Empath Sorcerous Origin

You have always had a knack for connecting with others in an intimate way. You know how to read their emotions and play upon them, manipulating them in subtle ways. This connection is often extremely potent, allowing you to sense others pain, pleasure, and indignance, as well as sharing your own emotions back with them.

Empath Origin Spells

Sorcerer Level Spells 1st Animal Friendship 3rd Calm Emotions 5th Speak with Plants 7th Phantasmal Killer 9th Geas 11th Modify Memory

Innate Sense

You have a magical sixth sense to read people's moods that gives you additional sway when interacting with them. You have proficiency in Insight and Persuasion checks if you did not have them before. You also know the Viscious Mockery cantrip. It does not count against your known cantrips.

Sympathetic Presence

Starting at 1st level, you can broadcast your emotions through your spellcasting. When you cast a damaging cantrip, you can choose to change the damage type to psychic. After gaining Font of Magic, you can spend sorcery points equal to the level of the spell you're casting to use this ability on higher level spells.

Additionally, you can the spell sanctuary once per day without expending a spell slot.

Intimate Link

Starting at 6th level, as an action, you create an intimate psychic bond with one creature you can see for one minute. If that target is hostile, or resists the connection, they must make a Charisma saving throw against your spell save DC. On a failed save, that creature is psychically tethered to you for the duration. Both creatures are considered bonded. Whenever one bonded creature takes damage or healing, both creatures split that amount between them evenly. This amount is calculated after considering the recipient's resistences and immunities. The creature on the other end of the bond takes any damage regardless of their inherent immunities. This ability can only be used once per short or long rest.

Mental Fortitude

At 11th level, you gain minor resistance to forces trying to invade your mind. You have resistance to psychic damage. Any time a creature tries to sense your presence by magical means or deal psychic damage to you, you are aware of their exact location and identity.













Shift Motive

Beginning at 14th level, as an action, you are able to telepathically express your current plight or conviction with remarkable clarity. A creature that you can see must make a Charisma saving throw or be flooded with imagery and personal knowledge of your choosing. On a failed save, the creature sympathizes with you and, if hostile is no longer hostile and refuses to attack you or allies sharing your cause. A non-hostile creature who fails this save will become an ally to your cause. You may use this feature a number of times equal to your Charisma modifier per day, but never on the same creature twice in a day.





Mind Vault

From 18th level, your mind is impervious to external influence and you have a heightened level of focus. You gain immunity to psychic damage and the charmed condition. You also have advantage saves to maintain concentration for Enchantment spells and enemies have disadvantage on saves against your Enchantment spells.

















Image Credit: Jonathon Earl Bowser