Spirit Medium, Variant (5e Class)
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Spirit Medium[edit]
Spirit mediums are those who gain their magical powers through the spirits, ghostly beings such as ancestors or demons left to roam the material plane, this is done through either the assistance of friendly spectres or the deals made between devils and mediums. Spirit mediums are the mediators between the ethereal world and the material plane, linking the two through their existence and the rituals they perform to keep the two entwined, often being in trances while exploring the other plane or studying scriptures detailing the existence of such phantoms. Due to their role in this, they attract spirits to themselves and can cast spells with the assistance of them, either in a formal agreement, as kind gestures, or as using them as conduits for their lingering breath of life.
Two types of spirits exist in this world, benevolent ones who want to live the rest of their existence as peaceful ghosts or helping mediums in their endeavours, and malevolent one’s who actively try to harm the living from the ethereal plane. Both can have unfinished business and return to the ethereal realm or the lower planes once they have finished it.
Creating a Spirit Medium[edit]
- Quick Build
You can make a Spirit Medium quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution. Second, choose the Folk Hero background. Third, choose 2 hand axes, a scholars kit, leather armor, and a crystal ball as a spiritual focus.
Class Features
As a Spirit Medium you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Spirit Medium level
Hit Points at 1st Level: 1d8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Spirit Medium level after 1st
- Proficiencies
Armor: Light Armour
Weapons: Simple Weapons
Tools: Scholar’s Kit
Saving Throws: Wisdom, Constitution
Skills: Choose two from Animal Handling, Arcana, Nature, Insight, Medicine, and Religion
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- Any simple weapon and an Scholar’s Kit
- (a) Any simple weapon or (b) a shield
- Leather armour, an explorer’s pack, and a spiritual focus
- If you are using starting wealth, you have 4d4 + 10 gp in funds.
Level | Proficiency Bonus |
Features | Cantrips Known | —Spell Slots per Spell Level— | ||||
---|---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | ||||
1st | +2 | Spellcasting, Second Sight, Soul Slinger | 2 | — | — | — | — | — |
2nd | +2 | Medium Coven | 2 | 2 | — | — | — | — |
3rd | +2 | Haunting Embrace | 2 | 3 | — | — | — | — |
4th | +2 | Ability Score Improvement | 3 | 3 | — | — | — | — |
5th | +3 | Second Sight, Soul Slinger | 3 | 4 | 2 | — | — | — |
6th | +3 | — | 3 | 4 | 2 | — | — | — |
7th | +3 | Medium Coven Feature | 3 | 4 | 3 | — | — | — |
8th | +3 | Ability Score Improvement | 3 | 4 | 3 | — | — | — |
9th | +4 | Warming Embrace | 3 | 4 | 3 | 2 | — | — |
10th | +4 | Second Sight, Soul Slinger | 4 | 4 | 3 | 2 | — | — |
11th | +4 | Medium Coven Feature | 4 | 4 | 3 | 3 | — | — |
12th | +4 | Ability Score Improvement | 4 | 4 | 3 | 3 | — | — |
13th | +5 | — | 4 | 4 | 3 | 3 | 1 | — |
14th | +5 | Soul Slinger | 4 | 4 | 3 | 3 | 1 | — |
15th | +5 | Medium Coven Feature | 4 | 4 | 3 | 3 | 2 | — |
16th | +5 | Ability Score Improvement | 4 | 4 | 3 | 3 | 2 | — |
17th | +6 | — | 4 | 4 | 3 | 3 | 3 | 1 |
18th | +6 | Transcendant Senses | 4 | 4 | 3 | 3 | 3 | 1 |
19th | +6 | Ability Score Improvement | 4 | 4 | 3 | 3 | 3 | 2 |
20th | +6 | Astral Mastery | 4 | 4 | 3 | 3 | 3 | 2 |
Spellcasting[edit]
You were born as a conduit for spiritual power and can now cast medium spells.
- Cantrips
At 1st level, you know two cantrips of your choice from the medium spell list. You learn additional medium cantrips of your choice at higher levels, as shown in the Cantrips Known column of the medium table.
- Preparing and Casting Spells
The medium table shows how many spell slots you have to cast your medium spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of medium spells that are available for you to cast, choosing from the medium spell list. When you do so, choose a number of medium spells equal to your Wisdom modifier + your medium level (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 5th-level medium, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include eight spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of medium spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
- Spellcasting Ability
Wisdom is your spellcasting ability for your medium spells. The power of your spells comes from your connection to the spirits and their life force. You use your Wisdom whenever a medium spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a medium spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
- Ritual Casting
You can cast a medium spell as a ritual if that spell has the ritual tag and you have the spell prepared.
- Spellcasting Focus
You can use a spiritual focus as a spellcasting focus for your medium spells.
