Their gaze is the gaze of those who have seen the face of death and beyond, and their touch is as frosty as the harsh winters of Iùrmen. When a Medium watches you, know that they are not alone in doing so, for another soul dwells in the same flesh. A wandering soul, with nowhere to return, linked to the Medium by the thread of a common destiny.
The gift of mediums is also their burden, which is why they tend to mask their disturbing practices from those who cannot or do not want to understand them and from those who believe they are an unforgivable affront to the laws of the world: amalgamation of life and death.
The bodies of Mediums voluntarily become vessels to contain the spirits of the past, which give them skills and knowledge worthy of those beyond the veil of death, and a cold and otherworldly presence.
You start with the following equipment, in addition to the
equipment granted by your background:
Level | Proficiency Bonus | Features |
---|---|---|
1 | +2 | Ghost in Ambush (I), Spectral Claw |
2 | +2 | Nature of the Ghost |
3 | +2 | Fighting Style, Dark Determination (2d6) |
4 | +2 | Ability score improvement, Vicious Claw |
5 | +3 | Extra attack (I) |
6 | +3 | Ghost feature |
7 | +3 | Ghost in Ambush (II) |
8 | +3 | Ability score improvement |
9 | +4 | Dark Determination (2d10) |
10 | +4 | Spectral Rending |
11 | +4 | Ghost feature |
12 | +4 | Ability score improvement |
13 | +5 | Twin Claws |
14 | +5 | Ghost in Ambush (III) |
15 | +5 | Spectral Snare |
16 | +5 | Ability score improvement |
17 | +6 | Extra attack (II) |
18 | +6 | Ghost feature |
19 | +6 | Ability score improvement |
20 | +6 | Steel Claw |
There are many wandering and scattered souls that hover unseen throughout Iùrmen, unable to proceed in the afterlife. Some of them are linked to a specific place, where others find individuals willing to welcome them as if they were some sort of phylactery and with whom they establish an indissoluble bond and mutual benefit. Mediums often tend to have great empathy for the regrets and the lost relationships of their ghosts, pursuing goals that old age has prevented them from achieving or harboring desires of revenge towards their killers, for example. The symbiosis of the Mediums with their own ghosts, however, opens the door to the union between the vitality of mortals and the eternity of the dead, gaining power but often also a kind of catharsis from the afflictions of earthly life or a presence that relieves them of an incurable loneliness. It is not uncommon for these spirits to belong to ancestors who seek their descendants to find help in completing what they have left unresolved or come to their aid at the most desperate time.
At 1st level, with a bonus action you can summon the ghost that is inside you and materialize it outside your body, in a special condition that from now on will be defined as "into the open". The ghost will hover ominously behind you, in a special condition that from now on will instead be called "in ambush", from which it can be sent, as a Reaction, to cling to an enemy who has made a melee attack against you.
If the ghost is clinging to a target, the latter cannot recover Hit Points in any way, and, if it is an Undead, it would cause it to have Disadvantage on its next attack against you.
At the end of the target’s next turn, the ghost sinks its ethereal claws into the target. Then, roll 2d6: If the result is equal to or greater than the remaining Hit Points of the target, the latter is reduced to 0 Hit Points and is treated as dying. Creatures immune to necrotic damage are immune to this effect.
After using its ethereal claws, whether the target has dropped to 0 Hit Points or not, the ghost immediately returns within you and is no longer to be considered either “into the open” or “in ambush” (several features listed below refer to these two special conditions).
This feature can be used once, then you regain its use after you complete a short or long rest.
At 7th level, you can use this feature twice and, when the ghost sinks its claws, you roll 3d8 instead of 2d6; at 14th level, when the spectrum sinks its claws, roll 5d10, and if the target is reduced to 0 Hit Points, the Medium regains as much Hit Points as half the Hit Points thus lost by to the target.
At 1st level, you learn the chill touch cantrip (your spellcasting ability for this spell is Charisma). When you cast chill touch, the effect lasts until the end of your next turn, rather than until the start of your next turn.
At 2nd level, you choose a Nature of the Spirit. This choice provides new features to the 2nd, 6th, 11th, and 18th levels.
At 3rd level, you adopt a particular fighting style as your specialty, focusing on a category of weapons of choice from those listed below. You cannot choose the same option more than once.
Great weapon fighting
When you 1 or 2 in a dice roll to determine the damage of a two-handed melee weapon, you can repeat the roll and use the new result. The weapon must have the Two-Handed or Versatile property to benefit from this feature.
Two-weapon fighting
When you make an offhand attack as a bonus action while two-weapon fighting, add the appropriate ability modifier to the damage of the offhand attack as well.
Dueling
When you wield a melee weapon in one hand without wielding any other weapons, you get a +2 bonus on that weapon’s damage rolls.
Archery
You get a +2 bonus on Attack Rolls with ranged weapons.
At 3rd level, you can regain 2d6 Soul Points as a bonus action. This feature can be used once, then you regain its use after you complete a long rest.
At 9th level, you regain 2d10 Soul Points.
At 4th level, and again at the 8th, 12th, 16th, and 19th levels, you can increase an ability score by 2, or increase two ability scores of your choice by 1. As usual, you cannot bring an ability above 20 through this privilege.
