Medium (5e Class)

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Medium[edit]

Mediums use their raw charisma to draw attention from spirits which might help them in tough situations.

Diverse Objectives[edit]

A Medium is a person able to call upon the spirits for help and advice. The specifics of the call and their goals are completely diverse, some of them discovered this talent completely by accident when were doing mundane tasks, others have such strong faith and will-power that they attract the attention of spirits that think this person is someone deserving of their power, there are even some which captivated so intensively someone that this person is willing to seek for this Medium even after death and obviously the bad people, the ones who force lost souls to come for there dirty service. One thing that will always be the same among all medium is the deep connection they have with the other planes, not only the dead, but maybe just someone bound to another distant plane.

Regardless of how their subordinates came to be, a Medium is a skilled leader, able to employ the skills of both their subordinates and allies to their maximum potential.

Creating a Medium[edit]

169debbb8377af24b2f7f83bff9cb435--spirit-fantasy-summoner.jpg
A Medium Calls upon her Spirit Mentor for Protection, by Macarious
Quick Build

You can make a Medium quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Wisdom or Strength if you plan to take the War Commander Origin. Second, choose the Mystic background. Third, choose a Quarterstaff and Shortbow and a Quiver of 20 arrows

Class Features

As a Medium you gain the following class features.

Hit Points

Hit Dice: 1d6 per Medium level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Medium level after 1st

Proficiencies

Armor: Light armor
Weapons: Simple weapons
Tools: Choose one from Calligrapher's supplies, Cartographer's tools, or Painter's supplies
Saving Throws: Wisdom, Charisma
Skills: Choose two from Animal Handling, Athletics, History, Insight, Intimidation, Medicine, Nature, Perception, Persuasion, Stealth, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a quarterstaff or (b) any melee simple weapon or (c) any martial weapon you must be proficient with from a commanding trait, your race or your background
  • (a) a shortbow and a quiver of 20 arrows or (b) a light crossbow and a quiver of 20 crossbow bolts
  • Leather armor, a gaming set and a decorated knife (1d4-2 damage).
  • If you are using starting wealth, you have 3d4 × 10 gp in funds.

Table: The Medium

Level Proficiency
Bonus
Features —Spell Slots per Spell Level—
1st 2nd 3rd 4th
1st +2 Commanding Trait(3), Subordinate: Advisor
2nd +2 Medium Origin
3rd +2 Spellcasting 2
4th +2 Ability Score Improvement 3
5th +3 Subordinate: Combatant 3
6th +3 Commanding Trait Ugrade(5) 3
7th +3 Combat Commands(1) 4 2
8th +3 Ability Score Improvement 4 2
9th +4 Medium Origin Feature 4 2
10th +4 Tactical Assessment 4 3
11th +4 Subordinate: Mentor 4 3
12th +4 Ability Score Improvement 4 3
13th +5 Combat Commands Improvement(2) 4 3 2
14th +5 Medium Origin Feature 4 3 2
15th +5 Commanding Trait Ugrade(6) 4 3 2
16th +5 Ability Score Improvement 4 3 3
17th +6 Combat Commands Improvement(3) 4 3 3
18th +6 Subordinate: Aspects 4 3 3
19th +6 Ability Score Improvement 4 3 3 1
20th +6 Spirit Ascendant 4 3 3 1

Subordinates[edit]

Starting level 1, you have bonded with a spirit Advisor that helps you and guides you in your tasks.

At level 5, you gain the ability to summon spirit warriors to your aid in battle.

At level 11, you gain a Spirit Mentor to guide and protect you in any situation.

At level 18, you can call upon the help of a powerful Aspect Spirit.

Summoning or dismissing one of your bonded spirits is an Action and only one spirit of each type may be summoned at a time.

Subordinates are summoned for 1h before they need to return to being inside your body/soul where they instantly regain the energy to be re-summoned.

Subordinates cannot be more than 120ft away from you.

Subordinates are detailed at the end of the class.

Commanding Trait[edit]

At level 1, you choose three Commanding Traits from the following list. These reflect how you and your subordinates operate. You gain two additional traits at 6th level, and one more at 15th level. At any time you may gain a Commanding Trait, you may also exchange one trait for another.

Assassin
  • Subordinate applied: Advisor, Artists.

