When they were born, or perhaps as a result of some experienced trauma, a part of each Medium’s soul entered the spiritual realm. To them, the lost souls of the dead and other free-floating spirits became just more travelers along the roads they travel.

Medium Features
Channeler LevelFeature
1stExpression of Spirit, Spirit Vision
6thSpiritual Attunement
10thBanish Spirits
18thPersona Ward

Expression of Spirit

1st-level Medium feature

Your inner soul empowers your psychic abilities. Your manifesting ability is Charisma. You use your Charisma whenever a power refers to your manifesting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a channeler power you manifest and when making an attack roll with one.

Power save DC = 8 + your proficiency bonus + your Charisma modifier

Power attack modifier = your proficiency bonus + your Charisma modifier

When you gain a new channeler power, you may select a power from the channeler power list or the following powers: apopsi, extrasensory perception, hypercognition, id insinuation, mind probe, muddle, precognition, psychometry, puppetry, spirit ward, and telekinetic grasp.

At 1st level, you can select one of the powers above and add it to the list of powers you know. At 10th level, you may add another power from the list above.

Spirit Vision

1st-level Medium feature

You are attuned to the spirit realm. Whenever you are within 30 feet of a spiritfont you are aware of its presence.

As an action, you can perceive the spirit realm and see the auras of creatures for a number of rounds equal to your levels in this class or until you lose your concentration (as if you were concentrating on a power). During this time you have aurasight and can perceive the Ethereal Plane to a distance of 60 feet. While peering into the Ethereal Plane, you can manifest telepathy powers against targets on the Ethereal Plane, but can’t concentrate to maintain them while concentrating on your Spirit Vision feature.

As long as you maintain this sight, you gain a +2 bonus on saving throws and Intelligence (Investigation) checks against illusions of any sort. Moreover, your vision allows you to perceive the presence of a spirit possessing a creature or object. The possessor must make a Charisma saving throw against your power save DC. If successful, you are unable to detect its presence.

You can call upon your Spirit Vision feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.

Spiritual Attunement

6th-level Medium feature

Due to your closeness to the spirit realm, you can no longer be aged through supernatural means.

In addition, your psionic powers reach beyond the material world, striking a creature’s spirit as well as its body or mind, granting you the following benefits.

  • You can target creatures and objects on both the Ethereal Plane and the Material Plane with your powers while on one of the planes. You must be aware of a creature to target it specifically, but effects which don’t require you to target a creature will affect targets on the other plane where it overlaps the one you’re on.
  • Whenever you hit a target with an attack roll, you can deal extra necrotic or psychic damage (your choice when you deal damage) to it equal to your proficiency bonus.
  • Psionic powers you manifest against a celestial, elemental, fey, fiend, or undead ignore psychic and bludgeoning damage resistance and immunity to the following conditions: frightened, paralyzed, stunned, and unsettled.
  • You can concentrate on your Spirit Vision feature and a channeler power at the same time.

Banish Spirits

10th-level Medium feature

As an action you can channel your inner strength to drive away spirits. You can attempt to do so twice. Starting at 18th level you can Banish Spirits three times. You regain all expended uses when you finish a short or long rest.

The effect of Banish Spirits requires a saving throw; the DC equals your power save DC.

One celestial, elemental, fey, fiend, or undead that you can see within 30 feet of you must make a Wisdom saving throw. If the creature fails the saving throw, it is turned for 1 minute or until it takes any damage.

A turned creature must spend its turns trying to move as far from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its actions, it can only use the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

Weaker creatures, at your decision, can be either destroyed (if undead), banished to their home plane (if celestial, elemental, or fiend), or driven away (if fey) if they fail their saving throw. If the challenge rating of the creature is equal or less than the threshold shown on the Banish Spirits table, it suffers the effect. Banished celestials, elementals, and fiends can’t return to the Material Plane for 24 hours, provided they have the means to do so. Fey that are driven away must flee one mile away from the location and can’t return for one month.

Banish Spirits
Medium LevelBanishes or Destroys Creatures of CR…
10th1 or lower
11th2 or lower
14th3 or lower
17th4 or lower

The Banish Spirits feature can be used on a creature or object to drive out a creature possessing it. When you do so, you become locked in a battle of wills with the possessor for up to 1 minute. Each round, the possessor must make a Wisdom saving throw against your power save DC. If the possessor fails three saving throws, it is forcibly removed from the host and is stunned until the end of its next turn. It can’t attempt to repossess the host again for 24 hours. If the possessor fails less than three saves, it remains within its host and is immune to your further attempts to remove it for 24 hours.

You can also use this feature to render a spiritfont whose center is within 5 feet of you dormant. The spiritfont must succeed on an Intensity saving throw against your power save DC or it becomes dormant for a number of hours equal to your proficiency bonus.

Persona Ward

18th-level Medium feature

You can’t be charmed or cursed.

You are immediately aware of the perpetrator of a charm, curse, or possession attempt against you, knowing its exact location and identity. Whenever a creature attempts to possess you, you can expend one Psychic Burst die to forcibly expel it. The creature takes force damage equal to five rolls of your Psychic Burst die and is stunned until the end of your next turn. If you are possessed, you can expend one Psychic Burst die to make a new saving throw on your turn even when you’re not in control, rolling the die and adding the number rolled to your save. A creature isn’t damaged or stunned in this case.

In addition, when using your Spirit Vision feature, you see creatures for what they truly are and can see the true form of a shapechanger or one which has had its form changed through some means.