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View Full Version : D&D 5e/Next The medium. A magical non spell casting class for 5e.



Rfkannen
2015-03-28, 12:33 PM
The goal of this class was to make a magical non caster. I saw talk about those in a thread a while ago and decided to make one. I tried to use the old idea of a necromancer as well as takeing into acount shaman king and the binder class. What do you think? It has not been play tested yet. Does this look fun to play? How would you improve it?

The medium

An investigator stuck on a case calls upon the spirit of the murder victim to help find it’s murderer
A helpless farmhand calls upon the spirit of the great hero of old in order to gain the strength to defeat a new foe
When most people think of the power of the dead, their mind goes to the necromancer wizards and the death clerics, yet you take a different path. You are no spellcaster, instead you have bonded yourself to four spirits which give you access to the power of the dead. Your main power is to let the spirits possess you, this gives you a substantial increase in power, letting you tap into the skills and abilities the spirit once had, however you are also under the will of the spirit while it happens.
https://s3.amazonaws.com/lowres.cartoonstock.com/animals-seance-dog-spiritualists-seances-psychics-kmhn83_low.jpg


The power of death
Mediums are people who can tap into the power of death, past the veil in order to deal with secrets. Yet they are not spellcasters, and that is an important distinction. While others can tap into death with spells the medium taps into the viel with their very soul, opening up all of them in order to reach the power of death.


Secret hunters, helpers, and money makers.
Their are many paths to medium ship, through books, training, or simply finding a spirit to bond with. Yet they all do it because they want something. Often it is knowledge, for whatever reason they want to know what the dead know. Maybe to solve a mystery long forgotten, or simply because of a helpful curiosity. Some mediums become mediums because of the raw power of the dead, yet these soon find that the dead are not as easily controlled as they would hope.





Level
Prof
Features


1st
+2
Seance


2nd
+2
Charmer


3rd
+2
Spirit improvement

4th
+2
Ability Score Improvement

5th
+3
Death claw

6th
+3
Aura of death

7th
+3
Spirit improvement

8th
+3
Ability Score Improvement

9th
+4
Improved mind

10th
+4
spirit improvement

11th
+4
ghost sight

12th
+4
Ability Score Improvement

13th
+5


14th
+5


15th
+5
Spirit improvment

16th
+5
Ability Score Improvement

17th
+6
leave your body

18th
+6
spirit improvement

19th
+6
Ability Score Improvement

20th
+6
master of death





Creating a Medium

When making your medium think about who their spirits are, where they got them, and how they have adjusted to live once they have touched the spirit world. ALso think about how they use their spirits in the living world.


Quick build. The quick build to make a medium is to put your highest stat in charisma, your second in condition, and choose the charlatan background

Class features
As a medium you gain the following class features

Hit points
Hit Dice 1d8 per medium level
Hit points at first level 8 + your con modifier
Hit points at higher levels 1d8(or 5) + your con modifier per medium level after 1st.

Proficiency
armor; none
Weapons; daggers, darts, slings, quarterstaff, light crossbows.
Tools; CHoose one type of artist tools or one musical instrument
Saveing throws Wisdom, charisma
Skills Choose any two

Seance.
Starting at level one a medium has the ability to speak to the dead. By spending 5 minutes doing a ritual. If they are not interrupted, when that five minutes are up you may choose to try to summon a singular spirit. You pick one dead being and ask them to come to you, if they choose to(they can refuse) they appear in your room. How this happens you choose, there voice could come out of your mouth or they could appear as a half visible operation. When they are in the room you may talk to them. as a free action you can banish the spirit back to where it was before. In addition you can cast speak with dead at will.


The spirits
The spirits that possess you are controlled by the dm, each one has a personality and background of your choice. When you are possessed you gain the benefits described below. Also, should the spirit have a choice, than you make the choice when you gain the power and can not change it. except by breaking your bond with the spirit and spending one week to find a new spirit to bond with, who has the abilities to choose. The abilities are detailed below.


Charmer-
Starting at second level, your interactions with the dead have granted you the ability to be very persuasive. As an action you can cause one creature within 10 feet of you to make a wisdom saving throw versus 8 plus your proficiency plus your charisma modifier, undead creatures have disadvantage on this roll. If they succeed nothing happens and you can not attempt to charm them again until they take a short rest. If they fail they are charmed until the start of your next turn. If they are undead, on that turn you may choose to continue charming them, if you do then they get to try to save again, and you may give them a singular command which they must obey on their turn, this command can not be something that they would be against their morals, such as an vampire orc chief murdering orc babies, but you could command a zombie to kill it’s master as it has no particular ties to that master. They do not have disadvantage on this roll

Death claw.
Starting at level 5 you can call upon the spirits of the world to strike at your foes at will. You may give up an attack to cause an invisible spirit to attack, this acts as a weapon that uses your charisma for both damage rolls and to attack rolls. It does 1d6 necrotic damage and has a range of 30 feet.

Aura of death
. Starting at level 6 allies have advantage on death saving throws within 30 feet of you.

Improved mind-
Starting at 10th level you begin to harness the power of your own mind. your thoughts can't be read unless you wish them to be. In addition You can communicate telepathically. You have the ability to communicate telepathically with any creature within 60 feet of you, they need to speak at least one language, but you do not need to know it, in order for this feature to work. Once you have spoken to them until their next short rest they can likewise talk with you telepathically.

Ghost sight-
starting at 11th level, nothing with a soul can escape your sight. You are aware of the location of any living or undead creature within 10 feet of you. In addition you can see into the ethereal plane 60 feet.

Leave your body.
You may spend 5 minutes leaving your body. When you are done your body is left helpless, and you become a spirit. While you are a spirit your body is left helpless and your spiritual part becomes separate. As a spirit you have no physical stats, 1 hit point, and can not touch anything or be touched. If a magical weapon or spell damages you, you are immediately sent back to your body. You can only move up to 1 mile away from your body, and when you are done leaving your body you can not do it again until you complete a long rest.

Master of death-
starting at level 20, you have become as one with death. When you die you can immediately leave your body. However when you leave your body like this it is exactly the same except you no longer have restrictions on where you can go, and you can attempt to reform your body. You can spend one week constructing a body. If you are interrupted during this process, you die. If you succeed, then you are the same as alive, however you can not use master of death for one month.

Rfkannen
2015-03-28, 12:34 PM
The spirits


The spirits.

The spirits that possess you are controlled by the dm, each one has a personality and background of your choice. When you are possessed you gain the benefits described below. Also, should the spirit have a choice, than you make the choice when you gain the power and can not change it. except by breaking your bond with the spirit and spending one week to find a new spirit to bond with, who has the abilities to choose.

The warrior.
The spirit of some great warrior such as a fighter, barbarian, or giant half dragon pig.


lv 1. Gain proficiency in one weapon, and either all armor or your ac when not wearing armor is equal to 10+dex+con. You also gain the benefit of being trained in 3 fighter skills of your choice. 2 skills from the fighter list.

lv 3. You gain either one fighting style from the fighter list.

lv 7. Extra attack as per the barbarian feature

lv 10. When you make a weapon attack, you may add your charisma modifier as necrotic damage to the damage of the weapon.

lv 15. Starting at level 15 the sheer force of will of a warrior spirit invigorates you, letting you heal through sheer force of will.Once per short rest you can heal 3 hit dice of damage as a bonus action.

lv 18. The power of the warrior wards off all blows, making you an avatar of battle. You have resistance to bludgeoning, piercing, and slashing damage from non magical weapons.