Your Subordinate loses the Mostly Harmless trait if they are an Advisor and they gain a Simple Weapon Proficiency, and adds your proficiency modifier to their Dexterity (Stealth) rolls. If your Advisor hits an enemy with who is unaware of them with an attack, the attack deals an additional 1d6 damage of the same type as the attack. The amount of d6s increase by one every time your proficiency bonus increases.

Berserkers
  • Subordinate applied: Advisor, Champion, Guards.

Your Subordinate loses the Mostly Harmless trait if they are an Advisor and they gain a Simple Weapon Proficiency. Additionally, all your Advisor and Warrior Subordinates have advantage on all attack rolls made with weapons. A Subordinate that uses the Attack action grants advantage on all attack rolls against them until the start of their next turn.

Arcane Scholar
  • Subordinate applied: Advisor, Champion.

Your Subordinate loses the Mostly Harmless trait if they are an Advisor. Additionally, your Subordinate can now cast 1 Cantrip of the Warlock Spell List. At level 10 This increases to 3 Cantrips. The cantrip(s) can be changed every time you level up.

Death Before Dishonor
  • Subordinate applied: Any.

Your Subordinates are immune to fear and charm effects. Additionally, if a hostile creature is within 10 ft. of you, your Subordinates and the Hostile Creature gain advantage on Charisma, Wisdom and Intelligence saving throws.

From the Front
  • Applied to the Medium.
  • Subordinate applied: Advisor, Artist, Spellcaster.

You gain proficiency in martial weapons, shields and medium armor. Your Subordinates which do not have proficiency in medium armor, now have, and will wear Hide armor. Additionaly you can cast a spectral shield that lasts for an hour twice a day.

Night Raid
  • Subordinate applied: Any.
  • Applied to the Medium.

You and your Subordinates can see in both magical and nonmagical darkness, up to a range of 120 ft.

Spook
  • Subordinate applied: Any.

Your Subordinates add your proficiency bonus to any Dexterity (Stealth) and Dexterity (Sleight of Hand) rolls they make. Additionally, summoning or un-summoning your Subordinates is now silent.

Expanded Summon
  • Subordinate applied: Any.

You may now summon your Subordinates up to 320ft away from you to any location you have been in for more than an hour less than a month ago.

Extended Reach
  • Subordinate applied: Any.

Your subordinates have no maximum distance they can be from you, you remove the 120ft limitation.

Spirit Phasing
  • Subordinate applied: Any.

Your subordinates can become immaterial as a bonus action. In this state they cannot attack or deal any damage or be dealt any non-magical damage, they can also pass through solid matter such as wall & ceilings. It takes them an action to become solid again and they can only do so in an uncoppied space.

Faster Connection
  • Subordinate applied: Any.

You may now summon a subordinate with a bonus action instead of an action, this Commanding Trait can be used an amount of times equal to your proficiency bonus and you need to take a long rest to restore it fully.

Spell Conduction
  • Subordinate applied: Advisor, General.

Your advisor loses the Mostly Harmless trait. Additionally, you can cast your spells through your advisor in the same way as if it was a familiar, but it will use a higher level spell slot and it will behave like a base level one, meaning that at 3rd level you can cast a cantrip using a first level spellslot and at 7th level a 1st level spell using a 2nd level spellslot.

Presence of the General
  • Subordinate applied: General.

While the general is summoned, all other Spirit Subordinates you have summoned have +2 to their AC, attack and ability checks.

Shared Soul
  • Subordinate applied: Advisor, Champion, Spellcaster, General.

Any spell with the casting range self can be extend to one of your Subordinates within 35ft range.

Master of Disguises
  • Subordinate applied: Any.

You can change the appearance of your Subordinates by de-summoning them and summoning them again with the new appearence you want them to have, they can mostly look like a non-spiritual creatures, but another creatures can take a Perception check against your Spell Save DC to notice that the Subordinate is a spirit.

Quantity Over Quality
  • Subordinate applied: Guards.

Your Guards have their maximum hit points halved, and suffer a -3 to attack and damage rolls. You summon 6 Guards instead of 3, and can have a maximum of 6 summoned at a time.

Reserves
  • Subordinate applied: Guards.

You have additional reserves of troops. Reduce the AC value of your Guards by 3. You have 4 reserve Guards. Whenever a Guard is reduced to 0 HP, you may use your bonus action to summon one of these reserves. As an action, you may replenish your Guards, summoning as many as you like, up to having your maximum.

Medium Origin[edit]

At level 2, you gain the powers from your origins in the medium world.

