Trefferpunkte
Übungen
Empath
| Stufe | Übungsbonus | Eigenschaften | Talents Known | Augments Known | Psi Points | Psi Limit |
|---|---|---|---|---|---|---|
| 1 | + 2 | Psionics Empathic Mantle | 3 | 5 | 4 | 2 |
| 2 | + 2 | Psionics Empathic Mantle | 3 | 6 | 6 | 2 |
| 3 | + 2 | Psionics Empathic Mantle | 3 | 7 | 16 | 4 |
| 4 | + 2 | Psionics Empathic Mantle | 4 | 8 | 20 | 4 |
| 5 | + 3 | Psionics Empathic Mantle | 4 | 9 | 32 | 6 |
| 6 | + 3 | Psionics Empathic Mantle | 4 | 10 | 38 | 6 |
| 7 | + 3 | Psionics Empathic Mantle | 4 | 11 | 46 | 8 |
| 8 | + 3 | Psionics Empathic Mantle | 4 | 12 | 54 | 8 |
| 9 | + 4 | Psionics Empathic Mantle | 4 | 13 | 72 | 10 |
| 10 | + 4 | Psionics Empathic Mantle | 5 | 14 | 82 | 10 |
| 11 | + 4 | Psionics Empathic Mantle | 5 | 15 | 94 | 10 |
| 12 | + 4 | Psionics Empathic Mantle | 5 | 16 | 94 | 10 |
| 13 | + 5 | Psionics Empathic Mantle | 5 | 17 | 108 | 10 |
| 14 | + 5 | Psionics Empathic Mantle | 5 | 18 | 108 | 10 |
| 15 | + 5 | Psionics Empathic Mantle | 5 | 19 | 124 | 10 |
| 16 | + 5 | Psionics Empathic Mantle | 5 | 20 | 124 | 10 |
| 17 | + 6 | Psionics Empathic Mantle | 5 | 21 | 142 | 10 |
| 18 | + 6 | Psionics Empathic Mantle | 5 | 22 | 152 | 10 |
| 19 | + 6 | Psionics Empathic Mantle | 5 | 23 | 164 | 10 |
| 20 | + 6 | Psionics Empathic Mantle | 5 | 24 | 178 | 10 |
Klasseneigenschaften
Stufe 1
Stufe 10
Stufe 11
Stufe 12
Stufe 13
Stufe 14
Stufe 15
Stufe 16
Stufe 17
Stufe 18
Stufe 19
Stufe 2
Stufe 20
Stufe 3
Stufe 4
Stufe 6
Stufe 8
Übungen
shield
simple
Startausrüstung
Klasseneigenschaften
Psionics (Level 1)
You realize your psionic potential, gaining the use of talents and augments, the rules for which appear in Chapter 4. Psionic powers are magical effects.
Psionic Talents
A psionic talent is a psionic power that is a cantrip spell. You know three psionic talents of your choice from the empath talent list, plus a bonus psionic talent determined by your choice of empathic mantle (see Mantle Powers below). You learn additional empath talents of your choice at higher levels, as shown in the Talents Known column of the Empath table.
Augments
An augment is a psionic power that augments a psionic talent. You must be focusing on an augment's corresponding psionic talent in order to manifest it. You know five 1st-level powers that augment the empath talents you know.
The Augments Known column of the Empath table shows when you learn more augments of your choice. When the table indicates that you learn a new augment, you may only choose a power that augments one of the empath talents you know. Each of these augments must have a minimum power level no greater than half your levels in this class when you learn them (round up).
For instance, when you reach 3rd level in this class, you learn one new psionic power that augments an empath talent you know, and the power can be up to 2nd level.
Additionally, when you gain a level in this class, you can choose to replace one of your existing powers that augments an empath talent you know and replace it with another power that augments any empath talent you know. The new power can have a minimum power level no greater than half your levels in this class when you learn them (round up).
Psi Points
You have an internal reservoir of psionic energy represented by psi points. You must spend psi points from this reserve to manifest a power that augments a psionic talent.
