm Person overwhelmingly good, and appears to affect no other spell. Charm Person was the only spell on the list I could find that automatically ended the charm on an attack, and without that rider Charm Person becomes a powerful save or suck spell. Did you intend that the creature would make a save instead of the effect just ending? That's much more reasonable, but should be clarified. It's in this sort of odd balance situation where one option is probably too powerful and the other is probably too weak.
Mm. I kind of wanted to introduce more of a use for the aura points into the archetype features, but this is a fair point re:Aura Manipulation.

Hm, for some reason I thought that spells with the frightened condition ended on damage. Might just be Turn effects I was thinking. Adding a "you get a save if you're damaged" clause would be solid, yeah.


Any particular reason you didn't want archer Warminds to be a thing? It's not a flaw or anything, I'm just curious.

I'd tweak Manifest Energy so that everything except force, radiant and maybe necrotic use a d6 instead of a d4. By the time you're 10th level everything in the universe has resistance to the elemental damage types, which makes the ability pretty anemic. I'd also slightly reduce the aura point cost. Four seems a bit high for what's pretty much a worse version of a third level spell.
Re:Archer Warminds. It wasn't something I wanted to invalidate per se, but I wasn't sure if I wanted to have a specific aura manifest a bow while others didn't. Adding an Archery style would be solid I think though. Maybe Manifest Weapons could instead just make whatever you're holding magical, so you can get the advantage of any gear you already have. Or do both, if you so choose.

Manifest Energy being cheaper is probably fine, 3 probably being the right spot for it. And I'd rather just make everything the same damage value (considering axing poison because it's such a common immunity, probably use necrotic instead). I also wanted the stronger Manifestations to have weaker elemental damage applied to them; you don't want Anger dealing force damage, for instance.


It's a lovely class. The auras are fun and flavorful, the archetypes are well differentiated and apart from some tweaking the whole thing seems solidly balanced. I really love the general empathic concept, and look forward to the actual class fluff.
Thank you! The fluff is still something I'm working on in my head, but I'll get something up in the next few days.

Flashy
2015-05-20, 02:33 PM
Yeah tbh... to be honest... tbh be honest... I was incredibly lacking in inspiration for this ability. Increasing duration seems like a good idea, and possibly affecting more creatures (instead of it just being a 5th-level spell).
What about a sort of enchanter's eyebite? On each of your turns until the aura ends you may target a creature within range. The creature must succeed on a wisdom saving throw or be charmed by you for the duration. You cannot target a creature again if it has already succeeded on a saving throw against this iteration of Ecstasy.


I actually intended to add a 24 hour rider, but forgot to actually write it down. immunity for the manifestation could work too.
My thinking with immunity for the manifestation was that it's functionally identical to recasting a spell, which works with everything else. Both are valid options though.


Mm, I thought about Dream initially. My problem was that Dream doesn't really work in short bursts, and it requires a long time to really be effective I think (more than just say 10 minutes). Definitely something to consider, though. Yeah, this is tough. All the suggestions I can think of have an annoyingly long casting time.


The design intent was that the Ardent would be the one to maintain concentration, which would give the ability to other characters. Doesn't undermine any of their concentration actions, and lets the Ardent work from afar more easily.
I expressed this poorly before, but how do you feel about the fact that the current wording allows you to use that ability to apply Apprehension to an enemy, subjecting any other enemies (and also allies, but that's beside the point) standing next to it to fear effects?


Manifest Energy being cheaper is probably fine, 3 probably being the right spot for it. And I'd rather just make everything the same damage value (considering axing poison because it's such a common immunity, probably use necrotic instead). I also wanted the stronger Manifestations to have weaker elemental damage applied to them; you don't want Anger dealing force damage, for instance. Fair enough really. At a cost of 3 it seems correct, especially with the mitigation you pointed out on the typing.

SonsOfSauron
2015-05-20, 03:04 PM
What about a sort of enchanter's eyebite? On each of your turns until the aura ends you may target a creature within range. The creature must succeed on a wisdom saving throw or be charmed by you for the duration. You cannot target a creature again if it has already succeeded on a saving throw against this iteration of Ecstasy.
That is a very cool solution! Something like this, perhaps.

As long as you manifest this emotion, creatures that look into your eyes find a sense of overwhelming joy. When you manifest this emotion, one creature of your choice within 60 feet of you that you can see must succeed on a Wisdom saving throw, or be affected by one of the following effects for the duration. On each of your turns until the manifestation ends, you can use your action to target another creature but can't target a creature again if it has succeeded on a saving throw against this manifestation of Ecstasy.

Bliss. The target enters a state of pure bliss, and is incapacitated until it takes damage or until another creature uses its action to shake it out of its stupor.

Friendship The target is charmed by you until it's dealt damage by you or a creature friendly to you. The target considers you a close friend, and has disadvantage on attacks against your allies.



I expressed this poorly before, but how do you feel about the fact that the current wording allows you to use that ability to apply Apprehension to an enemy, subjecting any other enemies (and also allies, but that's beside the point) standing next to it to fear effects?
I... hadn't intended for the ardent to affect enemies, but that's hilarious tbh. I think I'll add a note that you can only choose to affect willing creatures; I'd add a "unwilling creatures can save" clause but I don't want the ardent to step on the beguiler's toes.


Fair enough really. At a cost of 3 it seems correct, especially with the mitigation you pointed out on the typing.
The current iteration I have basically grants you the effect of the elemental weapon spell, but the damage type is tied to the emotion.

