Rogue
Base Class: Rogue

With a gentle drag on the now smoldering stub of a cigarette held in her soft lips, the woman twitches her nose softly as she leans down to pick up the pamphlet the shady merchant was offering. She didn't trust the man, but coin was coin, and he was claiming his new shop was haunted. That is what she was, a professional exorcist. She had seen it all, possessions, hauntings, poltergeists, even slew a Revenant for a customer once. Though suppose she should have informed the poor bastard that doing so was only a temporary measure.

She opens the pamplet, information inside detailing the supposed spirit haunting the place. Looking up to the merchant, she sees right past his toothy grin. Her eyes shimmer with a ghostly light as she focuses her gaze back to the papers, but lets her mind scan over his thoughts.

||Just take the job you dumb *****. I have places to be, and those men didn't seem to eager to part with the coin they gave me to scam your sorry ass. Why is she looking at me like that? We are just going to keep passing stupid looks at each other?||

She was curious, not about the merchant. Clearly he was a fall guy, bait to draw her in. She wanted to know who sent him. She dug deeper into his mind, sifting through his memories like she would pages of a book. Sure enough, there they were. The one being hunted by the Revenant. Seems he wasnt happy she took payment for her fair work. Paid off this guy to get her to walk right into a trap. She smiles and sits back in her chair, looking to the merchant.

"Alright, Ill get right to this. You need not worry about your poltergeist problem anymore. Ill get it all sorted out"

She cant help but smile. She was eager to see what they had in store for her. Perhaps she would even remember to bring her dagger....



Astral Medium's are people who have a unique connection to their own soul. They channel this ability into the physical world, giving themselves the power to manifest ghostly powers. Excellent infiltrators, investigators of the occult or perhaps wondering spirits who are lost in the world, Astral Medium's are well equipped to handle the world around them. They can channel their powers into a potent spirit blast, speak telepathically and sense emotions or left over psychic energy, or even become ghostly themselves with enough training and time.

Most Astral Medium's show signs at an early age, able to converse with spirits no one else can see. They find themselves in places they wouldn't be able to get to, or might even simply have waking dreams where they seem to be flying. This is because they project their astral self into the world around them, and thus have their ghost like powers. Most gifted cant take this past their own dreams, but Astral Medium's train and learn to do this while awake.

Most Astral Medium's find training with a master, one who has found out about their unique gift through sensing another Medium. Unfortunately, Thanks to their potent psychic powers, they find themselves targets of creatures that feast upon psychic energy. Thus, the training is both to help ensure they learn how to use their powers, and to learn how to defend themselves.

Psionic Power

3rd-level Astral medium feature

You harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various psionic powers you have, which are detailed below.

Some of your powers expend the Psionic Energy die they use, as specified in a power’s description, and you can’t use a power if it requires you to use a die when your dice are all expended. You regain all your expended Psionic Energy dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Psionic Energy die, but you can’t do so again until you finish a short or long rest.

When you reach certain levels in this class, the size of your Psionic Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12). The powers below use your Psionic Energy dice.

Psionic Talent. When you make an ability check you may spend some of your psychic energy to bolster yourself. When you fail an ability check using a skill or tool with which you have proficiency, you can roll one Psionic Energy die and add the number rolled to the check, potentially turning failure into success. You expend the die only if the roll succeeds.

Telepathic Link. You gain the ability to create a telepathic link between minds. Roll one psionic talent die, you may choose a number of willing creatures that you can see up to the amount rolled on the psionic talent die, and then you and those creatures can speak telepathically with one another. To speak telepathically with another creature using this ability, the creatures must be within 1 mile of each other. This effect lasts for an amount of hours equal to the number rolled on the psionic talent die. A creature can’t use this telepathy if it can’t speak any languages. You and the creature don’t need to speak a common language to understand each other.

The first time you use this power after each long rest, you don’t expend the psionic talent die. All other times you use the power, you expend the die.

Psionic Sense. You have a unique gift to sense out the paranormal, including other Astral Mediums and those gifted with psionic powers. Roll a psionic talent die. You may focus your latent powers to sense the location of any creature who's home plane is not the material, or the location of undead within an amount of miles equal to the number rolled on your psionic talent die. Additionally, You also sense the location of any Astral Mediums within this same distance. This tells you the general direction of those sensed, as well as the type and number, but not the exact location. The dice used for this is spent.

Spirit Blast

3rd-level Astral Medium feature

You can manifest your psionic power into a potent spirit blast, searing your foes with the pure energy of your soul. Whenever you use the Cunning Action you may fire a Spirit Blast as part of that bonus action, provided you have not already used your sneak attack. Spirit Blast is a ranged attack with a range of 90ft using your dexterity modifier for the attack and damage roll. On a hit this attack deals Psychic damage equal to your sneak attack damage. If you use this ability, you cannot use your sneak attack in the same turn, and you cannot use this ability if you have already used your sneak attack that turn.

Psionic Cognition

9th-level Astral Medium feature

Your psychic powers grow stronger, enabling you to sense minds, read them like a book, and even bolster your own psychic defenses. You gain the following Psychic powers.

Telepathic Scan. As an action you may spend a psionic talent dice to cast the Detect Thoughts spell without requiring material, somatic, or verbal components. Intelligence is your spellcasting ability for this spell.

Psychometric Echo. You can sense the echos of history around an object with a touch. Roll a psionic talent die as an action while touching an object. You sense the events that have happened and the echoes of history around the object within a number of days in the past equal to the number rolled on the psionic talent die. You sense events around the object you are studying, seeing, hearing, and smelling anything that passed within 30ft of the object in question.

The first time you use this power after each long rest, you don’t expend the psionic talent die. All other times you use the power, you expend the die.

Mental Shielding. As a reaction when you are forced to make an Intelligence, Wisdom, or Charisma saving throw, you may roll and expend a psionic talent die to add the number rolled to that saving throw.

Ghost Walk

13th-level Astral Medium feature

You can channel your spiritual powers and become much like a ghost. As an Action you become ethereal for a number of minutes equal to one roll of your psionic talent die, or until you choose to end this (No action required), your physical body fading away for a ghostly version of yourself. Your ethereal form grants you resistance to nonmagical bludgeoning, piercing, and slashing damage. Additionally you can pass through solid objects and creatures harmlessly. If you end your turn in the same space as a creature or object you take 1d10 force damage and are shunted to the nearest space outside of the object or creature.

Once you use this feature, you can’t do so again until you finish a long rest, unless you expend a Psionic Energy die to use this feature again.

Ethereal Jaunt

17th-level Astral Medium feature

Like a ghost, you have the ability to slip in and out of the Ethereal Plane. You can now use your Cunning Action to teleport up to your walking speed to an unoccupied space. You don’t need to see that space to teleport to it, but your teleportation fails, wasting your bonus action, if you attempt to teleport through magical force that is medium or larger, such as a wall of force. If you appear in a space occupied by another creature or filled by an object, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are shunted.

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