The number of psi points you have is based on your empath level, as shown in the Psi Points column of the Empath table. The number shown for your level is your psi point maximum. When expending psi points to manifest an augment, you cannot reduce your current psi points to below 0. Your psi point total returns to your maximum when you finish a long rest.
Psi Limit
Though you have access to a potent amount of psionic energy, it takes training and practice to channel that energy. There is a limit on the number of psi points you can spend to manifest a power that augments a psionic talent. The limit is based on your empath level, as shown in the Psi Limit column of the Empath table. For example, as a 3rd-level empath, you can spend no more than 4 psi points when manifesting an augment, no matter how many psi points you have.
Psionic Ability
Wisdom is your psionic ability for your empath powers. You use your Wisdom modifier when setting the saving throw DC for a psionic power or when making an attack roll with one.
Power
Power
Empath Talents
Below is a list of psionic talents available to empaths.
Empathic Mantle (Level 1)
At 1st level, you choose an Empathic Mantle from the list of available mantles.
Your choice grants you mantle powers and other features when you choose it at 1st level. It also grants you additional features at 3rd, 6th, and 14th level.
Mantle Powers
Each mantle has a psionic talent and list of augments–mantle powers–that you learn at the empath levels noted in the mantle description. Mantle powers do not count against the number of empath talents or augments you know.
Focused Defense (Level 2)
While you are focusing on a psionic talent and are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Wisdom modifier. You can use a shield and still gain this benefit.
Enlightenment (1/Rest) (Level 2)
Beginning at 2nd level, you can guide another creature through meditation and unlock their full potential. To do so, you and one other creature within 5 feet of you must remain still, without moving or taking any action and concentrate (as though concentrating on a spell) for 1 minute. If both you and the target remain still and concentrate for the full duration, the target may then add double their proficiency bonus to all ability checks with one skill or one tool they are already proficient in, instead of their normal proficiency bonus.
This effect lasts until the creature finishes a short or long rest. You may use this feature once, and must finish a short or long rest before you can do so again.
Beginning at 10th level, you may use this feature twice between rests, and, beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain all expended uses.
Empathic Mantle feature (Level 3)
At 3rd level, you gain another feature from your Empathic Mantle.
Ability Score Improvement (Level 4)
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.
If your DM allows the use of feats, you may instead take a feat.
Proficiency Versatility (Level 4)
4th-level feature (enhances Ability Score Improvement)
When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class).
This change represents one of your skills atrophying as you focus on a different skill.
Empathic Mantle feature (Level 6)
At 6th level, you gain another feature from your Empathic Mantle.
Ability Score Improvement (Level 8)
When you reach 8th 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.
If your DM allows the use of feats, you may instead take a feat.
Proficiency Versatility (Level 8)
8th-level feature (enhances Ability Score Improvement)
When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class).
This change represents one of your skills atrophying as you focus on a different skill.
Enlightenment (2/Rest) (Level 10)
At 10th level, you can use your Enlightment twice between rests.
Sublime Power (Psi Limit Increase of 2) (Level 11)
At 11th level, you gain the ability to glimpse eternity and briefly increase your psi limit. As a bonus action, you increase your psi limit by 2 for the next power you manifest before the end of your next turn. You may use this feature once, and must finish a long rest before you can do so again.
The amount you increase your psi limit by grows when you reach certain levels in this class. When you use this feature, you increase your psi limit by 4 starting at 13th level, by 6 starting at 15th level, and by 8 starting at 17th level.
Beginning at 19th level, you may use this feature twice between long rests. When you finish a long rest, you regain all expended uses.
Ability Score Improvement (Level 12)
When you reach 12th 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.
If your DM allows the use of feats, you may instead take a feat.
Proficiency Versatility (Level 12)
12th-level feature (enhances Ability Score Improvement)
When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class).
This change represents one of your skills atrophying as you focus on a different skill.
