{"name":"Medium","overview":"[img:3679770|right|400]\r\n[i][p]Their gaze is the gaze of those who have seen the face of death and\r\nbeyond, and their touch is as frosty as the harsh winters of I\u00f9rmen.\r\nWhen a Medium watches you, know that they are not alone in\r\ndoing so, for another soul dwells in the same flesh. A wandering\r\nsoul, with nowhere to return, linked to the Medium by the thread\r\nof a common destiny.[\/p][\/i]\r\n[p]The gift of mediums is also their burden, which is why they\r\ntend to mask their disturbing practices from those who cannot\r\nor do not want to understand them and from those who\r\nbelieve they are an unforgivable affront to the laws of the\r\nworld: amalgamation of life and death.[\/p]\r\n[p]The bodies of Mediums voluntarily become vessels to contain\r\nthe spirits of the past, which give them skills and knowledge\r\nworthy of those beyond the veil of death, and a cold and\r\notherworldly presence.[\/p]","hit_dice":"1d10","hit_points_at_1st_level":"10 + constitution modifier","hit_points_at_higher_levels":"1d10 (or 6) + constitution modifier per level after the 1st","armor_proficiencies":"light armour, medium armour","weapon_proficiencies":"all simple weapons; shortsword, scimitar, longsword, greatsword","tools":"","saving_throws":"Charisma and Dexterity","skills":"choose two between Acrobatics, Arcana, Intimidation, Investigation, Religion, History, Stealth, Sleight of Hand","starting_equipment":"[p]You start with the following equipment, in addition to the\r\nequipment granted by your background:[\/p]\r\n[ul][li](a) a longsword or (b) a shortsword or (c) a scimitar[\/li]\r\n[li](a) leather armor or (b) scale mail[\/li]\r\n[li](a) A shortbow or (b) two daggers[\/li]\r\n[li]explorer\u2019s pack[\/li][\/ul]","spellcasting":"","class_features":"[table]\r\n[tr]\r\n\t[th]Level[\/th]\r\n\t[th]Proficiency Bonus[\/th]\r\n\t[th]Features[\/th]\r\n[\/tr]\r\n[tr]\r\n\t[td]1[\/td]\r\n\t[td]+2[\/td]\r\n\t[td]Ghost in Ambush (I), Spectral Claw[\/td]\r\n[\/tr]\r\n[tr]\r\n\t[td]2[\/td]\r\n\t[td]+2[\/td]\r\n\t[td]Nature of the Ghost[\/td]\r\n[\/tr]\r\n[tr]\r\n\t[td]3[\/td]\r\n\t[td]+2[\/td]\r\n\t[td]Fighting Style, Dark Determination (2d6)[\/td]\r\n[\/tr]\r\n[tr]\r\n\t[td]4[\/td]\r\n\t[td]+2[\/td]\r\n\t[td]Ability score improvement, Vicious Claw[\/td]\r\n[\/tr]\r\n[tr]\r\n\t[td]5[\/td]\r\n\t[td]+3[\/td]\r\n\t[td]Extra attack (I)[\/td]\r\n[\/tr]\r\n[tr]\r\n\t[td]6[\/td]\r\n\t[td]+3[\/td]\r\n\t[td]Ghost feature[\/td]\r\n[\/tr]\r\n[tr]\r\n\t[td]7[\/td]\r\n\t[td]+3[\/td]\r\n\t[td]Ghost in Ambush (II)[\/td]\r\n[\/tr]\r\n[tr]\r\n\t[td]8[\/td]\r\n\t[td]+3[\/td]\r\n\t[td]Ability score improvement[\/td]\r\n[\/tr]\r\n[tr]\r\n\t[td]9[\/td]\r\n\t[td]+4[\/td]\r\n\t[td]Dark Determination (2d10)[\/td]\r\n[\/tr]\r\n[tr]\r\n\t[td]10[\/td]\r\n\t[td]+4[\/td]\r\n\t[td]Spectral Rending[\/td]\r\n[\/tr]\r\n[tr]\r\n\t[td]11[\/td]\r\n\t[td]+4[\/td]\r\n\t[td]Ghost feature[\/td]\r\n[\/tr]\r\n[tr]\r\n\t[td]12[\/td]\r\n\t[td]+4[\/td]\r\n\t[td]Ability score improvement[\/td]\r\n[\/tr]\r\n[tr]\r\n\t[td]13[\/td]\r\n\t[td]+5[\/td]\r\n\t[td]Twin Claws[\/td]\r\n[\/tr]\r\n[tr]\r\n\t[td]14[\/td]\r\n\t[td]+5[\/td]\r\n\t[td]Ghost in Ambush (III)[\/td]\r\n[\/tr]\r\n[tr]\r\n\t[td]15[\/td]\r\n\t[td]+5[\/td]\r\n\t[td]Spectral Snare[\/td]\r\n[\/tr]\r\n[tr]\r\n\t[td]16[\/td]\r\n\t[td]+5[\/td]\r\n\t[td]Ability score improvement[\/td]\r\n[\/tr]\r\n[tr]\r\n\t[td]17[\/td]\r\n\t[td]+6[\/td]\r\n\t[td]Extra attack (II)[\/td]\r\n[\/tr]\r\n[tr]\r\n\t[td]18[\/td]\r\n\t[td]+6[\/td]\r\n\t[td]Ghost feature[\/td]\r\n[\/tr]\r\n[tr]\r\n\t[td]19[\/td]\r\n\t[td]+6[\/td]\r\n\t[td]Ability score improvement[\/td]\r\n[\/tr]\r\n[tr]\r\n\t[td]20[\/td]\r\n\t[td]+6[\/td]\r\n\t[td]Steel Claw[\/td]\r\n[\/tr]\r\n[\/table]\r\n\r\n[h2]BOND WITH YOUR GHOST[\/h2]\r\n[p]There are many wandering and scattered souls that hover unseen\r\nthroughout I\u00f9rmen, unable to proceed in the afterlife.