The Medium
"Manifestation of the Echoed Past."
Class Overview
Hit Points
Hit Dice: 1d8 per medium level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per medium level after 1st
Proficiencies
Armor: Light armor, medium armor, shields
Weapons: All simple weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from History, Insight, Medicine, Persuasion, and Religion
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a mace or (b) a warhammer (if proficient)
- (a) scale mail, (b) leather armor, or (c) chain mail (if proficient)
- (a) a light crossbow and 20 bolts or (b) any simple weapon
- (a) a priest's pack or (b) an explorer's pack
- A shield and a holy symbol
Class Features
| Level | Prof. Bonus | Features | Conn. Pts. | Cantrips | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | +2 | Spirit Echo, Spiritual Connection, Spellcasting | 1 | 2 | 2 | - | - | - | - | - | - | - | - |
| 2 | +2 | Echo Channeling | 1 | 2 | 3 | - | - | - | - | - | - | - | - |
| 3 | +2 | Medium Calling | 2 | 2 | 4 | 2 | - | - | - | - | - | - | - |
| 4 | +2 | Ability Score Improvement | 2 | 3 | 4 | 3 | - | - | - | - | - | - | - |
| 5 | +3 | Spirit Infusion | 2 | 3 | 4 | 3 | 2 | - | - | - | - | - | - |
| 6 | +3 | Calling Feature | 2 | 3 | 4 | 3 | 3 | - | - | - | - | - | - |
| 7 | +3 | — | 2 | 3 | 4 | 3 | 3 | 1 | - | - | - | - | - |
| 8 | +3 | Calling Feature | 3 | 3 | 4 | 3 | 3 | 2 | - | - | - | - | - |
| 9 | +4 | — | 3 | 3 | 4 | 3 | 3 | 3 | 1 | - | - | - | - |
| 10 | +4 | Echo Bond | 3 | 4 | 4 | 3 | 3 | 3 | 2 | - | - | - | - |
| 11 | +4 | — | 3 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
| 12 | +4 | Ability Score Improvement | 3 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
| 13 | +5 | — | 3 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
| 14 | +5 | Calling Feature | 4 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
| 15 | +5 | — | 4 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
| 16 | +5 | Ability Score Improvement | 4 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
| 17 | +6 | — | 4 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
| 18 | +6 | Echo Mastery, Advanced Echo Effects | 4 | 4 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
| 19 | +6 | Ability Score Improvement | 4 | 4 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 20 | +6 | Avatar of Memory | 4 | 4 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
- Spellcasting Ability: Wisdom is your spellcasting ability for your spiritbound spells. You use your Wisdom whenever a spell refers to your spellcasting ability.
- Spell Save DC: 8 + your proficiency bonus + your Wisdom modifier.
- Spell Attack Bonus: your proficiency bonus + your Wisdom modifier.
Spellcasting (1st Level)
You've studied the workings of magic and how to cast spells, channeling the magic through objects. To observers, you don't appear to be casting spells in a conventional way; you appear to produce wonders from mundane items and outlandish inventions.
Cantrips (0-Level Spells)
At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table.
Spell Slots
The Cleric table shows how many spell slots you have to cast your cleric spells of 1st level and higher. To cast one of these spells, 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 cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, 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 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 cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Ritual Casting
You can cast an cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Medium Abilites
Level 1: Spirit Echoes
At 1st level, you form a bond with an Echo — a spiritual fragment of a once-living being. Choose one Echo at the end of a long rest and gain its passive ability.
| Echo | Passive Effects (Level 1) | Channeling Effects (Level 3) | Special Effects (Level 18) |
|---|---|---|---|
| Guardian Spirit | Temporary hit points (Wisdom mod + Medium level) at start of combat. +1 AC | 1 minute: Resistance to bludgeoning, piercing, slashing damage. (Maybe Reduce damage from bludgeoning, piercing, slashing damage by 1 for each instance of damage if resistance is too strong) | Reaction: Impose disadvantage on an attack roll against an ally within 5 ft once per short rest. |
| Seer Spirit | Advantage on Insight and Perception. | 1 minute: Gain either See invisibility within 10 ft or Tremorsense 30 ft, cannot be surprised. | Once per short rest, reroll a failed saving throw. |
| Fury Spirit | +1 melee attack rolls. Bonus to initiative equal to Wisdom modifier. | 1 minute: Melee attacks deal +1d4 psychic damage. | When you reduce a creature to 0 HP, immediately move half speed without provoking opportunity attacks. |
Level 2: Spiritual Connection
You are attuned to lingering souls. Once at the end of a long rest you attune to a spirit echo gaining its passive effects.
