Rogue
Base Class: Rogue

Mediums may have some quirks to them that made them who they are. Perhaps, they tried to reach out to a recent dead relative without the aid of the church. Alternatively, death may have always been a part of your life, but your ability to speak with them is a more recent development. Whatever it may be, Medium perform séances to contact otherworldly creatures for divination, remorse, and closure. This contact could be any entity from another plane, yet it may come at a cost (DM's Discretion).

Otherworldly Charm

At 3rd level, you gain proficiency in one of the following skills: Deception, Performance, or Persuasion. If you are already proficient in the chosen skill, you double your proficiency bonus for checks made with that skill .

You also learn one language of your choice.

Séance

Beginning at 3rd level, you gain the ability to perform a séance over the course of 10 minutes.

Once per long rest, you and up to 4 companions can chose a spirit to summon, and one or more creatures must provide  the spirit's name or a treasured possession to be used as components. While performing the séance, all creatures involved must maintain concentration as you gain the effects of the contact other plane spell. However, the number of questions that can be asked is equal to your Charisma modifier, and the save DC for the spell is reduced by 1 for each creature involved. The séance immediately ends if you fail the spell save or when all questions have been asked and answered.

You gain the ability to perform an additional séance before requiring a long rest at 13th and 17th level.

Spiritual Shield

At 3rd level, whenever a creature within 5 feet of you is reduced to 0 hit points, you can use your reaction to gain temporary hit points equal to half your rogue level + your Charisma modifier that last for 1 minute.

Spiritual Guidance

Starting at 9th level, you learn the guidance cantrip. You can cast augury spell and speak with dead spell, but only as rituals. When you cast the augury spell, a nearby spirit appears to you to convey the information you seek.

Vengeful Mark

Starting at 9th level, you can have vengeful spirits aid you in combat. When you hit a creature with a melee weapon attack, you can mark the creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature.

If a creature marked by you deals damage to you, you can use your reaction to make an attack against that creature. You have advantage on that attack roll.

Regardless of the number of creatures you mark, you can make this special attack a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

Ethereal Sight

Starting at 13th level, your continuous communing with the spirits has imbued you with the ability to see into the Ethereal. You gain 30 feet of vision into the Ethereal plane.

Reliable Séances

Starting at 13th level, you gain advantage on Intelligence saving throws while performing a Séance.

Otherwordly Venture

At 17th level, you can cast the astral projection spell, without needing material components. When you do so, you can't take any other creatures with you.

You can cast this spell once per short or long rest.

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