\r\nSome of them are linked to a specific place, where others find\r\nindividuals willing to welcome them as if they were some sort of\r\nphylactery and with whom they establish an indissoluble bond\r\nand mutual benefit. Mediums often tend to have great empathy\r\nfor the regrets and the lost relationships of their ghosts,\r\npursuing goals that old age has prevented them from achieving\r\nor harboring desires of revenge towards their killers, for example.\r\nThe symbiosis of the Mediums with their own ghosts,\r\nhowever, opens the door to the union between the vitality of\r\nmortals and the eternity of the dead, gaining power but often\r\nalso a kind of catharsis from the afflictions of earthly life or a\r\npresence that relieves them of an incurable loneliness. It is not\r\nuncommon for these spirits to belong to ancestors who seek\r\ntheir descendants to find help in completing what they have\r\nleft unresolved or come to their aid at the most desperate time.[\/p]\r\n\r\n[h3]GHOST IN AMBUSH[\/h3]\r\n[p]At 1st level, with a bonus action you can summon the ghost\r\nthat is inside you and materialize it outside your body, in a\r\nspecial condition that from now on will be defined as \"into\r\nthe open\". The ghost will hover ominously behind you, in a\r\nspecial condition that from now on will instead be called \"in\r\nambush\", from which it can be sent, as a Reaction, to cling to\r\nan enemy who has made a melee attack against you.[\/p]\r\n[p]If the ghost is clinging to a target, the latter cannot recover\r\nHit Points in any way, and, if it is an Undead, it would cause it\r\nto have Disadvantage on its next attack against you.[\/p]\r\n[p]At the end of the target\u2019s next turn, the ghost sinks its\r\nethereal claws into the target. Then, roll 2d6: If the result is\r\nequal to or greater than the remaining Hit Points of the target,\r\nthe latter is reduced to 0 Hit Points and is treated as\r\ndying. Creatures immune to necrotic damage are immune to\r\nthis effect.[\/p]\r\n[p]After using its ethereal claws, whether the target has\r\ndropped to 0 Hit Points or not, the ghost immediately returns\r\nwithin you and is no longer to be considered either \u201cinto the\r\nopen\u201d or \u201cin ambush\u201d (several features listed below refer to\r\nthese two special conditions).[\/p]\r\n[p]This feature can be used once, then you regain its use after\r\nyou complete a short or long rest.[\/p]\r\n[p]At 7th level, you can use this feature twice and, when the\r\nghost sinks its claws, you roll 3d8 instead of 2d6; at 14th level,\r\nwhen the spectrum sinks its claws, roll 5d10, and if the target\r\nis reduced to 0 Hit Points, the Medium regains as much Hit\r\nPoints as half the Hit Points thus lost by to the target.[\/p]\r\n\r\n[h3]SPECTRAL CLAW[\/h3]\r\n[p]At 1st level, you learn the chill touch cantrip (your spellcasting\r\nability for this spell is Charisma). When you cast chill touch,\r\nthe effect lasts until the end of your next turn, rather than\r\nuntil the start of your next turn.