Empowered (5e Class)
From D&D Wiki
- 1 Empowered
- 1.1 Born With a Special Power
- 1.2 Creating an Empowered
- 1.3 Class Features
- 1.4 Ravager
- 1.5 Guardian
- 1.6 Disruptor
- 1.7 Multiclassing
A man walks out of a tavern and is suddenly attacked by a group of assassins. He smirks, having known of their presence all along. The blades strike him and shatter, catching them off guard. He looks up at the group of men and shakes his head, and with a crimson flash in his emerald eyes, he dispatches them one by one until none of them are left. With that, he moves along.
A woman runs towards the village under attack by a red dragon, hoping it's not too late. With the flames roaring, people are fleeing, and a man yelled to her to do the same, but she promises to save the village. Confronted by the beast, she begins to call on what appears to be a spell and summons an enormous spear of ice. Before it can react, the dragon is pierced by the spear and killed, and shards of ice begin to fall from the sky like rain. The village is saved.
Born With a Special Power
Most people can wield a sword or axe. Some can cast powerful spells that can turn the tide of a battle in an instant. Fewer still can do both. But there are a select few born with not only those talents, but with a unique power as well, the Spark. They are known as the Empowered. This trait bestows incredible powers that can crush foes, save allies, or even just make life easier for the wielded. It can appear in anyone, even if neither of their parents possessed the Spark.
Creating an Empowered
If you're going to play an Empowered, think about a few things first. Who were your parents, and did either of them possess the Spark? If so, did they help you train yours or not? And if they didn't, how did they take to you having mysterious powers? Also think about how it has affected your life. Did you tend to avoid people throughout your life in an attempt to hide your powers, or did you want the world to know that you were different, perhaps even superior? Consider what your character has and will do with their gift, or curse, if that's how they see it.
- Quick Build
You can make an Empowered quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Strength or Dexterity. Second, choose the Noble background.
As a Empowered you gain the following class features.
- Hit Points
Armor: Light, medium
Weapons: Simple, martial
Tools: 1 artisan's tool of your choice
Saving Throws: Dexterity, Wisdom
Skills: 3 skills of your choice
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a Martial weapon of your choice or (b) a Martial weapon and a simple weapon
- (a) Leather Armor and a Longbow with 20 arrows or (b) Scale Armor and 3 Daggers
- (a) an Explorer's Pack or (b) 1 artisan's tool of your choice
- If you are using starting wealth, you have 5d4x10 gold pieces in funds.
|1st||+2||The Spark, Strength Reservoirs|
|4th||+2||Ability Score Improvement|
|6th||+3||Ability Score Improvement, Extra Attack|
|7th||+3||Natural Talent, Birthright Feature|
|8th||+3||Ability Score Improvement|
|9th||+4||Strength Reservoirs Increase|
|12th||+4||Ability Score Improvement|
|14th||+5||Ability Score Improvement, Extra Attack|
|16th||+5||Ability Score Improvement, Strength Reservoirs Increase|
|19th||+6||Ability Score Improvement|
The trait that all Empowered share in common, the Spark is a mysterious power that appears at birth. Similar to magic, it manifests itself as whatever the wielder wills it to, so long as it is within their ability to do so. Choose the properties of your Spark. How it appears is entirely up to you. You can use this feature a number of times equal to your Charisma modifier plus your proficiency bonus, and you regain expended uses after a short or long rest.
Your Spark is a fiery red, and incinerates all foolish enough to be caught within. You deal 1d12 fire damage to a creature of your choice within 30ft.
Your Spark is an icy blue, devastating those it touches with frozen fury. You deal 1d10 cold damage to a creature of your choice within 60ft.
Your Spark is of golden glory, annihilating foes with the power of pure lightning. You deal 1d10 lightning damage to a creature of your choice within 120ft.
Your Spark gleams with sacred light, purifying those it touches. You heal 1d12 hit points to a creature of your choice within 60ft.
Your Spark devours light and life alike. You deal 1d8 necrotic damage to a creature of your choice within 30ft and restore the damage dealt.
Your Spark is nearly invisible, but yields to nothing. You deal 1d10 force damage to a creature of your choice within 60ft.
You call upon your reserves of strength in the most desperate of situations. When you reach half or less of your maximum hit points, you restore 1d4+2 plus your proficiency bonus hit points at the start of your turn every turn until you exceed half of your maximum health. This increases to 1d6+3 plus your proficiency bonus plus half your Charisma modifier, rounded down, at 9th level, and 1d8+4 plus your proficiency bonus plus your Charisma modifier at 16th level. Furthermore, when you attempt to use your Spark and have no uses remaining, roll 1d4+1 and regain that many uses. You may only do so once until you complete a long rest.