Flashy
2015-05-20, 03:17 PM
I quite like those two options for Ecstasy, and with the full benefit of the elemental weapon spell (the +1 weapon part) I have no qualms about that Warmind ability.

SonsOfSauron
2015-05-20, 04:57 PM
Alright, rolling out the first wave of changes, the 1.1 update (which'll be in the 4th post under a spoiler as I continue to make changes).

First, updated class table.



Level
Proficiency Bonus
Aura Points
Features


1st
+2

Aurasense (30 ft.), Force of Will


2nd
+2
2
Aura Points, Manifest (Lesser)


3rd
+2
3
Empathic Tradition


4th
+2
3
Ability Score Improvement


5th
+3
4
Extra Attack


6th
+3
4
Empathic Tradition Feature


7th
+3
5
Empathy, Additional Emotion


8th
+3
5
Ability Score Improvement


9th
+4
6
Manifest (Greater)


10th
+4
6
Empathic Tradition Feature


11th
+4
7
Effortless Perception


12th
+4
7
Ability Score Improvement


13th
+5
8
Accute Aurasense


14th
+5
8
Empathic Tradition Feature


15th
+5
9
Aurasense (60 ft.), Additional Emotion


16th
+5
9
Ability Score Improvement


17th
+6
10
Manifest (Superior)


18th
+6
10
Focused Manifestation


19th
+6
12
Ability Score Improvement


20th
+6
12
Wellspring of Emotion



Updated the superior manifestation, Ecstasy.
Ecstasy. As long as you manifest this emotion, creatures that look into your eyes find a sense of overwhelming joy. When you manifest this emotion, one creature of your choice within 60 feet of you that you can see must succeed on a Wisdom saving throw, or be affected by one of the following effects for the duration. On each of your turns until the manifestation ends, you can use your action to target another creature, but can't target a creature again if it has succeeded on a saving throw against this manifestation of Ecstasy.

Bliss. The target enters a state of pure bliss, and is incapacitated until it takes damage or until another creature uses its action to shake it out of its stupor.

Friendship. The target is charmed by you until it's dealt damage by you or a creature friendly to you. The target considers you a close friend, and has disadvantage on attacks against your allies.


Updates for empathic traditions next, starting with Ardent.
Bonus Proficiencies
You gain proficiency with heavy armor.

Aura Attunement
You are able to manifest your aura in such a way that the auras of other creatures attune to yours. Whenever you manifest a greater emotion, you can expend any number of additional aura points. For every point expended this way, you can give a willing creature within range of your aurasense the benefits of that manifestation for its duration.

Aura Manipulation
Beginning at 3rd level, you are able to manipulate another’s aura to better suit your needs. You gain proficiency in the Deception, Intimidation, and Persuasion skills. If you are already proficient in any of those skills, you may instead choose another skill from the empath skill list.

Pervasive Aura
By 10th level, your aura is pervasive enough to truly rattle your foes. Whenever you deal damage to a creature charmed or frightened by you, the condition does not automatically end on that creature. Instead, the creature may repeat its saving throw, though it does so with disadvantage.


Fighting Style
Starting at 3rd level when you choose this path, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.

Manifest Weapons
Beginning at 6th level, the emotions you manifest can take a physical form. Whenever you manifest an emotion, you can can conjure a magical weapon within your grasp. You can conjure any weapon with which you are proficient, and each weapon has the following abilities.

• The weapon is a construct of magical force, the color of which is tied to whichever emotion you use to manifest it.
• The weapon remains conjured for the duration of the manifestation.
• You can use either Strength or Dexterity when making a melee attack with this weapon.
• If you throw the weapon, you can return it to your grasp using a bonus action.
• Other creatures can’t wield the conjured weapon.
• Any ammunition needed by a conjured weapon is conjured whenever you make an attack with that weapon.

Manifest Energy
Beginning at 10th level, your manifested weapon can channel magical energy. Whenever you manifest an emotion, you can spend 3 aura points to have your weapon gain the benefit of the elemental weapon spell for the duration of the manifestation, except the additional damage is based on the color of the emotional aura you are manifesting.

Pink. Radiant damage.

Red. Fire damage.

Orange. Acid damage.

Yellow. Lightning damage.

Green. Necrotic damage.

Blue. Cold damage.

Indigo. Force damage.

Violet. Psychic damage.

SonsOfSauron
2015-05-22, 02:17 AM
Updated with 1.1 changes, also added some fluff.

Looking at Aura of Restoration, you can get way more efficient healing by spending 1 aura point at a time, which wasn't exactly the intent. i think something like this would make more sense.
Aura Restoration
Beginning at 6th level, you can impart some of your aura within another creature to heal their wounds. As an action, you can expend two aura points to cast the aura of vitality spell.

ChocoPuppy
2015-10-31, 01:07 AM
When a warmind empath summons a weapon, can they also summon a shield? If so what happens to the shield in regards to the manifest energy effect? also when summoning are you supposed to be unable to summon two weapons for dual wielding? I'd suggest doing something like a choice of weapons between

A thrown weapon which, if thrown, teleports into your hand at the end of your turn.
Any weapon with the ammunition property, which has unlimited ammunition.
Two light weapons.
A one-handed weapon and a shield.
A two-handed weapon.



So people who throw weapons, dual wield or use a shield don't miss out

And if you do decide to add rules for shields, maybe have manifest energy cause the shields to give you resistance to the specific type