Base Class: Wizard
Mediums are wizards that channel a mix between spiritual and arcane energies together. Often utilizing tools such as Crystal balls, spirit boards, and tarokka cards, these wizards can commune directly with the Dead utilizing various methods and rituals some perceive as unnatural.
For many mediums, the spirits are perceived to be more alive than their mortal counterparts, although the reasons they've chosen to become a medium may vary. Whereas some may choose to use their psychic abilities to solve crimes and injustices from cases long cold, others may choose to peer Beyond the Veil out of a sense of morbid curiosity for what awaits them on the other side.
Voices from Beyond
Starting at second level you begin to hear voices and echoes from Beyond the Veil. You may choose to sacrifice an action, bonus action, or movement to focus on their Whispers in an attempt to make out what they are saying. These whispers range from extremely helpful, useless information, purposeful misinformation, and everything in between, and are always in a language you can understand. At six level you may expend a spell slot of first level or higher to amplify their Whispers to be heard by all creatures within 30 ft of you.
Also, due to your psychic abilities, you always have Speak with Dead prepared, you can cast it without expending a spell slot as a ritual, and the spell doesn’t count against the number of spells you have prepared. If you do not have access to the corpse of the Dead you are trying to speak with or it does not have a mouth, you may still have the spell so long as you have a spell focus and either the name of the Dead you are tempting to speak with, access to a spirit board, or an item of significance relating to them (DM discretion).
Spirit Guides
Spirits from Beyond the Veil offer to guide your mind and hands to accomplish tasks. Whenever you finish a long or short rest you can gain one skill, tool, or weapon proficiency of your choice as the spirits offer to share their knowledge and wisdom with you. This proficiency lasts until you use this feature again. You gain one additional proficiency of your choice at levels 6, 10, an 14.
Ghost Strider
Starting at 6th level, you gain the ability to enter the Ethereal plane as an action. The effects of you doing so are as if you cast Etherealness on yourself. The total amount of time you can spend on the Ethereal plane each day is equal to one minute times your proficiency modifier and resets after a long rest.
Additionally you have invisibility and greater invisibility spells always prepared and they do not count against the number of spells you have prepared.
Stewardship of the Medium
Beginning at 10th level, spirits will aid you with wealth and learning new spells. You have a 15% chance to have them bestow you with up to 320 (4d8x10) gold or a random uncommon during a long or short rest. You Additionally, you have a 5% chance of gaining a new spell of 1st level or higher in your spellbook as well. These spells are random and can can come from any classes spell list. Spells that come from outside of the wizard spell list count as wizard spells when they are copied this way.
Sacred Channels of the Seance
Starting at 14th level, you are renown by the sprits as a direct link between the material and aethereal plane and are gifted a range of unique abilities as a token of their respect. You gain truesight out to a range of 120 feet. Likewise you gain the immunity to being Charmed, Frightened, and Possessed, and have advantage on all saving throws dealt by Undead Creatures. Creatures with the Incorporeal Movement cannot move through you, and your hit point maximum and ability scores cannot be reduced as a result of an attack.
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