You've relied on not only your skills, but your senses in battle as well. Starting at 2nd level, whenever you are about to receive damage from an attack or spell, you can use your reaction to sense the attack and avoid it. You can make an attack or use your Spark against the attacker as part of the same reaction if you can see them and they are in range. You can use this feature a number of times equal to your Proficiency bonus, and regain uses after a short or long rest.
At 3rd level, you choose a Birthright. Choose between Ravager, Guardian, and Disruptor, all detailed at the end of the class description. Your choice grants you features at 3rd level, and again at 3rd, 7th, 10th, 15th, and 18th levels.
Ability Score Improvement
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 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.
Wielding the mysterious powers you were born with has become second nature to you. Beginning at 5th level, you gain additional effects based on which Spark you chose. Creatures resistant or immune to the damage and/or status conditions inflicted by your Spark automatically succeed the save and are not affected by its effects. However, they still take the appropriate damage.
You now deal 2d12 fire damage to up to three creatures of your choice within 30ft and each creature must succeed a DC10 plus your Charisma modifier Constitution save or be ignited for 1 minute, taking an additional 1d8 fire damage at the end of their turns. Continuous use stacks the damage and resets the duration.
You now deal 2d10 cold damage to an enemy of your choice within 90ft and they must succeed a DC10 plus your Charisma modifiers Constitution save or have their movement speed reduced by half until the end of their next turn.
You now deal 2d10 lightning damage to up to two enemies of your choice within 120ft. Targets struck must succeed a DC10 plus your Charisma modifier Constitution save or be stunned until the end of their next turn.
You now heal 2d12 hit points to up to two creatures within 60ft, and you remove any negative status affecting the target(s) except for paralyze, petrify, restrained, unconscious, and dead.
You now deal 2d8 necrotic damage to up to two creatures of your choice within 30ft and restore the damage dealt. If you reduce a creature to 0 hit points with this, you restore an additional 1d8 hit points.
You now deal 2d10 force damage to up to three creatures of your choice within 90ft. If you target only one creature with this, you deal an additional 1d10 force damage and the creature must succeed a DC10 plus you Charisma modifier Constitution save or be stunned until the end of their next turn.
When you reach 6th level and you take the Attack action, you may make a second attack as part of the same action. You may make a third attack upon reaching 14th level.
The word prodigy is underselling your incredible potential. When you reach 7th level, you gain proficiency in two skills, expertise in two skills, proficiency in one saving throw, and a feat of your choice. Your critical hit range is also increased by one now, and critical hits do double damage.
Having spent most of your training in deadly combat, you've come to realize the perfect moment to strike is right after a crippling blow. Once you reach 11th level, right after you strike a creature with a damage type it is weak to or a critical hit, you can use your reaction to immediately make the exact same action against it, if you can. If your attack was a Spark, you may use it at the expense of two uses instead of one (for a total of three uses).
You've taken your mastery of your gift even further, granting you the following benefits. Upon reaching 13th level, whenever you take an action with your Spark, you can use your bonus action to do so again. Doing so requires another use. You also gain a second type of Spark of your choice, and are granted the following benefits to the chosen types.
You now deal 5d12 fire damage to up to five creatures within 60ft and impose a DC12 plus your Charisma modifier Constitution save. On a failure, the target is ignited for 1 minute and takes 2d8 fire damage at the end of each of its turns until it succeeds the save or dies. Continuous use stacks the damage and resets the duration.
You now deal 6d10 cold damage to all creatures within a 20ft area with a range of 120ft. Creatures must succeed a DC12 plus your Charisma modifier or have their movement speed speed reduced to 0 for 1 minute.
You now deal 6d10 lightning damage to up to five creatures of your choice that you can see within 200ft. Creatures must succeed a DC12 plus your Charisma modifier Constitution save or be stunned for 1 minute.
You now heal 4d12 to up to three creatures of your choice within 90ft and remove any status conditions excluding restrained, unconscious, and dead. Alternatively, you can deal 4d12 radiant damage to up to four creatures of your choice within 90ft.
You now deal 5d10 necrotic damage to up to three creatures within 60ft and restore the damage dealt. If you reduce an enemy to 0 Hit points with this, you heal an additional 2d10. Alternatively, instead of restoring hit points, you can allow an ally within 60ft to restore the hit points instead.
You now deal 6d12 force damage to up to five enemies within 120ft of you. Creatures must make a DC12 plus your Charisma modifier Constitution save or be restrained by invisible bonds for 1 minute. If you target only one creature with this, you deal an additional 2d12 force damage. Creatures reduced to 0 hit points by this are disintegrated.