[\/p]\r\n[h3]NATURE OF THE SPIRIT[\/h3]\r\n[p]At 2nd level, you choose a Nature of the Spirit. This choice\r\nprovides new features to the 2nd, 6th, 11th, and 18th levels.[\/p]\r\n\r\n[h3]FIGHTING STYLE[\/h3]\r\n[p]At 3rd level, you adopt a particular fighting style as your specialty,\r\nfocusing on a category of weapons of choice from those\r\nlisted below. You cannot choose the same option more than\r\nonce.[\/p]\r\n\r\n[b][p]Great weapon fighting[\/p][\/b]\r\n[p]When you 1 or 2 in a dice roll to determine the damage of\r\na two-handed melee weapon, you can repeat the roll and use\r\nthe new result. The weapon must have the Two-Handed or\r\nVersatile property to benefit from this feature.[\/p]\r\n\r\n[b][p]Two-weapon fighting[\/p][\/b]\r\n[p]When you make an offhand attack as a bonus action while\r\ntwo-weapon fighting, add the appropriate ability modifier to\r\nthe damage of the offhand attack as well.[\/p]\r\n\r\n[b][p]Dueling[\/p][\/b]\r\n[p]When you wield a melee weapon in one hand without wielding\r\nany other weapons, you get a +2 bonus on that weapon\u2019s\r\ndamage rolls.[\/p]\r\n\r\n[b][p]Archery[\/p][\/b]\r\n[p]You get a +2 bonus on Attack Rolls with ranged weapons.[\/p]\r\n\r\n[h3]DARK DETERMINATION[\/h3]\r\n[p]At 3rd level, you can regain 2d6 Soul Points as a bonus action.\r\nThis feature can be used once, then you regain its use after\r\nyou complete a long rest.[\/p]\r\n[p]At 9th level, you regain 2d10 Soul Points.[\/p]\r\n\r\n[h3]ABILITY SCORE IMPROVEMENT[\/h3]\r\n[p]At 4th level, and again at the 8th, 12th, 16th, and 19th levels,\r\nyou can increase an ability score by 2, or increase two ability\r\nscores of your choice by 1. As usual, you cannot bring an ability\r\nabove 20 through this privilege.[\/p]\r\n[p]If you implement the optional feat rule, you can give up\r\nthis privilege to choose a feat instead.[\/p]\r\n\r\n[h3]VICIOUS CLAW[\/h3]\r\n[p]At 4th level, if you miss a target with chill touch, you still deal\r\nnecrotic damage equal to 1 plus your Charisma modifier (the\r\ntarget takes no other effects, as the spell did not score a hit).[\/p]\r\n\r\n[h3]EXTRA ATTACK[\/h3]\r\n[p]At 5th level, you can attack twice, instead of once, whenever\r\nyou take the Attack action on your turn.[\/p]\r\n[p]The number of attacks increases to three when you reach\r\n17th level in this class.[\/p]\r\n\r\n[h3]SPECTRAL RENDING[\/h3]\r\n[p]At 10th level, when performing an attack with a weapon\r\nagainst a target under the effect of chill touch, or clinged to by\r\nyour ghost, you can score a critical hit with a roll of 19-20.[\/p]\r\n\r\n[h3]TWIN CLAWS[\/h3]\r\n[p]At 13th level, when you score a critical hit with chill touch, you\r\ncan immediately use chill touch against a second target within\r\n15 feet of the first one.[\/p]\r\n\r\n[h3]SPECTRAL SNARE[\/h3]\r\n[p]At 15th level, when you score a critical hit with a weapon\r\nattack, your ghost comes out \u201cinto the open\u201d (if it was not\r\nalready) and immediately clings to the target.[\/p]\r\n[p]This feature does not count for the number of Ghost in\r\nAmbush feature uses.[\/p]\r\n\r\n[h3]STEEL CLAW[\/h3]\r\n[p]At 20th level, once per turn you can use chill touch instead of\r\na weapon attack, when using the Attack action on your turn.[\/p]\r\n[p]If you implement the optional feats rule, you can give up\r\nthis feature and choose a feat instead.