Second Sight[edit]
Beginning at 1st level, when meditating you have the ability to see in the material and ethereal plane, seeing 1000 ft. in either realm you are currently not in. While looking into the plane you are currently not in, you cannot interact with anything in the realm but only observe it. This vision into the other realm can be obstructed if your regular vision is also blocked, for example if you were blinded then you would not be able to see in either plane. Along with this, you also gain the following benefits:
- You gain advantage on ability checks to find feys, fiends, undead, and other beings that wander the ethereal plane
- You can communicate with spirits you see as long as you speak the same language
- You can predict coming weather events such as storms or forest fires within your vision up to 24 hours away
This feature improves at 5th and 10th, increasing your maximum eyesight in either realm you’re not in to 3500m at 5th level. At 10th level, your maximum eyesight in another realm is not obstructed by your eyesight being limited in your current realm. For example if you are in the material plane and you are blinded, you can still see up to 3500m in the ethereal realm.
Soul Slinger[edit]
Whether you have only recently started seeing ghosts or have been tormented your whole life, nowadays you have grasped the concept of controlling and communing with these phantoms. Starting at 1st level, as an action you can direct a spirit of your command into an enemy creature's body to do a ranged spell attack, on a hit you deal 1d10 + Wisdom modifier (minimum of 1) force damage. Along with this the target's Armour Class is lowered by 1 until the start of your next turn.
This damage increases to a 2d10 at 5th level, 3d10 at 10th level and the target's Armour Class is lowered by 2 until the start of your next turn, and 4d10 at 14th level.
Whether you have only recently started seeing ghosts or have been tormented your whole life, nowadays you have grasped the concept of controlling and communing with these phantoms. Starting at 1st level, as an action you can direct a spirit of your command into an enemy creature's body to do a ranged spell attack, on a hit you deal 1d10 + Wisdom modifier (minimum of 1) force damage. Along with this the target's Armour Class is lowered by 1 until the start of your next turn.
This damage increases to a 2d10 at 5th level, 3d10 at 10th level and the target's Armour Class is lowered by 2 until the start of your next turn, and 4d10 at 14th level.
Subclass Feature[edit]
At 2nd level, you chose a Coven that best describes your connection to the spirits. Choose between the Witch Doctor, the Jhākri, the Exorcist, the Spirit Walker, the Caster Soul, the Spirit Summoner, the Divine, and the Soul Slayer, all detailed at the end of the class description. Your choice grants you features at 2nd level and again at 7th, 11th, and 15th level.
Haunting Embrace[edit]
Building on from your spirit channelling, you have gained familiarity with interacting with spirits directly, allowing them to possess your body and give access to their features. At 3rd level, choose either a devil or undead with the same CR as your character’s level or lower with the spirit status, you gain its actions and abilities and at the end of all of your turns, you roll a DC8 + CR wisdom saving throw and on a fail your alignment changes to that of the possessor and you must fulfil actions that are best suited to the alignment until the end of your next turn. This feature can be ended as a reaction as long as you succeeded your wisdom saving throw, or by use of the Banishment, Banishing Smite, or Remove Curse spell.
Ability Score Improvement[edit]
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.
Warming Embrace[edit]
At 9th level, whenever using the Haunting Embrace feature, you can also choose to gain one immunity or two resistances the spirit possessing the user has.
Transcendent Senses[edit]
Your senses have been elevated due to the bonds made with the ethereal realm and experience with spirits. At 18th level you gain true sight in a 10ft. radius around you and you can communicate with all creatures with the spirit status regardless of language.
Astral Mastery[edit]
When you reach 20th level, your body and soul can enter either the ethereal or material plane as a reaction a number of times equal to your proficiency bonus. After expelling all uses of this feature, you cannot use this feature again until you complete a long rest.
Transcendent Senses[edit]
Your senses have been elevated due to the bonds made with the ethereal realm and experience with spirits. At 18th level you gain true sight in a 10ft. radius around you and you can communicate with all creatures with the spirit status regardless of language.
Astral Mastery[edit]
When you reach 20th level, your body and soul can enter either the ethereal or material plane as a reaction a number of times equal to your proficiency bonus. After expelling all uses of this feature, you cannot use this feature again until you complete a long rest.