This power is yours to bear, and you've nearly mastered it, along with a few other things. When you reach 17th level, you can use your Spark twice as many times before needing to take a short or long rest, and whenever you run out of uses, roll a d6+3 instead. You also gain a +2 bonus to your AC and saving throws, and a +5 bonus to attack and damage rolls. Finally, creatures resistant and immune to damage and/or status conditions inflicted by your Spark no longer automatically succeed saves imposed by it and are susceptible to its effects, and your Spark bypasses resistances and immunities.
You've reached the pinnacle of your Spark's potential, and its powers are unimaginable. Upon reaching 20th level, whenever you make an action with your Spark, you can use it again as a bonus action without expending a use. Additionally, you gain a third type of Spark of your choice, your Spark always deals maximum damage, and you deal double damage when attacking a creature's vulnerability. You also gain additional features depending on what type of Spark you chose.
You now deal 10d12 fire damage to as many creatures as you want within 90ft of you that you can see. Creatures must succeed a DC15 plus your Charisma modifier Constitution save or be ignited for 5d8 fire damage every turn at the end of their turn until they succeed the save or die. Continuous use stacks the damage.
You now deal 9d10 cold damage to all creatures within a 30ft area with a range of 200ft. Creatures must succeed a DC15 plus your Charisma modifier Constitution save or be frozen solid for 1 minute or until they receive at least 40 points of fire or bludgeoning damage. Should a creature have its hit points reduced to 0 while frozen, it is shattered into fine shards of ice. Frozen creatures are treated as petrified and cannot move or take any actions. On a successful save, a creature has its movement reduced to 0 until the end of its next turn.
You now deal 8d10 lightning damage to as many creatures as you want within 300ft. Creatures must succeed a DC15 plus your Charisma modifier Constitution save or be paralyzed for 1 minute. Otherwise, they are stunned until the end of their next turn.
You now heal 6d12 hit points to all creatures within 120ft and remove and status conditions affecting them excluding restrained, unconscious, or dead. Creatures healed restore the maximum amount of hit points possible. Alternatively, you can deal 6d12 radiant damage to as many creatures as you want within 120ft. Creatures must succeed a DC15 plus your Charisma modifier Constitution save or be Blinded for 1 minute.
You now deal 8d10 necrotic damage to any number of creatures you desire within 90ft. You restore the damage dealt, if you reduce an enemy to 0 hit points with this, you heal an additional 4d10 hit points and you heal the maximum amount of hit points possible. Alternatively, instead of restoring hit points, you can allow allies within 90ft to restore the hit points instead, but it cannot be maximized by means of this effect.
You now deal 9d12 force damage to all creatures you choose within 200ft of you. Creatures must succeed a DC15 plus your Charisma modifier Constitution save or be petrified. Otherwise, they are restrained by invisible bonds for 1 minute. They can repeat the save at the start of each of their turns to be free from restraint, and if they succeed a second time, they are free. If you target only one creature with this, you deal an additional 3d12 force damage. Creatures reduced to 0 hit points by this feature are disintegrated, and return an expended Spark use.
Those who walk the path of a Ravager see the Spark as something more. As a raging inferno, longing to be set free, and to wreak havoc and destruction on the battlefield. To control this inferno requires great skill, but the devestation it brings cannot be ignored, and those who call themselves Ravagers will make it known.
Your Spark rages inside of you, and you can feel its power. Upon reaching 3rd level, whenever you use your Spark and roll for damage, you always deal a minimum of half of your Spark's maximum damage.
- Unrivalled Power
Where most attacks falter, yours strike true. Once you reach 7th level, you gain a +2 bonus to attack and damage rolls dealt by all sources, or a +4 bonus if using your Spark. If you deal maximum damage, your attack becomes a critical hit.
- Predatory Instincts
Those who see you in battle marvel at your awesome might. At 10th level, whenever you use your Spark and deal damage, you can roll an additional amount of dice equal to half of your Charisma modifier, rounded down. You add additional dice equal to your Charisma modifier instead if the creature you're targeting has no other creatures within 15ft of it (e.g. if you target 3 creatures and two are adjacent to each other, but one is 30ft away, you only get the full bonus for the isolated creature, not all 3).
- Fury Unleashed
You've sacrificed your body and become one with the Spark, but in return have obtained power beyond imagination, at a great cost. Beginning at 15th level, you now deal 1d12 of the damage type of your Spark whenever you make any type of attack against a creature, or 2d12 if using your Spark. You also deal an additional 1d12 damage to creatures below half of their hit point maximum, and whenever you reduce a creature to 0 hit points they are killed instantly. Lastly, if you are reduced to 0 hit points, you are killed instantly, your soul is destroyed, and you are reduced to mere ash, having been consumed by the very power you chose to wield.