Sublime Power (Psi Limit Increase of 4) (Level 13)
At 13th level, you increase your psi limit by 4 when you use Sublime Power.
Empathic Mantle feature (Level 14)
At 14th level, you gain another feature from your Empathic Mantle.
Sublime Power (Psi Limit Increase of 6) (Level 15)
At 15th level, you increase your psi limit by 6 when you use Sublime Power.
Ability Score Improvement (Level 16)
When you reach 16th 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.
If your DM allows the use of feats, you may instead take a feat.
Proficiency Versatility (Level 16)
16th-level feature (enhances Ability Score Improvement)
When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class).
This change represents one of your skills atrophying as you focus on a different skill.
Sublime Power (Psi Limit Increase of 8) (Level 17)
At 17th level, you increase your psi limit by 8 when you use Sublime Power.
Enlightenment (3/Rest) (Level 18)
At 18th level, you can use your Enlightment three times between rests.
Ability Score Improvement (Level 19)
When you reach 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.
If your DM allows the use of feats, you may instead take a feat.
Proficiency Versatility (Level 19)
19th-level feature (enhances Ability Score Improvement)
When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class).
This change represents one of your skills atrophying as you focus on a different skill.
Transcendence (Level 20)
At 20th level, your psionically enhanced understanding of the cosmos allows you to transcend mortal limits. You gain the following benefits:
You gain resistance to bludgeoning, piercing, and slashing damage.
You no longer age and cannot be magically aged.
You are immune to disease, poison damage, and the poisoned condition.
You can add half your proficiency bonus, rounded down, to any saving throw you make that doesn't already include your proficiency bonus.
Multiklassen
Multiklassen-Voraussetzungen
{"wis":13}
Erworbene Übungen
Unterklassen
Unterklassen-Eigenschaften
Mystic
Mystics (Level 1)
A mystic seeks, above all, to guide those around them through life's hardships to better understand themselves and their place in the cosmos. By empathically connecting themselves to their allies, the mystic becomes invaluable to the team, able to coordinate efforts and maintain the team's wellbeing.
| Empath Level | Powers |
|---|---|
1st | |
3rd | |
5th | |
7th | |
9th |
Psychic Counsel
When you choose this mantle at 1st level, you gain the guidance cantrip if you don't already know it. When you cast guidance, you may cast it as a psionic spell, requiring no components. If you cast guidance this way, it is a clairsentience cantrip. Additionally, when you reach 3rd level, you may expend 4 psi points while you are concentrating on guidance to cast augury as an action, requiring no components. When you cast augury this way, it is a clairsentience spell. Wisdom is your spellcasting ability for these spells.
Aura of Awareness (Level 3)
Starting at 3rd level, you project an aura that heightens your allies' awareness of their surroundings. While you aren't {@condition incapacitated}, each ally within 30 feet of you may add their proficiency bonus to initiative checks.
Healing Mantra (Level 6)
Beginning at 6th level, you formulate a restorative mantra that, when spoken, amplifies psionic abilities that heal damage. When you manifest a power that restores hit points to a creature, if you add an optional verbal component to the power, that creature regains additional hit points equal to the power's level.
Aura of Celerity (Level 14)
Starting at 14th level, you project an aura that allows your allies to act on their thoughts with improved alacrity. While you aren't incapacitated, any ally within 30 feet of you can take the Dash action as a bonus action.
Occultist
Occultist (Level 1)
An occultist seeks to part the veils that separate one from hidden knowledge, whether those veils are temporal, physical, or spiritual. An occultist heightens their sensitivity to emotional and psychic impressions left by others, to glean truths and understanding from the world.
| Occultist Level | Powers |
|---|---|
1st | |
3rd | |
5th | |
7th | |
9th |
Occult Knowledge
You have accumulated a mental trove of secrets and hidden knowledge. Starting at 1st level, whenever you roll an Intelligence check to recall any sort of lore (such as that covered by the Arcana, Nature, and Religion skills), treat a roll of 7 or lower on the d20 as an 8.