Spellcasting[edit]

By 3rd level, you have learned to draw on certain magics to cast spells taught to you by the spirits you encounter and speak with through meditation and dreams.

Preparing and Casting Spells

The Medium table shows how many spell slots you have to cast your spells. To cast one of your Medium spells of 1st level or higher, 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 + half your Medium level rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 8th-level Medium, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 14, your list of prepared spells can include six 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 a 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.

You have access to all the spells of appropriate level from the Warlock Spell list.

Spellcasting Ability

Charisma is your spellcasting ability for your Medium spells, since your power derives from the connection you have with the realm of spirits. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma 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 Charisma modifier
    Spell attack modifier = your proficiency bonus + your Charisma modifier
Ritual Casting

As a medium you can't take use of Ritual Casting and you can only cast a spell with the Ritual tag as you would cast any other 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.

Combat Commands[edit]

When you reach 7th level, your tactical mind allows you to determine how to effectively employ the skills of your allies and Subordinates. Choose 1 Command from the following list. You gain additional one Command at 13th level and at 17th level.

Expend Resources

As a reaction to either you or an ally taking damage, you may sacrifice one of your Subordinates within 30ft of the ally to negate that damage.

Fire For Effect

As an action, choose an ally who can hear you. Before the beginning of your next turn, if that ally uses a ranged spell, ability, attack, etc. that would cause one or more enemy creatures to make a Dexterity saving throw, those creatures have disadvantage on that saving throw. Additionally, any effects that would reduce the damage taken from the effect are nullified for the purpose of that effect.

Focus Fire

As an action, choose a creature you can see within 120 ft. Until the beginning of your next turn, attack rolls by you and your Subordiantes against the designated target have advantage.

Reposition

As an action, choose an ally or subordinate who can hear you. That ally may use their reaction to move up to their move score.

Retreat

As an action, choose an ally or subordinate who can hear you. That ally may use their reaction to move up to half their move score without provoking attacks of opportunity.

Brace

As an action, until the beginning of your next turn, your Subordinates can make opportunity attacks against creatures that enter their reach.

Tactical Assessment[edit]

At 10th level, during your first turn during combat, you may use a bonus action to cause all allies who can hear you to move up to half their movement speed. Allies within 30ft of you when initiative is rolled have a +2 bonus to their initiative at the start of combat and for its duration.

Spirit Ascendant[edit]

At 20th level, you have Truesight 30ft and can become Ethereal at will as a bonus action. You regain physical form as a bonus action. (You have a max use of this equal to your Wisdom modifier, to use the ability again you must take a short or long rest)

Subordinates Specifics[edit]

You have a loyal band of followers, who appear when summoned.

Summoned followers appear in an empty space within 10 feet of you.

If a Subordinate is reduced to 0 hit points, they disappear, and that Subordinate cannot be summoned again until have finished a short or long rest.

Whenever you finish a short or long rest, your Subordinates recover all of their lost hit points.

You decide upon the appearance of your Subordinates when you gain access to them. This cannot be changed later, unless you have the master of disguises Commanding Trait, regardless of how many times a Subordinate is summoned or dismissed. They may be a humanoid race, or the same race as you (DM's discretion). Regardless of appearance, Subordinates have the stats presented here; do not add any modifiers based on their race or appearance.

Spirit Subordinates have Spirit Equipment on them that reflects who they were and how they fought. This equipment is part of their nature and cannot be removed from them.

Subordinates know every language you know.

Note that Spirits do not smell when considering detection by hounds or such.

Subordinates Controlling[edit]

You may summon or dismiss one of your Subordinates as an action. This creates a slight noise, audible to 30 ft.

By default, you can completely control one Subordinate without using any kind of action, you can control an additional one if you use your bonus action and you can control 2 additional ones if you use your bonus action and action. You can't control more than 3 subbordinates at your turn.

Controlling your Subordinates require Concentration, if you lose concentration, you will need to spend an action to concentrate on them again, while not concentrating they will just stand still and you can't control them by any means without using an action to control them again.

You can not control a Subordinate more than 120ft away from you, unless you have the Expanded Reach Commanding Trait.

You may only have one Subordinate of each type summoned at a time.

Alternate rule[edit]

Alternatively, you can change the second paragraph of the Subordinates Controlling topic into this rule:

On each of your turns, you can use a bonus action to vocally command any subordinate you made if the spirit is within 120 feet of you (if you control multiple subordinates, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

If you want to give specific commands to more than one subordinate on your turn you will have to expend a spellslot equal to the subordinates vallue on this table, you can control as many subordinates as you want on your turn as long as you have the spellslots to expend.