- Raging Inferno
No longer a Spark but rather an inferno, all caught in your wake are certain to perish. Upon reaching 18th level, your Spark's range is doubled, and you deal an additional 2d12 damage when using your Spark. Additionally, whenever you are hit by the same damage type as your Spark, you restore hit points instead of losing them. Finally, if a creature(s) is within 30ft of a creature that takes damage from your Spark, they take half of that damage, including creatures that are not hostile towards you. For every creature that takes damage this way, you restore hit points equal to your Charisma modifier plus your proficiency bonus.
Seeing the Spark as something more than a means of destruction, those who don the title of Guardian are dedicated to utilizing their gift to protect their comrades while still maintaining a presence on the battlefield.
- Body and Mind
Being a Guardian requires absolute dedication, but you've prepared both body and mind for it. Starting at 3rd level, whenever you or an ally within 30ft is subjected to a saving throw to avoid damage or a status condition, you can choose to have or give advantage on it, but not both, and can target multiple people at once, if you have enough uses remaining for them. You can do this a number of times equal to your Charisma modifier, and regain uses after a long rest. Additionally, if you would take damage from it, you now take no damage on a successful save, and only half on a failed save. You also gain proficiency in heavy armor and shields.
- Spark Shaping
You've begun to better understand the Spark, and in turn can use it for the wellfare of your allies. Beginning at 7th level, you can create a barrier out of your Spark's energy to protect yourself and creatures that are not hostile within it. The dome can be up to 45ft in all dimensions, and hostile creatures that enter take 2d12 damage of your Spark's type every turn at the beginning of their turn while inside. Attacks of the same damage type as your Spark made by hostile creatures disappear upon entering, similar to an Antimagic Field. You can use this feature a number of times equal to your Charisma modifier, and regain uses after a short or long rest.
- Unwavering Resolve
Your desire to defeat your foes is incredible, and to protect your allies more so. Upon reaching 10th level, you gain immunity to the damage type and status conditions imposed by your Spark. Furthermore, allies within 30ft gain the appropriate resistances, and advantage on saving throws against those status conditions. Finally, when an ally makes an attack against a creature within range of your Spark, you can use your reaction to make one attack using your Spark against that creature as well.
- Elemental Leverage
Having further improved your mastery over your Spark, you can turn a strong offense into an impenetrable defense. When you reach 15th level, whenever you use your Spark, you can choose to instead cover an ally within your Spark's range with a shield formed from elemental energy, reducing the damage they take by an amount equal to your Empowered level plus your Charisma modifier and your proficiency bonus, so long as the damage type is the same as your Spark (if more than one option is available, it will provide bonuses using all of them). This shield also grants resistance to your Spark's damage type, advantage on all saving throws, and a +3 bonus to their AC and saving throws. The shield is destroyed after they take damage or at the beginning of your next turn. You can do this a number of times equal to your Charisma modifier, and regain uses after a short or long rest.
- Masterful Redirection
No attack will break through your mighty defenses, and those that manage to certainly won't reach your allies. Upon reaching 18th level, as a reaction, you can redirect any damage taken by any number of allies within 30ft to yourself, so long as it is the same damage type as your Spark. When you do so, reduce the damage by half and reflect the other half back at the original attacker. You can do this a number of times equal to your proficiency bonus, and regain uses after a long rest. Additionally, you gain +2 AC, a +5 bonus on all saving throws against attacks that are the same damage type as your Spark, and you gain temporary hit points equal to twice your Empowered level plus your Charisma modifier and proficiency bonus at the start of your turn.
Chaos is the embodiment of the Spark, and to master this power and unleash such chaos upon their foes are the ideals of a Disruptor.
- The Path of Disruption
The Spark appears only for a fleeting moment, and so it should for those who behold it. Starting at 3rd level, whenever you use your Spark, you can use it as an action or bonus action, it deals an additional 1d10 psychic damage, and applies Disruption for 1 minute. Creatures affected by Disruption cannot cast spells or benefit from magical effects. If you choose to use it as a bonus action, you cannot use your Spark as an action on the same turn by means of this effect, and vice versa.
