Empathic Spirit

Sorcerers are already one of the more social full casters, but everything can be pushed to a greater extreme. The empathic spirit's power comes from its emotions, and its emotions have a habit of flowing out into others, letting them feel whatever feelings the sorcerer does. These connections make for a sorcerer more socially capable than any other, but also one excellent at supporting their allies, and at disrupting and debilitating their enemies. Not all sorcerers need to be damage dealers, no matter what all the memes say. Not that there's anything wrong with being a bard who can cast Fireball...

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Empathic Spirit

Rage that spawns passionate flames. Joy that causes flowers to bloom. Grief that chills the air around you. Everyone experiences emotion differently; but none experience it quite like you. Be it the result of fey ancestry or some spiritual experience, your emotions are given form with magic, and are particularly infectious to others.

Bonus Proficiency

Starting at 1st level, you gain proficiency with one of the following skills of your choice: Deception, Insight, Intimidation, Performance, or Persuasion.

Passionate Casting

Starting at 1st level, your emotions begin to manifest themselves as powerful magic. You learn additional spells when you reach certain levels in this class, as shown on the Empathic Spells table. The spell counts as a sorcerer spell for you, but doesn’t count against the number of sorcerer spells you know. These spells can’t be replaced when you gain a level in this class.

Passionate Casting Table

Sorcerer Level Spells

1st cause fear, heroism, vicious mockery

3rd calm emotions, enthrall

5th enemies abound, fear

7th compulsion, confusion

9th geas, modify memories

Sensational Savant

You have a presence of character that can affect those around you. Once per long rest, you can use your action to add your proficiency bonus to all Charisma ability checks and Wisdom (Insight) checks you make for 1 minute.

Unwavering Soul

When you reach 6th level, choose a condition: charmed or frightened. You have advantage on saving throws against the chosen condition. You gain advantage on saving throws against both conditions at 14th level.

Empathic Link

Beginning at 6th level, you are able to wrack people with overwhelming emotion. As a bonus action, you can pay 2 sorcery points to target a creature within 60 feet of you under the effect of an enchantment spell or a spell that you have cast which is on the Passionate Casting Table. The creature must roll a Charisma saving throw against your sorcerer spell save DC or be affected by one of the following effects of your choice:

Anger. The creature takes psychic damage equal to your sorcerer level + your Charisma modifier (minimum 1). If this damage would cause that creature to make a saving throw as a result of it, the creature rolls the saving throw with disadvantage.

Joy. The creature is charmed by a humanoid of your choice for 1 minute. Taking damage allows the creature to repeat the saving throw, ending the effect on a success.

Melancholy. The creature’s movement is halved and it cannot take reactions for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Heart Sight

At 14th level, you are able to freely detect and feel the emotions of others. You gain the following benefits:

  • You are aware of the emotional state of all creatures you can see within 30 feet of you. If a creature that is hidden or invisible is within range, you can use your bonus action to reveal their position. If there are multiple hidden or invisible creatures within range, the location of one is randomly revealed.

  • As an action, you can touch a humanoid and attempt to peer deeper into it’s soul. The target rolls a Charisma saving throw against your spell save DC. If they fail the save, you become aware of their alignment and disposition towards you or one creature of your choice, which you must picture in your mind while taking this action. If they succeed the saving throw, they are immune to this feature for 24 hours.

The Heart Grows Fonder

At 18th level, you are able to connect with the soul of those you love. Choose a number of willing creatures equal to your Charisma modifier (minimum of 1) (no action required). These creatures are bonded to you. While you are bonded to at least one creature, you gain the following effects:

  • While on the same plane and not obscured by abjuration magic, you are able to tell the location and emotional state of these creatures. The creature senses your presence when you use this effect.

  • You can spend 2 sorcery points as an action to cast heroism and sanctuary targeting a bonded creature you can see. When you cast these spells in this way, they do not require concentration.

  • When a bonded creature that you can see fails a saving throw against being charmed or frightened, you can use your reaction to have them reroll the saving throw with advantage.

A bonded creature can choose to sever the bond (no action required).

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Fiendish Chains