Spirit Medium: A Life of Training and Prayer

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Spirit Medium

In a world crowded with all manner of spirits, ghosts,


spectres and such; whether they're restless, aggressive or
pacific, most living creatures live fearing these entitites.
Some others, however, dedicate their lives to understand how
to commune with the spirits, and even using boons granted
by these creatures to complement their own abilities. These
folk are known as Spirit Mediums.
The lone human warrior in ceremonial clothes walks
accompanied by the spirit of a long deceased retainer
who served his family faithfully.
A large half orc projects his spirit to grab the weapons of
his would-be assailant.
Sitting in prayer, a female elf grows in size, assuming the
physicality of a deceased veteran soldier who was suspected
of murder.
Spirit Mediums are the link between the spirit world and
the material world, peering into the clues the spirits leave
behind. Through strenuous body and mental conditioning,
they draw on the energies from the departed to finish
what the spirits couldn’t in life.

A life of Training and Prayer


A Spirit Medium must train rigorously to be at peak physical
conditions to endure contact with the departed. A regular day
for a spirit medium starts with vigorous exercise, endurance
tests such as meditating in a cold waterfall, and this exercise
is followed by hours of contemplation in silence.
A medium treats a spirit with the whole respect they
deserve just as they do with the living.
The spirit medium may belong to a monastery that
dedicates to tending to the dead, lending their
services to contact the spirits in exchange for coin.
Or perhaps they may be wandering hermits who
search for places with a stronger spiritual link to
perform their rites and gain a better understanding
of themselves.
As they grow in levels, the further their bonds
with the spirits, unlocking their own potential and
complementing their own abilities with the energy
they receive from the spirits.

Learned in the Occult Arts


Mediums are in contact with spirits from a very young age.
Those who pursued training as a medium are well trained
in all the aspects of the undeath, most mediums don’t see
death as an end but rather as the natural continuation
of life.
Normal folk usually fear the undeath, however many
creatures seek the aid of a spirit medium when they need
to contact the spirit world, either to speak once again with
a departed loved one or to get rid of a spirit that is
haunting them.
A spirit medium spends a large portion of their
training studying old cultures and their customs,
studying the ecology of the creatures and ancient techniques
so they grasp better knowledge regarding the departed.

SPIRIT MEDIUM | By KEVIN CASTILLO


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The Spirit Medium
Proficiency Cantrips Spells
Level Bonus Features Known Known 1st 2nd 3rd 4th 5th
1st +2 Spellcasting, Spirit Tradition, Warnings from the 2 2 2 — — — —
Dead
2nd +2 Spirit Sense 2 2 2 — — — —
3rd +2 Ward against Death 2 3 3 — — — —
4th +2 Ability Score Improvement 3 3 3 — — — —
5th +3 — 3 4 4 2 — — —
6th +3 Spirit Tradition Feature 3 4 4 2 — — —
7th +3 Medium Understanding 3 5 4 3 — — —
8th +3 Ability Score Improvement 3 5 4 3 — — —
9th +4 Spirit Reaping 3 6 4 3 2 — —
10th +4 Spirit Tradition Feature 4 6 4 3 2 — —
11th +4 — 4 7 4 3 3 — —
12th +4 Ability Score Improvement 4 7 4 3 3 — —
13th +5 — 4 8 4 3 3 1 —
14th +5 Spirit Tradition Feature 4 8 4 3 3 1 —
15th +5 — 4 9 4 3 3 2 —
16th +5 Ability Score Improvement 4 9 4 3 3 2 —
17th +6 Timeless Body 4 10 4 3 3 3 1
18th +6 Guidance from Beyond 4 10 4 3 3 3 1
19th +6 Ability Score Improvement 4 11 4 3 3 3 2
20th +6 Transcendence 4 11 4 3 3 3 2