Psychic Seance (Level 3)
When you reach 3rd level, you learn the thaumaturgy cantrip if you don't already know it. When you cast thaumaturgy, you may cast it as a psionic talent, requiring no components. If you cast thaumaturgy this way, it is a metacreativity cantrip and its duration changes to Focus. While you focus on thaumaturgy you may create one of the spell's effects as an action. You can have three of the spell's 1-minute effects activate at a time.
Additionally, when you reach 3rd level, you may expend 4 psi points while you are focusing on thaumaturgy to cast speak with dead, requiring no components. When you cast speak with dead this way, it is a clairsentience spell. Wisdom is your spellcasting ability for these spells.
Occult Vision (Level 6)
Beginning at 6th level, your clairvoyant senses enhance your vision and understanding. You gain darkvision out to 60 feet, or the range of your existing darkvision extends by 60 feet. Additionally, you gain the ability to read all writing.
Pronounce Omen (Level 14)
Starting at 14th level, you may pronounce a good or ill omen on a creature within 30 feet that you can see and that can hear you. This omen last as long as you concentrate (as though concentrating on a spell) for up to 1 minute.
If you pronounce a good omen, the creature gains immunity to one damage type of your choice while you concentrate.
If you pronounce an ill omen, the creature becomes susceptible to one damage type of your choice. While you concentrate, whenever the creature takes damage of the chosen type, it takes extra damage equal to your Wisdom modifier.
You may use this feature once, and must finish a long rest before you may do so again.
Wilder
Wilder (Level 1)
A wilder is an empath less defined by a personal philosophy and more by the lack of one. If wilders could be said to adhere to any philosophy, however, it would be to live freely in the moment and unshackle one's emotions from outside concerns. A wilder's emotions are so strong and uncontrolled that they seep into the world around them in the form of psionic powers. Often taken to be insane or unbalanced due to their great passions, a wilder's emotions surge and wane, affecting the potency of their psionic abilities.
Wilders find themselves in violent situations more often than other empaths, because they don't hold themselves back and refuse to rein in their more aggressive feelings when their ire is stoked. Whether because they enjoy the exhilarating thrill of it, or because their tempestuous nature drives them to visceral confrontations, wilders can hold their own in a fight.
| Wilder Level | Powers |
|---|---|
1st | |
3rd | |
5th | |
7th | |
9th |
Bonus Proficiencies
When you choose this mantle at 1st level, you gain proficiency in light and medium armor, and one martial melee weapon of your choice.
Wild Surge (Level 3)
Starting at 3rd level, you may unshackle your emotions when you manifest a psionic power. Whenever you manifest a telepathy augment, you may either give yourself advantage on a psionic attack roll against one of the power's targets, or one of the power's targets suffers disadvantage on its saving throws to resist the power. Additionally, if the power deals psychic damage, you deal 1d12 extra psychic damage to one target of the power.
Using your Wild Surge potentially drains your vitality. Each time you use this feature, roll 1d20. If the result of this roll is equal to or lower than the number of psi points you spent to manifest the power you used in conjunction with this feature, you suffer 1 level of exhaustion.
Psychic Fury (Level 6)
Beginning at 6th level, you gain the ability to infuse your weapon attacks with psychic energy. Once on each of your turns when you hit a creature with a weapon, you can deal an extra 1d8 psychic damage to that target. When you reach 14th level, this extra damage increases to 2d8.
Volatile Mind (Level 14)
Starting at 14th level, your surging emotions become difficult for others to affect with magic. Whenever another creature targets you with an enchantment, illusion, or telepathy effect, that creature must succeed on a Wisdom saving throw against your power save DC or it fails to target you successfully, wasting the action it used to attempt to create the effect, but not spending any other resources such as spell slots, psi points, or magic item charges.
In situations where you wish to be targeted by a beneficial effect, you can choose to suspend this ability as a bonus action. It remains inactive for as long as you concentrate (as though concentrating on a spell).