Mediums are enigmatic individuals with a unique connection to the ethereal realm, perceiving, communicating with, and manipulating spirits and otherworldly entities. They possess calm and collected demeanors, often pursuing roles as spiritual guides or paranormal investigators. Society regards them with a mix of fascination and caution, viewing them as mystics with access to hidden knowledge. Mediums' psionic abilities include seeing the ethereal, protection from spectral threats, harnessing spirits for healing, inflicting psychic agony, and mastering possession, making them indispensable bridges between the living and the dead.
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Psionic Sight
Starting at 3rd level, when you choose this Ascendance, your enhanced psionic senses enable you to perceive the ethereal realm and auras around living beings. You gain the ability to see ghosts and spirits normally invisible to others. This newfound sight grants you a +2 bonus to Perception checks and makes it more challenging for creatures to successfully use Stealth against you.
Psionic Warding
At 3rd level you learn to channel your psionic energy to create a protective barrier around yourself for 1 minute per Intelligence modifier (minimum of 1). This psionic ward grants you resistance to attacks made by ghosts and ethereal entities. Additionally, it increases your AC by +2 and imbues your weapon attacks with force energy, allowing them to strike creatures in the ethereal realm.
False Healing
At 8th level, you learn to harness your psionic power to compel nearby spirits to aid you and your allies in combat. As an action, you can command spirits to numb the wounds of yourself or an ally within 30 feet. This ability grants 4d8 temporary hit points for the next 12 rounds, and can be used a number of times equal to your Wisdom modifier. Expended uses are replenished after a short or long rest.
Spectral Agony
At 12th level, your mastery of psionics allows you to inflict torment using nearby spirits by channelling their anguish into a destructive force. As an action, you can inflict severe mental anguish on all spirits within 60 feet, causing them to release a wave of psychic energy. This ability deals 6d10 psychic damage to all living creatures in the area, as well as ghosts and other spirits.
You cannot use this ability again until you complete a short or long rest.
Possession Mastery
At 16th level, your psychic connection to the spirit world reaches its apex, granting you unparalleled control over ghosts and other spectral entities. As an action, you can attempt to possess a nearby ghost or ethereal being or compel a spirit to possess another creature within 60 feet. This ability lasts for 1 minute, and during this time, the targeted spirit or possessed creature is under your control as though under a Geas spell. If you target an unwilling creature, it must make a Wisdom saving throw equal to 10 + your Wisdom modifier, or be possessed by the spirit. On a successful saving throw, this inflicts 8d8 psychic damage on the creature that resisted possession.
You cannot use this ability again until you complete a long rest.
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