Creating a Spirit Medium Quick Build


You can make a Spirit Medium quickly by following these
As you make your spirit medium character, spend some time suggestions. First, Charisma should be your highest ability
thinking about how did you come in contact with the spirits, score, followed by Constitution. Second, choose the Hermit
consider which spirit tradition you would like to follow: background. Third, choose the Chill Touch and Spare the
The Merging Technique provides options for those who Dying cantrips, along with the 1st-level spells False Life and
have a spirit companion and dive fearlessly into combat. Hex.
The Guardian Technique allows characters to project their
own spirit to achieve supranormal feats.
Lastly the Spirit Channeling technique is for characters Class Features
who voluntarily let other spirits take control of their body As a Spirit Medium, you gain the following class features.
temporarily to gain several benefits.
Work with your DM to determine which spirits have Hit Points
influence on you, maybe you are guided by the spirit of a Hit Dice: 1d8 per Spirit Medium Level.
close relative, or perhaps you’re used to see dead people Hit Points at 1st Level: 8 + your Constitution modifier.
wandering around and respect all of them equally. Hit Points at Higher Levels: 1d8 (or 5) + your Constitution
Determine how do you get along with other spirits, do you modifier per Spirit Medium level after 1st.
try to bend them to your will? or do you befriend them and
kindly ask for their aid?
Define your relationship with the living, maybe you see
both the living and the dead as the same or you hold one
above the other, maybe even depreciating one while favoring
the other.
Think of why your character is driven to your adventure,
are you helping a deceased friend find inner peace? Are you
seeking self improvement so you can communicate with a
strong spirit you can’t at the moment?

SPIRIT MEDIUM | By KEVIN CASTILLO


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Proficiencies Spellcasting Ability
Armor: Light armor. Charisma is your spellcasting ability for your Spirit Medium
Weapons: Simple weapons. spells, so you use your Charisma whenever a spell refers to
Tools: None. your spellcasting ability. In addition you use your Charisma
modifier when setting the saving throw DC for a Spirit
Saving Throws: Constitution, Charisma. Medium spell you cast and when making an attack roll with
Skills: Choose two skills from History, Insight, Medicine, one.
Nature and Religion. Spell save DC = 8 + your proficiency bonus + your
Equipment Charisma modifier
You start with the following equipment, in addition to the Spell attack modifier = your proficiency bonus + your
equipment granted by your background: Charisma modifier

(a) a mace or (b) a longsword (if proficient) Spellcasting Focus


(a) leather armor or (b) a chain shirt (if proficient) You can use a holy symbol as a spellcasting focus for your
(a) a light crossbow and 20 bolts or (b) any simple weapon Spirit Medium spells.
(a) a priest’s pack or (b) an explorer’s pack
a holy symbol Warnings from the Dead
Spirit Medium Tradition You listen to the spirit’s whispers of warning. From the first
level, while you are not wearing heavy armor, your Armor
At 1st level, you have endured training to become an Class gains a bonus equals to ½ of your Charisma modifier
apprentice in a Spirit Medium Tradition of your choice: the (rounded up, minimum 1).
Channeling Technique, the Guardian Technique or the
Merging Technique, each of which is detailed at the end of
the class description. Your choice grants you features at 1st
Spirit Sense
level and again at 6th, 10th and 14th level. Beginning at 2nd level, you are able to detect traces left by the
spirits on the material world. Provided you have line of sight,
Spellcasting you can spot any spirits within 60ft, unless they are making a
conscious effort to conceal themselves.
Your training as a spirit medium has allowed you to perform In addition, as an action, you can open your senses to
different arts to commune with the departed. detect such entities. Until the end of your next turn you know
the exact location of any spirits within 30ft of you, in addition,
Cantrips you can clearly see the individual traces left by spirits.
You know two cantrips of your choice from the Spirit Medium However, you don’t know the identities of the spirits you’re
spell list. You learn additional Spirit Medium cantrips of your sensing.
choice at higher levels, as shown in the Cantrips Known You can use this feature a number of times equal of your
column of the Spirit Medium table. Charisma modifier (minimum 1).
When you finish a long rest, you regain all expended uses.
Preparing and Casting Spells
The Spirit Medium table shows how many spell slots you
have to cast your spells of 1st level and higher. To cast one of Ward Against Death
these Spirit Medium spells, you must expend a slot of the Your training makes you resilient against death itself.
spell’s level or higher. You regain all expended spell slots Starting at 3rd level you can add your proficiency bonus to
when you finish a long rest. any death saving throws you make.
You prepare the list of Spirit Medium spells that are
available for you to cast, choosing from the spirit medium Medium Understanding
spell list. When you do so, choose a number of spirit medium
spells equal to your Charisma modifier + your Spirit Medium Starting at 7th level, you are considered to be under the
level (minimum of one spell). The spells must be of a level for tongues spell for the purposes of communicating with the
which you have spell slots. dead.
You can also change your list of prepared spells when you
finish a long rest. Preparing a new list of Spirit Medium Spirit Reaping
spells requires time spent in prayer and meditation: at least 1 At 9th level, you regain energy each time you send a spirit
minute per spell level for each spell on your list. back to the realm of the dead. Whenever you reduce a
creature to 0 hit points or less, you regain hit points equal to
Ritual Casting ½ of your Spirit Medium level (rounded up). The hit points
You can cast a Spirit Medium spell as a ritual if that spell has regained this way are doubled if the creature was a spirit.
the ritual tag and you have the spell prepared. You don't gain the benefits of this feature when killing
constructs.

