Empyreal Agent
Sworn to a higher power, an Empyreal Agent takes on a divine mantle. These agents serve as ministers and proselytizers, and summon incarnations shaped of their faith. In times of war, Empyreal Agents join the front as defenders and healers, using their incarnations and abilities to turn battles to their side’s favor.
Empyreal Agent Features
Metaphysicist Level | Feature |
---|---|
3rd | Aid from Above, Empyreal Force |
6th | Sublime Empowerment |
10th | Beacon of Light |
14th | Divine Blessing |
Aid from Above
3rd-level Empyreal Agent feature
You gain proficiency in Medicine. While you have a summoned incarnation, it can aid you when you make any Medicine check by generating bandages or other tools, giving you advantage on the ability check. Items generated by the incarnation vanish in 1 round after they stop providing benefit to a creature you aid with the Medicine skill, such as when an injury heals or you no longer need a particular tool.
In addition, when a creature within 20 feet of you fails on an ability check, you can take a reaction and roll a d6. The creature adds the number rolled to its check, possibly turning failure into success. After taking this reaction, you can’t take it again until you finish a short or long rest or transfer at least 2 Planar Essence to an incarnation.
Empyreal Force
3rd-level Empyreal Agent feature
You can convert the energy of an incarnation into invigorating waves. As a bonus action, one creature within 30 feet of the incarnation regains 1d8 + your level in this class hit points.
You can convert energy this way a number of times equal to your Charisma modifier (minimum of once), and regain all expended uses when you finish a long rest. During your turn, you can expend one of the incarnation’s Planar Essence to use this feature if you are out of uses.
Sublime Empowerment
5th-level Empyreal Agent feature
Immediately after a creature takes damage from one of your powers, spells, or incarnations, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can’t use this feature again until the start of your next turn.
When you reach 14th level in this class, the damage increases to 2d8.
Beacon of Light
10th-level Empyreal Agent feature
Your incarnation becomes a shining vessel of light. You add radiant damage to the energy types available through your Amalgamated Energy feature.
In addition, if a creature regains its maximum hit points from your Empyreal Force feature, you can convert any excess healing into temporary hit points for that creature.
Divine Blessing
14th-level Empyreal Agent feature
After summoning an incarnation, you can cast one cleric spell as if using a slot level equal to half of the Planar Essence you transfer to it, rounded down. The spell must be of a level no greater than its slot level. If you only transfer 1 Planar Essence, you can only cast a cantrip. The chosen spell can’t deal damage. You must provide any material components for the spell, but can treat having a summoned incarnation as a divine focus in hand for the purpose of casting the spell, regardless of the distance the incarnation is from you and if your hands are otherwise occupied.
You can only cast a single spell this way unless you summon a new incarnation. If you summon a new incarnation before casting the spell, you forfeit the spell, but you can cast a new spell based on the Planar Essence you transfer to the new incarnation. You can cast the spell even if the incarnation is dismissed early.