Level 3: Echo Channeling
You can spend 1 Connection Point as a bonus action to amplify your Echo for 1 minute. Only one Echo Channeling effect may be active at a time.
Level 3: Medium Calling
At 3rd level, choose a Medium Calling, shaping how you interact with spirits (e.g., Path of the Spirit Warrior)
Level 5: Spirit Infusion
Once per short or long rest, when you activate Echo Channeling, you can spend 1 Connection Point to immediately switch to a different bonded Echo and activate its Channeling as part of the same bonus action.
Level 10: Echo Bond
You can maintain bonds with two different Spirit Echoes simultaneously. You may switch between your bonded Echoes as a bonus action.
Level 18: Echo Mastery & Advanced Echo Effects
Whenever you activate Echo Channeling, it lasts for 10 minutes instead of 1 minute. You may have both bonded Echoes Channeling simultaneously. You also gain access to a bonded Echoes Advanced effects when channeling.
Level 20: Avatar of Memory
Once per long rest, you fully embody a Spirit Echo for 1 minute:
- Gain all Echo benefits simultaneously without spending Connection Points.
- Gain resistance to all damage.
- Once per turn, treat one attack roll, ability check, or saving throw as a natural 20.
Medium Callings
Path of the Spirit Warrior
- 3rd: Martial Echoes: Proficiency with martial weapons, +2 weapon damage rolls.
- 6th: Echo Assault: After channeling an echo you can use your bonus action to make a second attack while the echo is amplified.
- 8th: Spirit Onslaught: When you successfully make a weapon attack you can use your reaction to deal an extra 1d8 damage of the same type of damage. When you reach 14th level, the extra damage increases to 2d8.
- 14th: Spirit of Battle: You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks .
Path of the Spirit Healer
- 3rd: Healing Echoes: When you cast a healing spell on an ally they regain additional HP equal to your Wisdom modifier + Medium level while bonded to an echo.
- 6th: Healing Surge: After channeling an echo heal 1d6 + Wisdom modifier.
- 8th: Spirit Onslaught: When you successfully make a weapon attack you can use your reaction to deal an extra 1d8 radiant damage. When you reach 14th level, the extra damage increases to 2d8.
- 14th: Spirit Restoration: Cast Greater Restoration by expending 2 Connection Points.
Path of the Elemental Echo
- 3rd: Elemental Affinity: When you bond with an Elemental Spirit, choose fire, water, air, or earth. Gain resistance to one associated damage type (fire, cold, lightning, or force). Additionally, when you deal damage of your chosen element, you can spend 1 Connection Point to deal maximum possible damage with that effect.
- 6th: Elemental Fury: When you deal weapon damage or Echo ability damage, you can change its type to match your Elemental Affinity. Deal additional based on your wisdom modified with you Elemental Affinity.
- 8th: Spirit Onslaught: When you successfully make a weapon attack you can use your reaction to deal an extra 1d8 matching your Elemental Affinity damage. When you reach 14th level, the extra damage increases to 2d8.
- 14th: Elemental Avatar: When you activate Echo Channeling, for the duration, creatures that hit you with melee attacks take 1d8 elemental damage (matching your affinity).
Medium Calling Spell Lists
Spirit Warrior
| Level | Spells |
|---|---|
| 1st | Shield of Faith, Heroism |
| 3rd | Spiritual Weapon, Mirror Image |
| 5th | Spirit Guardians, Crusader's Mantle |
| 7th | Freedom of Movement, Stoneskin |
| 9th | Flame Strike, Hold Monster |
Spirit Healer
| Level | Spells |
|---|---|
| 1st | Cure Wounds, Sanctuary |
| 3rd | Lesser Restoration, Prayer of Healing |
| 5th | Beacon of Hope, Revivify |
| 7th | Guardian of Faith, Death Ward |
| 9th | Mass Cure Wounds, Raise Dead |
Elemental Echo
| Level | Spells |
|---|---|
| 1st | Absorb Elements, Thunderwave |
| 3rd | Flame Blade, Shatter |
| 5th | Elemental Weapon, Protection from Energy |
| 7th | Ice Storm, Wall of Fire |
| 9th | Flame Strike, Cone of Cold |