- Bound by Chaos
You flourish when in the midst of everything, and take advantage of that situation well. When you reach 7th level, you can impose disadvantage on attack rolls on all creatures, including those who are not hostile towards you, until the end of their next turns, and Disruption on hostile creatures within 30ft of you for 1 minute. If at least three or more creatures are affected by this feature, you can make an attack against as many creatures as you want within 30ft of you using your Spark without expending any uses of it as part of the same action. You can use this a number of times equal to your Charisma modifier, and regain uses after a long rest. You gain advantage on attack rolls against creatures suffering from disadvantage, creatures gain advantage against you if you have disadvantage, and whenever you damage a creature inflicted with Disruption, they take additional damage equal to your Empowered level.
- Demented Suffering
You've begun to take pleasure in toying with your victims, simply delaying the inevitable for them. Beginning at 10th level, whenever you make any hostile action towards a creature they take an additional 2d10 psychic damage and are inflicted with Disruption. Additionally, Disruption now also reduces the targets AC by 3, inflicts a -5 penalty on attack rolls, damage rolls, saving throws, and ability checks, and creatures lose any resistances or immunities to damage and status conditions they have.
- Brink of Insanity
You've mastered utilizing your Spark in eerie ways, and using it you can manipulate foes in several ways. Upon reaching 15th level, whenever you inflict Disruption on a hostile creature, you can choose to expend a use of your Spark to inflict a DC15 plus your Charisma modifier Wisdom save or suffer one of two effects (you choose) for 1 minute.
Charm - On a failed save, a creature is charmed by you for 1 minute. You can only control one creature at a time this way. They can perform actions that would directly harm you, but prefer to take another route. They will not take any actions that will directly harm or kill them, unless it directly benefits you in some way, and strongly prefer another course of action, but will not defy your judgement. They will not hesitate to kill former allies, but are opposed to attacking your allies. They will attack them if you demand it, but will not kill them, even if you command them to. Creatures freed from your control by any means remember being controlled and what transpired, and will likely seek revenge.
Berserk - You can cause a creature to go berserk on a failed save for 1 minute. It gains the following benefits for the duration: temporary hit points equal to twice your Empowered level plus your Charisma modifier and proficiency bonus, doubled, its move speed is doubled, and it gains advantage on all attack rolls. It must attack the closest creature within range that isn't you on every turn, dealing double damage on a successful attack until that creature dies, then moving on to another. If you are the only creature in range, the creature breaks into a frenzy, dashing towards the nearest creature that isn't you and attacking itself if there are no available targets until another creature enters range or it dies. Once the effect ends, the creature doesn't remember you enraging it, but it remembers being in a frenzied state and everything it did, and the weight of such actions might be too much to bear for some.
Creatures affected by this feature do not suffer the penalties of Disruption during its duration, and suffer the penalties again if the effect ends. You can use this feature a number of times equal to your Charisma modifier, and regain expended uses after a long rest.
- Nexus of Change
The battlefield is but an illusion to you, and so is the very world around you. At 18th level, you can choose any number of creatures within 60ft of you that are inflicted with Disruption and shatter their minds, expending a use of this feature for each target, dealing an additional 8d10 psychic damage, and imposing a DC18 plus your Charisma modifier Wisdom save or falling unconscious for 1 minute. You can immediately expend a use of your Spark to propel your soul into their body and control them, gaining access to its abilities while retaining your Spark until it regains consciousness, among other bonuses. Your body becomes a soulless husk, and can still take damage and be killed or destroyed without you in it, unable to defend itself. Should your original body reach 0 hit points while you are not in it, it is instantly killed. You cannot use this feature again until you return to your original body, or until it is killed or destroyed and you find a new one. You gain the creature's ability scores, unless you already had higher values, your hit points change to their current hit points, you gain temporary hit points equal to twice your Empowered level, a +3 bonus to AC, attack rolls, damage rolls, saving throws, and ability checks, and any equipment the host has available. Keep track of both bodies' hit points. If you die in a creature's body, your soul is ejected from the body. You can move through people and objects, as though you were ethereal. As an action, you can reclaim your body, if it's intact and it's within range of you. Otherwise, you will be forced to wander the land for all eternity, until you find a suitable body. As a bonus action, you can exit its body, and your soul will return to your own body of its own will, relieving you of those benefits and reverting you to the current state of your body. If you enter the body of a creature that is inflicted with Disruption, you do not suffer the penalties. You can use this feature a number of times equal to half your proficiency bonus, and regain expended uses after a long rest while in your original body. Additionally, creatures inflicted with Disruption now have their AC treated as 10, are vulnerable to all damage types, and suffer disadvantage on attack rolls, saving throws, and ability checks, and suffer a -5 penalty on the listed rolls.
Prerequisites. To qualify for multiclassing into the Empowered class, you must meet these prerequisites: Strength or Dexterity 13, Charisma 13
Proficiencies. When you multiclass into the Empowered class, you gain the following proficiencies: Light armor, simple weapons