SPIRIT MEDIUM | By KEVIN CASTILLO


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Timeless Body Spirit Focus
You can use a weapon you’re proficient with as a spellcasting
At 17th level, your body has grown used to the contact with focus for your Spirit Medium spells.
the dead, you don’t suffer the frailty of old age, and you can’t
be aged magically. You can still die of old age, however. In Soul Merge
addition, your life expectancy increases by 1/10 of your race’s Also at 1st level, you can infuse your weapon with your spirit
regular life expectancy. companion. By working together you will achieve increased
prowess in combat. You can start the Soul Merge as a bonus
Guidance from Beyond action, which lasts for 1 minute. You can use a bonus action
at the end of that minute to expend another use of this
You have learned to ask the spirits for guidance on the feature. It ends early if you are incapacitated, are knocked
immediate future. unconscious, or die. You can also dismiss the Soul Merge at
At 18th level, you may cast the spell Foresight on yourself any time (no action required).
once per day. You must finish a long rest before using this While the Soul Merge is active you gain the following
feature again. benefits:

Transcendence Your weapon emits dim light in a 10ft radius.


At 20th level, through meditation you can make your spirit You have advantage on any Constitution saving throw you
leave your body. As an action, you become incorporeal, make to maintain your concentration on a spell.
leaving your body behind. For the duration you are
considered an Undead, you gain a flying speed equal to your In addition, when you hit a creature with a weapon attack
walking speed. Any equipment you were carrying becomes while the Soul Merge is active, you can expend one Spirit
incorporeal with you. If you wish, you can interact with Medium spell slot to deal additional damage to the target, in
objects and creatures as if you were in your physical body. addition to the weapon’s damage.
Furthermore, you gain resistance to all damage except The extra damage is 2d6 for a 1st-level spell slot, plus 1d6
force damage. You can see and interact with both the for each spell level higher than 1st, to a maximum of 5d6.
material and ethereal plane. To end this feature, you must be You can use this feature a number of times equal to your
on the same space as your body and use an action to merge Charisma modifier (a minimum of once).
back to your physical form. You regain all expended uses when you finish a long rest.
If you're reduced to 0 hit points or fewer while you're using
this feature you die. Spirit Empowered Weapon
You can use this feature a number of times equal to your Starting at 6th level, attacks you make with your weapons
Constitution modifier. count as magical for the purpose of overcoming resistance
You regain all expended uses once you finish a long rest. and immunity to nonmagical attacks and damage.
In addition, the extra dice of your Soul Merge feature
increases to a d8.
Spirit Traditions
There are several techniques that spirit mediums train Spirit Armor
themselves in, fundamentally they all pursue a physical body Starting at 10th level, the bond with your spirit companion
in peak condition, daily training followed by long sessions of has grown so it is dedicated to preserve you in battle.
prayer and meditation. While you are not wearing heavy armor, you gain a bonus
to your AC equal to ½ of your Charisma modifier (rounded
Spirit Merging Technique down, minimum 1).
The Spirit Merging technique is practiced by those spirit Spirit Union
mediums who have a strong bond with a spirit who they refer Starting at 14th level, your training has made you as strong
to as their spirit companion. Practicants of this technique are as your bond with your spirit, both of you work in perfect
able to merge with their spirit companion to complement synchronization allowing the full potential of your spirit
their ability in combat, in this case, the mediums often companion to be used in battle.
possess a weapon related to what their spirit companion While your Soul Merge is active you gain the following
used in life. benefits:

The Spirit Companion


Spirits have a personal bond with the medium but they are Your walking speed increases by 15 feet.
not bound to them, these spirit companions were once alive
and even in death they stand for the same ideals they did in
life. These spirits offer their aid to their spirit medium as long When you take the Attack action to make an attack with
as the medium’s goals are in line with that of the spirit’s. In your spirit weapon, you can use a bonus action to make
some cases, spirits might refuse their aid to the mediums. another weapon attack.
Bonus Proficiencies
At 1st level, you gain proficiency with martial weapons,
medium armor and shields. Your weapon range increases by 5 feet.