Subordinates spell vallue
Subordinate Spellslot level
Artist or Advisor 1st level
Combatant 2nd level
Mentor 3rd level
Aspect 4th level

Subordinate: Advisor[edit]

At level 1, your band of loyal followers starts with your Advisor. They take care of whatever business you need them to, from intelligence gathering, to taking care of your weapons and armor, or paperwork.

Advisor

Armor Class: 10 (Clothes of a style you may choose)

Hit Points: 4 - 1 (Every odd numbered level, you can increase the Advisor's health by 1d4)

Speed: 20 ft.

STR: 8 DEX: 9 CON: 8

INT: 14 WIS: 12 CHA: 11

Proficiency Bonus: equals your bonus.

Skills: Stelect two skills. Your Advisor Subordinate gains your profiency bonus to rolls when using those skills. You can change these skills every time you level-up.

Mostly Harmless: The Advisor cannot use the attack action or harm others in any way.

Subordinate: Combatant[edit]

At level 5, you unlock the power of combatant spirits that can be applied to your Subordinates who are able to fight for you. Choose either the Champion or the Guards. Your choice can be changed at the start of levels 7, 9, 11, 13, 15, 17 or 19.

Champion

Armor class: 15 (Scale Mail + 1 dex)

Hit points: 13 + 4 (Every odd numbered level, you can increase the Champion's health by 1d8)

STR: 17 DEX 12 CON: 14

INT: 6 WIS: 7 CHA: 6

Speed: 30 ft

Proficiency Bonus: equals your bonus.

Equipment: The Champion is proficient in all melee weapons and armor. They use your proficiency modifier for their own. The champion wields spirit melee martial weapons of your choosing.

Multiattack: The Champion makes two attacks with its weapon.

Guards

Armor Class: 13 (Leather Armor +2 dex)

Hit Points: 6 + 1 (Every odd numbered level, you can increase the Guards's health by 1d6)

STR: 14 DEX: 14 CON: 12

INT: 4 WIS: 6 CHA: 3

Speed: 25ft

Proficiency Bonus: equals your bonus.

Equipment: Guards are proficient in light armor, medium armor and all weapons. Each Guard wield spirit weapons of your choosing.

Teamwork: When you summon Guards, 3 of them are summoned. Whenever you finish a short or long rest, only one who were reduced to 0 hit points is restored to their full.

Subordinate: Mentor[edit]

At 11th level, you may summon a Mentor Spirit who buffs you allies and other Subordinates. You choose one Spirit Mentor from the list below. Your choice can be changed at the start of levels 15 or 19.

Spellcaster

Armor Class: 12 (Studded Leather)

Hit Points: 10 - 3 (Every odd numbered level, you can increase the Spellcaster's health by 1d4)

STR: 5 DEX: 10 CON: 8

INT: 16 WIS: 14 CHA: 12

Speed: 25 ft

Proficiency Bonus: equals your bonus.

Equipment: The Spellcaster is proficient in light armor and simple weapons. They wield a spirit quarterstaff.

Spellcasting: The Spellcaster is a 4th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The Spellcaster has the following Warlock spells prepared:

  • Three Cantrips that you choose at level 11 that can be changed at the start of level 13, 15, 17 or 19. (at will)
  • One 1st level spells that you choose at level 11 that can be changed at the start of level 13, 15, 17 or 19. (3 spellslots)

To regain spellslots, the Spellcaster needs to take a long rest.

Lack of Material: The Spellcaster can't cast spells that require a Material Component.

General

Armor Class: 16 (Chain Mail)

Hit Points: 18 + 9 (Every odd numbered level, you can increase the General's health by 1d8)

STR: 16 DEX: 10 CON: 16

INT: 5 WIS: 6 CHA: 12

Speed: 30 ft

Proficiency Bonus: equals your bonus.

Equipment: The General is proficient in heavy armor and all weapons, and they will wield a one-handed ranged weapon and another melee martial weapon of your choosing. They use your proficiency modifier for their own.

Commander: The general can use any of your Commands.

Subordinate: Aspects[edit]

At level 18, you gain access to your most powerful Aspects of the Astral planes itself. You choose one Spirit Aspect from the list below. You cannot change this later.