[\/p]\r\n\r\n[h3]THE POSSESSION OF A MEDIUM[\/h3]\r\n[p]Although Mediums are already possessed by ghosts, they can\r\nstill be victims of Possession once their Soul Points reserve\r\ndrops to 0. The lurking Dark Mirror entities will have the\r\nopportunity to corrupt the mind of the Medium's ghost, and\r\nthis bond will be exploited to have control over the character.\r\nAn exorcism, therefore, will lead to the purification of the\r\nMedium's ghost, thus driving away the malignant entity that\r\nhad taken control of it.[\/p]\r\n\r\n\r\n","subclass_options":"[h3]NATURE OF THE GHOST[\/h3]\r\n[p]By learning about their ghost and learning how to use their powers,\r\nthe Medium begins to observe its true nature. Only when the\r\nnature of the spirit is revealed it can unleash its true potential.[\/p]\r\n\r\n[p][b]Ghost spells[\/b]\r\nAt 2nd level, when choosing a Nature of the Spirit, drawing\r\npower from the ghostly essence, you can cast thematic spells.[\/p]\r\n\r\n[p][b]Spells[\/b]: the description of each archetype contains the list of\r\nspells that can be cast with this feature, along with the level at\r\nwhich each spell is obtained and how many times you can use\r\nit. You regain every use when you complete a long rest.[\/p]\r\n\r\n[p][b]Spellcasting ability[\/b]: Charisma is the spellcasting ability of\r\na Medium, as it is the mere strength of their willpower that\r\nfights against the possession by the ghost until it comes to\r\nunderstand its power. Take your Charisma score as a reference\r\nwhen a spell mentions the spellcasting ability. Use your\r\nCharisma modifier to determine the Difficulty Class (DC) of\r\nSaving Throws for Ghost spells cast or used to attack.[\/p]\r\n\r\n[p][b]Saving Throw DC[\/b]= 8 + your Proficiency bonus + your\r\nCharisma modifier[\/p]\r\n[p][b]Spell attack modifier[\/b]= your Proficiency bonus + your\r\nCharisma modifier.[\/p]\r\n\r\n[spoiler][p]The ghost reveals its connection to the world invisible to\r\nthe eye, and its personal torment that keep it tethered to the\r\nworld of the living. It begins to manifest itself in the form of\r\nelusive abilities. Such is the nature of the ghost that makes\r\nthe Medium take on the appearance of a real spectre.[\/p]\r\n\r\n[table]\r\n[tr]\r\n\t[th]Character Level[\/th]\r\n\t[th]Wandering Ghost Spells[\/th]\r\n[\/tr]\r\n[tr]\r\n\t[td]2nd[\/td]\r\n\t[td][i]Misty step (a number of times equal to your charisma modifier)[\/i][\/td]\r\n[\/tr]\r\n[tr]\r\n\t[td]6th[\/td]\r\n\t[td][i]blink (once)[\/i][\/td]\r\n[\/tr]\r\n[tr]\r\n\t[td]11th[\/td]\r\n\t[td][i]freedom of movement (once)[\/i][\/td]\r\n[\/tr]\r\n[tr]\r\n\t[td]18th[\/td]\r\n\t[td][i]passwall (once)[\/i][\/td]\r\n[\/tr]\r\n[\/table]\r\n\r\n[h3]Spectral Veil[\/h3]\r\n[p]At 2nd level, as long as your ghost is \u201cinto the open\u201d, your\r\nspeed increases by 10 feet and you get a +4 bonus to AC\r\nagainst Opportunity Attacks.[\/p]\r\n\r\n[h3]Rapacious Ghost[\/h3]\r\n[p]At 6th level, you can use your Reaction to have your ghost\r\ncling to a target who just hit you with a ranged weapon attack,\r\nprovided that the target is within 60 feet.[\/p]\r\n\r\n[h3]Spectral Escape[\/h3]\r\n[p]At 11th level, when using Dark Determination, you\r\ncan use Disengage or Dash as part of the same bonus\r\naction.[\/p]\r\n\r\n[h3]Ethereal Vanishing[\/h3]\r\n[p]At 18th level, when your ghost reduces an enemy\r\nto 0 Hit Points, you can become invisible until\r\nthe end of your next turn, until you attack or until\r\nyou cast a spell.