SPIRIT MEDIUM | By KEVIN CASTILLO


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Spirit Guardian Technique Spirit Infused Strikes
Also at 6th level, attacks you make with your spirit guardian
A very few individuals blessed with a favored heritage or even count as magical for the purpose of overcoming resistance
fewer lucky individuals possess within them a spirit guardian. and immunity to nonmagical attacks and damage.
Those who do may pursue training in this technique, by using
their spirit guardian as extensions of their own body to Enhanced Ability
achieve extraordinary feats. When you reach 10th level, training with your spirit guardian
The spirit mediums who practice this technique are less has enhanced your abilities, making you stand out from the
interested in communing with other spirits and rather prefer mundane creatures. You can increase one ability score of
to focus in strengthening their own. your choice by 2, or you can increase two ability scores of
your choice by 1. As normal, you can’t increase any ability
Bonus Skills score above 20 using this feature.
When you adopt this technique at 1st level, you gain
proficiency in the Athletics and Acrobatics skills if you don’t Unlocked Potential
already have them. As your spirit grows stronger you unlock an extraordinary
ability, by using your spirit guardian you can weave the fabric
Guardian Combat of time itself.
At 1st level, your training allows you to extend your spirit At 14th level, as your reaction, you can take an additional
guardian to your unarmed strikes. You gain the following action and movement but no bonus actions. In addition,
benefits while you are unarmed and not wearing heavy during this additional actions no other creature can take
armor: reactions.
You are proficient with your unarmed strikes and you can You must finish a short or long rest before using this
use Charisma instead of Strength for the attack and damage feature again.
rolls of your unarmed strikes.
You can roll a d4 in place of the normal damage of your Spirit Channeling Technique
unarmed strike. This die changes as you gain Spirit Medium
levels, as shown in the Guardian Combat table shown below. Spirit Mediums who train in the Spirit Channeling Technique
You can apply this bonus to the attack and damage to a few seek to bring the departed to the material world to resolve
select weapons, replacing their damage for the Guardian disputes. By enduring rigorous physical conditioning, the
Combat damage. spirit channelers use their energy to draw a foreign spirit into
You can also infuse a melee weapon you're proficient with their body gaining their abilities and memories for a short
to use this feature with it. To do so you must spend 1 hour in period of time.
prayer and meditation while the weapon is in your presence.
Dissociated Memories
Guardian Combat Table During the channeling, the spirit takes control of the body
Spirit Medium Level Damage Die while the spirit of the medium leaves the body in a trance,
once the channeling is finished and the the medium’s spirit
1st - 5th 1d4 returns to her body, she has no memories of what happened
6th - 12th 1d6 during the channeling, often relying on others to relay that
information to you.
13th - 18th 1d8
19th - 20th 1d10 Occult Knowledge
Your training involves a large amount of time dedicated to
Guardian Projection constant study. At 1st level select a skill of your choice, you
Also, at 1st level, your spirit guardian acts as an extension of gain proficiency with that skill.
your body, you can project it further to reach places you In addition, choose either History, Nature or Religion, you
wouldn’t normally, however, the further your guardian goes gain proficiency with that skill and your proficiency bonus is
the weaker it becomes. doubled for any ability check you make that uses that skill.
As part of an action to interact with an object or make a
melee weapon attack you can extend your normal range up to
30ft. You don’t add your proficiency modifier to any rolls you
make with your guardian at 10ft and beyond. In addition you
have disadvantage on any rolls you make with your guardian
at 20ft and beyond.
When you project your guardian in combat, he/she will
remain projected until the start of your next turn, any attack
that targets your guardian will damage you. If both you and
your guardian are targeted by an attack that deals damage in
an area you take damage only once.
Your guardian has resistance to all damage.

Extra Attack
Beginning at 6th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn.