The Chaotic Aspect

Armor Class: 17 (Studded Leather +5dex)

Hit Points: 28 + 15 (At level 20, you can increase the Chaotic Aspect's health by 1d8)

STR: 9 DEX: 20 CON: 16

INT: 8 WIS: 12 CHA: 7

Speed: 45 ft

Proficiency Bonus: equals your bonus.

Equipment: The Chaotic Aspect is proficient in light armor and all weapons. They use your proficiency modifier for their own. The Chaotic Aspect wields 2 spirit daggers, one in each hand.

Expertise : The Chaotic Aspect has +12 to Stealth checks and makes no sound when it moves.

Sneak Attack : Once per turn, when the Chaotic Aspect has advantage on an attack roll, they deal bonus damage equal to 3d6. The attack must use a finesse or a ranged weapon. The Chaotic Aspect doesn't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and the Chaotic Aspect doesn't have disadvantage on the attack roll.

Spells : The Chaotic Aspect knows 1 Sorcerer Cantrip of your choice, can cast Invisibility on itself up to 3 times per short or long rest each. The cantrip can't be changed later.

Multiattack: The Chaotic Aspect makes two attacks with its weapon.

The Lawful Aspect

Armor Class: 18 (Full Plate)

Hit Points: 34 + 25 (At level 20, you can increase the Lawful Aspect's health by 1d10)

STR: 16 DEX: 6 CON: 20

INT: 7 WIS: 11 CHA: 12

Speed: 30 ft

Proficiency Bonus: equals your bonus.

Equipment: The Lawful Aspect is proficient in all armor and weapons. They use your proficiency modifier for their own. The Lawful Aspect wields a greatsword while on foot and a lance and shield while mounted, unless either of these was replaced by an attuned weapon.

Mighty Steed : The Lawful Aspect appears riding a Barded Spirit War Horse, wielding their spirit lance and shield while astride their mount.

Spells : The Lawful Aspect knows 1 Cleric Cantrip of your choice and can cast Lesser Restoration up to 3 times per short or long rest.The cantrip can't be changed later.

Multiattack: The Lawful Aspect makes two attacks with its weapon.

Medium Origin[edit]

The War Commander[edit]

A War Commander is an individual whose comrades never abandoned them, even after death. They range from inspiring captains or generals, beloved by their men, to kings whose subjects swore an oath that binds them even after death, perhaps the subordinates are sent from a deity to assist the War Commander in their tasks.

Regardless of how their subordinates came to be, a Spirit Commander is a skilled leader, able to employ the skills of both their subordinates and allies to their maximum potential.

Organized Combat

At 2nd level, you gain 2 additional Commanding Traits.

Tag Team Tag

At 9th level, You have advantage to your attack rolls as long as you have a friendly Spirit (not necessarily one of your Subordinates) within 10ft of a enemy.

Extra Attack

Beginning at 9th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Spirit Training

At 14th level, Your Subordinate Combatants (Guards or Champion) gain a bonus adding up to +4 on attack and damage rolls.

The Spirit Friend[edit]

The Spirit Friend is a person that since was a child heard voices in their head that aided them in their life, but when they got older they embraced this part of themselves, trying to help the voices back. This medium started helping to comfort lovers, siblings, parents, sons and daughters, both the living and the dead ones. But in a terrible day, this medium needed more help from the dead than just talking.

Doubly Advised

At 2nd level, You may have 2 Advisor spirits summoned at the same time. Any Commanding Trait about your Advisor can be divided between both, but there can not have traits in both of them at the same time. Additionally, You can choose to not have traits active in the Subordinate that you have summoned.

Friend of the Not Quite Departed

At 9th level, You have +2 to your AC as long as you have a friendly Spirit (not necessarily one of your Subordinates) within 30ft of you.

Spiritual Call Out

Also at 9th level, your Advisor subordinates can use the help action with a range of 35 ft to help you and with a range of 25ft to help others.

Phase Alignment

At 14th level, All your Subordinate Spirits gain resistance to non-magical damage.

The Soulful Entertainer[edit]

The Soulful Entertainer is a mysterious artist who somehow was able to gather an audience in the most challenging branch of art: the Astral Plane. This person just wants to make a strange work of art in their twisted concept of quality content.

Unearthly audience

At 2nd level, You may summon the spirits of Artists within 20ft up to a maximum of your proficiency bonus plus one per short or long rest, you can control them without using any actions and they can't take any action that would harm another creature but each of them have a proficiency with an instrument or tool kit of your choice.