Spirit Medium Coven[edit]
Witch Doctor[edit]
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Jhākri[edit]
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Exorcist[edit]
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Spirit Wander[edit]
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Caster Soul[edit]
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Spirit Summoner[edit]
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Divine[edit]
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Soul Slayer[edit]
Deciding to give up your connection to the spirits and the magic they provide, you now use your remaining and heightened abilities to hunt the benevolent or malevolent spirits that still roam the material plane. When choosing this subclass you gain proficiency in shields and martial weapons but lose the spellcasting provided by the spirit medium class, you still however keep any cantrips you have learnt or will learn later on. Any features gained by being a regular medium you do not gain unless stated otherwise. (If multiclassing, the magic you may gain from other classes is still kept, it is just the spirit medium spell slots and medium exclusive spells that you lose access to). Your hit dice also changes to a d10 for every subsequent level after choosing this coven (so if you had a 5th level spirit medium under the Soul Slayer coven their hit points would be 8 + 1d8(5) + 3d10(18) + Constitution modifier). Soul Slayer gains it coven features at different levels compared to other Spirit Medium covens getting them at 2nd, 5th, 9th, and 15th level, you gain the following benefits:
- Self-Improvement
You retain the regular abilities gained by the Second Sight feature at 1st level, along with gaining its improvements later on at 5th and 10th level. Also instead of having the Soul Slinger from 1st level, it is replaced by an increase to your Strength and Dexterity by 1 point (this increase cannot exceed 20).
- Phantom Stalker
At 2nd level, you gain advantage on Survival checks to track and hunt undead and fiend creatures with the spirit status, along with Intelligence checks to recall information on them. Also at 2nd level, you may adopt a particular fighting style as your specialty. Choose one of the following options: Archery, Defense, Duelling, Great Weapon Fighting, Inceptor, Protector, Superior Technique, Thrown Weapon Fighting, Two-Weapon Fighting, or Unarmed Fighting. You can't take a Fighting Style option more than once, you get to choose another fighting style again at 9th level.
- Restless Body
You do not gain the regular ability granted by Haunting Embrace, instead of having other spirits inhabit your body you instead strengthen your own soul. Whenever you drop to 0 hit points you can instead choose to drop to 1 hit point, you can only use this feature once per long rest.
- Outburst
At 5th level, you extend yourself beyond your physical body to strike a creature's soul directly with your own and make a melee attack that ignores resistances, this can be used a number of times equal to your proficiency bonus and uses of this ability are recovered after finishing a long rest. Also starting at 5th level, you can also attack twice, instead of once, whenever you take the attack action on your turn.
- Soul Scourge
At 9th level, your attacks become magical for the purpose of overcoming resistances, and you gain advantage on melee attacks made to creatures with the spirit status by weapons you are proficient with when using them. You also gain expertise in two skills you are proficient in.
- Fear comes with Fame
At 15th level due to your name spreading throughout the Ethereal plane, whenever you are within 5ft. of a creature with the spirit status they must beat a DC10 + Wisdom saving throw or become frightened of you and entering fight or flight (decided by rolling a d20, 1-10 is fight and 11-20 is flight). Fight means they will use all of their actions to try to harm you at disadvantage, if you take less than half the maximum damage of the action, the creature enters flight. Flight means they will use all of their movement speed and actions to get away from you, creatures in flight will not take the Disengage action instead using the Dash action to get further away from you.
- Further Self-Improvement
You do not gain the ability to communicate with spirits at 18th level but do gain true sight in a 15ft. radius from Transcendent Self.
- Devil Hunter
You do not gain the Astral Mastery feature at 20th level, instead you gain the Banishing Smite spell with the difference that this can fully kill fiends with the spirit status even when not in their home plane and requires that they are at or below 60 hit points. You can also attack three times, instead of twice, whenever you take the attack action on your turn.
Spell List[edit]
You know all of the spells on the basic Spirit Medium spell list and additional spells based on your subclass.
- Cantrips
Blade Ward, Booming Blade, Chill Touch, Dancing Lights, Friends, Green-Flame Blade, Guidance, Gust, Mage Hand, Message, Mind Silver, Minor Illusion, Resistance, Spare the Dying, Thaumaturgy
- 1st Level
Absorb Elements, Alarm, Armor of Agathys, Bane, Catapult, Cause Fear, Command, Comprehend Languages, Cure Wounds, Detect Magic, Dissonant Whispers, Entangle, Fog Cloud, Find Familiar, Guiding Hand, Healing Word, Hex, Identify, Inflict Wounds, Protection from Evil and Good, Sanctuary, Thunderwave, Unseen Servant,
- 2nd Level
Air Bubble, Alter Self, Augury, Borrowed Knowledge, Darkness, Detect Thoughts, Earthbind, Enhance Ability, Find Steed, Gust of Wind, Healing Spirit, Hold Person, Levitate, Locate Object, Mind Spike, Phantasmal Force, Spiritual Weapon, Summon Beast, Wristpocket
- 3rd Level
Animate Dead, Bestow Curse, Blink, Clairvoyance, Dispel Magic, Enemies Abound, Fear, Intellect Fortress, Life Transference, Magic Circle, Major Image, Remove Curse, Revivify, Speak with Dead, Spirit Guardians, Spirit Shroud, Summon Undead, Vampiric Touch
- 4th Level
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- 5th Level
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Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Spirit Medium class, you must meet these prerequisites:
Proficiencies. When you multiclass into the Spirit Medium class, you gain the following proficiencies:
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