SPIRIT MEDIUM | By KEVIN CASTILLO


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Spirit Channeling Inquisitive Spirit
Starting at 1st level, you can use your action to channel a Starting at 6th level, you can focus on the spiritual aura of the
spirit into your body. You must know the identity of the spirit living, you detect when someone is telling you a lie. However
you’re attempting to channel and it must be the spirit of a you don’t immediately recognize what is the exact lie. You
creature with a similar body structure to yours (Example: gain advantage on Insight and any Charisma check to learn
Humanoids). the truth from the creature who is telling the lie.
You can use this feature a number of times equal to ½ of
your Spirit Medium level (rounded up) + your Constitution Communion with the Departed
modifier (minimum 1). At 10th level, you become accustomed to contact with the
You regain all expended uses when you finish a short or dead. You learn the following spells: Augury, Divination and
long rest. Speak with Dead. You always have these spells prepared, and
For up to 5 minutes your body physically takes the form of they don’t count against the number of spells you can prepare
the spirit you channeled. You then revert to your normal form each day.
unless you expend another use of this feature. You can revert You can cast each of these spells once without needing to
to your normal form earlier by using a bonus action on your spend a spell slot.
turn. You automatically revert if you fall unconscious, drop to You must finish a long rest before using this feature again
0 hit points, or die. for each spell cast this way.
While you are channeling the following rules apply:
Spirit Severing Strike
Your game statistics are replaced by the statistics of the At 14th level you have learned how to banish spirits that don’t
spirit you’re channeling, you retain your Current Hit Points, belong to this realm. While you are not channeling, as an
Maximum Hit Points, Constitution and Charisma Scores. action you can target an undead spirit or any creature that is
You also retain your equipment, skill and saving throw currently possessed by one within 60ft.
proficiencies, in addition to gaining those of the spirit. If the If the creature was possessed, the possession immediately
spirit has any legendary or lair actions, you can’t use them. ends. Then the undead spirit must make a Wisdom saving
throw against your spell save. If it fails it is instantly
If the spirit originally possesses the Innate Spellcasting destroyed, on a successful save the undead spirit is stunned
ability, you do not, however, if you know any spell the spirit for 1 round instead. Spirits of a CR of 4 or higher
knows and have the correspondent spell slots and material automatically succeed on the saving throw.
components you can cast those spells even if you don’t have You can use this feature a number of times equal to your
them prepared. You can also cast spells that you know and Charisma modifier per day, but must finish a short rest before
have prepared as normal. using this feature again.
You do not gain any special senses the spirit has, however, You regain all expended uses once you finish a long rest.
you retain yours.
You can only speak in the languages that the spirit knew in
life, as stated in their stat block.
You retain the benefit of any features from your class, race,
or other source and can use them normally.
Your size can only change by 1 category even if you’re
channeling spirits whose original size is 2 categories or more
larger or smaller than yours.

Your Spirit Medium level determines how strong a spirit you


can channel, as shown in the Spirit Channeling Table below.
If your DM allows it you may attempt to channel creatures of
a higher CR than the maximum but the stats must be
adjusted to the maximum CR allowed by this feature.

Spirit Channeling Table


Spirit
Medium Max
Level CR Limitations
1st 1/4 No flying speed, same size category, at
least one shared language
6th 1/2 No flying speed, same size category
10th 1 No flying speed
14th 2 —

SPIRIT MEDIUM | By KEVIN CASTILLO


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Spirit Medium Spells 4th Level
Banishment
Cantrips (0 Level) Blight
Chill Touch Confusion
Dancing Lights Fire Shield
Friends Greater Invisibility
Light Locate Creature
Mending Mordenkainen’s Faithful Hound
Minor Illusion Phantasmal Killer
Produce Flame
Spare the Dying
5th Level
True Strike Antilife Shell
Commune
1st Level Contact Other Plane
Alarm Dispel Evil and Good
Bane Dominate Person
Bless Dream
Comprehend Languages Geas
Detect Evil and Good Hallow
Dissonant Whispers Legend Lore
False Life Hold Monster
Hex Modify Memory
Identify Planar Binding
Protection from Evil and Good Scrying
Ray of Sickness
Sanctuary Spirit Medium Multiclassing
Shield Multiclassing Prerequisites
Silent Image Ability Score Minimum
Unseen Servant
Constitution 13 and Charisma 13
2nd Level
Aid
Augury
Calm Emotions
Continuous Flame
Crown of Madness
Darkness Credits
Darkvision
Gentle Repose DUNGEONS & DRAGONS, D&D, Wizards of the
Hold Person Coast, Forgotten Realms, the dragon ampersand, and
Locate Object all other Wizards of the Coast product names, and their
Magic Weapon respective logos are trademarks of Wizards of the
Phantasmal Force Coast in the USA and other countries.
See Invisibility
This work contains material that is copyright Wizards
Silence
of the Coast and/or other authors. Such material is
Spiritual Weapon used with permission under the Community Content
Warding Bond Agreement for Dungeon Masters Guild.
Zone of Truth
All other original material in this work is copyright
3rd Level 2016 by Kevin Castillo and published under the
Clairvoyance Community Content Agreement for Dugeon Masters
Fear Guild.
Feign Death
Glyph of Warding Artwork in this document is product of Jay Iamsombat.
Haste
Big thanks to the folks at naturalcrit.com/homebrew/
Major Image
for their amazing pdf building tools!
Nondetection
Phantom Steed Special thanks to Juan Bracho and Xian Yeoh for their
Remove Curse contribution. As well to the Dungeons and Dragons
Sending community for their playtest and feedback.
Speak with Dead
Tongues
Vampiric Touch

SPIRIT MEDIUM | By KEVIN CASTILLO


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