If you implement the optional feat rule, you can give up this privilege to choose a feat instead.
At 4th level, if you miss a target with chill touch, you still deal necrotic damage equal to 1 plus your Charisma modifier (the target takes no other effects, as the spell did not score a hit).
At 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
The number of attacks increases to three when you reach 17th level in this class.
At 10th level, when performing an attack with a weapon against a target under the effect of chill touch, or clinged to by your ghost, you can score a critical hit with a roll of 19-20.
At 13th level, when you score a critical hit with chill touch, you can immediately use chill touch against a second target within 15 feet of the first one.
At 15th level, when you score a critical hit with a weapon attack, your ghost comes out “into the open” (if it was not already) and immediately clings to the target.
This feature does not count for the number of Ghost in Ambush feature uses.
At 20th level, once per turn you can use chill touch instead of a weapon attack, when using the Attack action on your turn.
If you implement the optional feats rule, you can give up this feature and choose a feat instead.
Although Mediums are already possessed by ghosts, they can still be victims of Possession once their Soul Points reserve drops to 0. The lurking Dark Mirror entities will have the opportunity to corrupt the mind of the Medium's ghost, and this bond will be exploited to have control over the character. An exorcism, therefore, will lead to the purification of the Medium's ghost, thus driving away the malignant entity that had taken control of it.
By learning about their ghost and learning how to use their powers, the Medium begins to observe its true nature. Only when the nature of the spirit is revealed it can unleash its true potential.
Ghost spells At 2nd level, when choosing a Nature of the Spirit, drawing power from the ghostly essence, you can cast thematic spells.
Spells: the description of each archetype contains the list of spells that can be cast with this feature, along with the level at which each spell is obtained and how many times you can use it. You regain every use when you complete a long rest.
Spellcasting ability: Charisma is the spellcasting ability of a Medium, as it is the mere strength of their willpower that fights against the possession by the ghost until it comes to understand its power. Take your Charisma score as a reference when a spell mentions the spellcasting ability. Use your Charisma modifier to determine the Difficulty Class (DC) of Saving Throws for Ghost spells cast or used to attack.
Saving Throw DC= 8 + your Proficiency bonus + your Charisma modifier
Spell attack modifier= your Proficiency bonus + your Charisma modifier.
WANDERING GHOSTThe ghost reveals its connection to the world invisible to the eye, and its personal torment that keep it tethered to the world of the living. It begins to manifest itself in the form of elusive abilities. Such is the nature of the ghost that makes the Medium take on the appearance of a real spectre.
Character Level | Wandering Ghost Spells |
---|---|
2nd | Misty step (a number of times equal to your charisma modifier) |
6th | blink (once) |
11th | freedom of movement (once) |
18th | passwall (once) |
At 2nd level, as long as your ghost is “into the open”, your speed increases by 10 feet and you get a +4 bonus to AC against Opportunity Attacks.
At 6th level, you can use your Reaction to have your ghost cling to a target who just hit you with a ranged weapon attack, provided that the target is within 60 feet.
At 11th level, when using Dark Determination, you can use Disengage or Dash as part of the same bonus action.
At 18th level, when your ghost reduces an enemy to 0 Hit Points, you can become invisible until the end of your next turn, until you attack or until you cast a spell.
The ghost manifests a solemn fury, strengthening and purifying the body of the Medium, who has the strength of the ghost in their hands and its courage in their heart.
Character Level | Valiant Ghost Spells |
---|---|
2nd | healing word, at 2nd level (a number of times equal to your charisma modifier) |
6th | beacon of hope (once) |
11th | death ward (once) |
18th | mass cure wounds (once) |
At 2nd level, as long as your ghost is “into the open”, any other creature of your choice within 10 feet of you gains a +2 bonus to AC and Saving Throws.
At 6th level, when an ally you can see hits with a melee weapon attack a target within 60 feet, you can use your Reaction to have your ghost cling to that target.
At 11th level, when you use Dark Determination, any other creature of your choice within 10 feet regains half of the Soul Points you regain.
At 18th level, when your ghost reduces an enemy to 0 Hit Points, you, and any ally within 30 feet of you, earn Temporary Hit Points equal to 1d10 plus your Charisma modifier.
The ghost manifests its propensity for hatred and vengeance, revealing itself as capable of casting powerful curses. The grudges of those who have died run through the Medium's veins, and a stream of necrotic magic emerges from their body to rage into their enemies.
Character Level | Jinx Ghost Spells |
---|---|
2nd | bane, at 2nd level (a number of times equal to your Charisma modifier) |
6th | blink (once) |
11th | confusion (once) |
18th | contagion (once) |
At 2nd level , as long as your ghost is “into the open”, any enemy finishing their turn within 30 feet of you must make a successful Strength Saving Throw or its speed will be reduced to 10 feet until the end of its next turn.
At 6th level, when a creature within 30 feet fails a Saving Throw, as a Reaction you can have your ghost cling to that creature.
At 11th level, when you use Dark Determination, any enemy within 10 feet of you must make a successful Wisdom Saving Throw or be Frightened until the end of its next turn.
At 18th level, when your ghost reduces an enemy to 0 Hit Points it can immediately cling to another target within 10 feet of the first one.