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Mediums, like clairvoyants, traffic with the dead. Unlike clairvoyants, mediums actively welcome ghosts into their lives. Mediums are shameless about leveraging their ghostly contacts to their personal advantage. They use spirits to earn money by playing the lottery, conducting séances, spying on people. While the clairvoyant’s power comes from within, the medium is essentially a ghostly socialite with lots of dead friends. That said, mediums are not all crystal balls and murky fortunes. Many are masters of etherplasm and, if pressed, can demonstrate just how powerful they really are with displays of psychic power.

Psionic Sorcery

When you choose this origin at 1st level, when you cast any of the spells gained from your Psionic Spells feature, you can cast it by expending a spell slot as normal or by spending a number of sorcery points equal to the spell’s level. If you cast the spell using sorcery points, it requires no components.

Psionic Spells

Starting at 1st level, your psychic nature changes your mind in subtle but profound ways. You learn additional spells when you reach certain levels in this class, as shown on the table below. The spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.

Sorcerer Level Spells
1st comprehend languages, detect evil and good
3rd augury, see invisibility
5th speak with dead, tongues
7th banishment, divination
9th contact other plane, creation (made of etherplasm)

Spirit Tools

At 6th level, your practice of contacting spirits can employ special tools. You can use the following objects as a spellcasting focus for your sorcerer spells: a candle, a crystal ball, a talking board, a tarot deck, or a skull. At 6th level, when you cast a sorcerer spell that deals damage or restores hit points through the Spirit Tool, roll a d6, and you gain a bonus to one roll of the spell equal to the number rolled.

Necrotic Defenses

At 6th level, you gain resistance to necrotic damage, and you have advantage on saving throws against being frightened.


At 14th level, you can channel spirits to gain insights into magic. You can conduct an hour-long ritual channeling spirits (which can be done during a short or long rest) using your Spirit Tools. You can conduct the ritual with a number of creatures equal to your proficiency bonus (including yourself). At the end of the ritual, you temporarily learn one spell of your choice from any class. The spell you choose must be of a level equal to the number of creatures that conducted the ritual or less, the spell must of a level you can cast, and it must be in the school of divination or necromancy. The chosen spell counts as a sorcerer spell for you but doesn’t count against the number of sorcerer spells you know. Once you perform the ritual, you can’t do so again until you start a long rest, and you know the chosen spell until you start a long rest.

Consult the Dead

At 18th level, you gain the ability to consult with the dead. When you do so, you cast the augury or clairvoyance spell, without using a spell slot or material components. Rather than creating a spherical sensor, this use of clairvoyance invisibly summons one of friendly spirit to the chosen location. Charisma is your spellcasting ability for these spells. After you cast either spell in this way, you can’t use this feature again until you finish a short or long rest.

Section 15: Copyright Notice

5E RPG: Gothic Adventures. Copyright 2021, Mal and Tal Enterprises, LLC; Author Michael Tresca.