[\/p]\r\n|WANDERING GHOST[\/spoiler]\r\n\r\n[spoiler][p]The ghost manifests a solemn fury, strengthening and purifying\r\nthe body of the Medium, who has the strength of the\r\nghost in their hands and its courage in their heart.[\/p]\r\n\r\n[table]\r\n[tr]\r\n\t[th]Character Level[\/th]\r\n\t[th]Valiant Ghost Spells[\/th]\r\n[\/tr]\r\n[tr]\r\n\t[td]2nd[\/td]\r\n\t[td][i]healing word, at 2nd level (a number of times equal to your charisma modifier)[\/i][\/td]\r\n[\/tr]\r\n[tr]\r\n\t[td]6th[\/td]\r\n\t[td][i]beacon of hope (once)[\/i][\/td]\r\n[\/tr]\r\n[tr]\r\n\t[td]11th[\/td]\r\n\t[td][i]death ward (once)[\/i][\/td]\r\n[\/tr]\r\n[tr]\r\n\t[td]18th[\/td]\r\n\t[td][i]mass cure wounds (once)[\/i][\/td]\r\n[\/tr]\r\n[\/table]\r\n\r\n[h3]Spectral Shield[\/h3]\r\n[p]At 2nd level, as long as your ghost is \u201cinto the open\u201d, any\r\nother creature of your choice within 10 feet of you gains a +2\r\nbonus to AC and Saving Throws.[\/p]\r\n\r\n[h3]Strategic Ghost[\/h3]\r\n[p]At 6th level, when an ally you can see hits with a melee weapon\r\nattack a target within 60 feet, you can use your Reaction to\r\nhave your ghost cling to that target.[\/p]\r\n\r\n[h3]Spectral Rest[\/h3]\r\n[p]At 11th level, when you use Dark Determination, any other\r\ncreature of your choice within 10 feet regains half of the Soul\r\nPoints you regain.[\/p]\r\n\r\n[h3]Ethereal Reinvigoration[\/h3]\r\n[p]At 18th level, when your ghost reduces an enemy to 0\r\nHit Points, you, and any ally within 30 feet of you, earn\r\nTemporary Hit Points equal to 1d10 plus your Charisma\r\nmodifier.[\/p]\r\n|VALIANT GHOST[\/spoiler]\r\n\r\n[spoiler][p]The ghost manifests its propensity for hatred and vengeance,\r\nrevealing itself as capable of casting powerful curses. The\r\ngrudges of those who have died run through the Medium's\r\nveins, and a stream of necrotic magic emerges from their body\r\nto rage into their enemies.[\/p]\r\n\r\n[table]\r\n[tr]\r\n\t[th]Character Level[\/th]\r\n\t[th]Jinx Ghost Spells[\/th]\r\n[\/tr]\r\n[tr]\r\n\t[td]2nd[\/td]\r\n\t[td][i]bane[\/i], at 2nd level (a number of times equal to your Charisma modifier)[\/td]\r\n[\/tr]\r\n[tr]\r\n\t[td]6th[\/td]\r\n\t[td][i][b]blink[\/i] (once)[\/b][\/td]\r\n[\/tr]\r\n[tr]\r\n\t[td]11th[\/td]\r\n\t[td][i]confusion[\/i] (once)[\/td]\r\n[\/tr]\r\n[tr]\r\n\t[td]18th[\/td]\r\n\t[td][i]contagion[\/i] (once)[\/td]\r\n[\/tr]\r\n[\/table]\r\n\r\n[h3]Spectral Mire[\/h3]\r\n[p]At 2nd level , as long as your ghost is \u201cinto the open\u201d, any\r\nenemy finishing their turn within 30 feet of you must make a\r\nsuccessful Strength Saving Throw or its speed will be reduced\r\nto 10 feet until the end of its next turn.[\/p]\r\n\r\n[h3]Malicious Ghost[\/h3]\r\n[p]At 6th level, when a creature within 30 feet fails a Saving\r\nThrow, as a Reaction you can have your ghost cling to that\r\ncreature.[\/p]\r\n\r\n[h3]Spectral Dread[\/h3]\r\n[p]At 11th level, when you use Dark Determination, any enemy\r\nwithin 10 feet of you must make a successful Wisdom Saving\r\nThrow or be Frightened until the end of its next turn.[\/p]\r\n\r\n[h3]Ethereal Carnage[\/h3]\r\n[p]At 18th level, when your ghost reduces an enemy to 0 Hit\r\nPoints it can immediately cling to another target within 10\r\nfeet of the first one.[\/p]\r\n|JINX GHOST[\/spoiler]","table_data":"","source":"","jsondata":"","tags":"","isShared":"on","templateId":"5460","blockId":"1103704","world":"11838046-c0f9-4ba7-b9ff-eb170dcb2c20","folder":"17253"}