Music of the heart

At 9th level, you can use your Artists to put on a musical display, as an action, each Artist creates a sphere of 10ft radius which cause creatures within it of you to make a wisdom saving throw against your save DC or be charmed by you for 1 minute, once used this can't be used again until you complete a long rest.

Morbid Inspiration

Also at 9th level, you or your artists can inspire others through sheer fear in your words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 50 feet of you who can hear you. That creature gains one Morbid Inspiration die, a d6.

Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.

Soulful gain

At 14th level, when you summon an Artist you can choose to have it aid a creature within 30ft of them giving them advantage to Dexterity, Wisdom, Charisma and Intelligence checks and saving throws while this Artist only uses its action to do this.

Artist

Armor Class: 10 (Clothes of a style you may choose)

Hit Points: 4 - 2 (Every even numbered level, you can increase the Artist's health by 1d4)

Speed: 20 ft.

STR: 8 DEX: 7 CON: 7

INT: 11 WIS: 11 CHA: 14

Skills: Performance +3.

Equipment: An instrument or tool kit of your choice.

Mostly Harmless: The Artist cannot use the attack action or harm others.

The Weirdly Charismatic[edit]

A Weirdly Charismatic Medium is literally what its name describes it, a person that somehow is charismatic enough to draw the attention of the dead and some times, other creatures from alternate planes of existence, because of that any different step you take might attract a spirit which can make you shine so much that you blind others, start levitating because of a crowd of spirits praising you or even a fireball thrown at you because you did something that wasn't entertaining to watch!

Sudden help

Beginning at 2nd level, every time a Subordinate of yours get to 0 Hit Points by an attack that would take half of its total Hit Points anyway a strange event happens, roll a d6:

Sudden Help Table
d6 Result
1 3 fire bolts come out of your Subordinate and attack the three nearest creatures
2 The subordinate doesn't take any damage but stays stunned until the end of your next turn
3 The three nearest creatures are teleported 20ft away from the place were the Subordinate was
4-6 Nothing happens
Wild Magic Surge

At 9th level, your spellcasting can unleash surges of untamed magic. Immediately after you cast a spell of 1st level or higher or if you summon a Subordinate, you have to roll a d20. If you roll a 1, roll on the Wild Magic Surge table (replacing the 0-99 to "You can cast a duplicate of all your Subordinates in the following hour, that last for an hour") to create a random magical effect. Every time you do not create a random magical effect, the number you need to roll for the creation of a random magical effect increases by one.

Arcane Sacrifice

At 9th level, you can add this Combat Command to your commands list called Arcane Sacrifice: As an action you can de-summon a Subordinate and immediately after you can have a roll on the Wild Magic Surge table twice and pick the result you want, you can't summon any Subordinates again before you take a short rest.

Mentor's Magic

At 14th level, your General can roll a d20 as your Wild Magic Surge every time it gets hit or hits a creature or your Spellcaster can roll a d20 as your Wild Magic Surge every time it casts a spell.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Medium class, you must meet these prerequisites: Charisma 13 or more.

Proficiencies. When you multiclass into the Medium class, you gain the following proficiencies: Simple weapons and choose one from Calligrapher's supplies, Cartographer's tools, or Painter's supplies

What's Different?[edit]

This is a class based on the Spirit Commander Variant, Spirit Commander and the Spirit Commander 2nd Variant (in order of most used to less used) but there are some changes:

  • I have balanced it ALOT -> EDIT: I have balanced this class so much please do NOT FUCKING GET ME INTO IT lmao
  • I've changed a bit of the proficiencies, the starting equipment and the Multiclassing section.
  • I've addapted and balanced the Soulful Entertainer subclass of the Spirit Commander.
  • I've changed the speed of most, if all Subordinates.
  • I have balanced some of the Commanding Traits and I have made a better categorization, based on which Subordinates they can be applied to.
  • I have created 3 new Commanding Traits and plan to create more.
  • I have balanced the Spirit Friend subclass a bit.
  • I'm making a new Wild Magic like-subclass.
  • I changed the Spell list to the Warlock's spell list.
  • I have removed the Advanced Commands and the High Commands features, but if you want to you can add it on to your game.
  • I have delayed the Combat Commands to 7th level, because I think it was too powerful.
  • And I have balanced ALOT ALOT the Subordinates.


4.00
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