Medium (4e Class)

Medium

I am the voice of damnation.
—Memna, the Fenlight Wretch
Class Traits
Role: Controller. Mediums channel the power of either dead or demonic entities, enabling the aforementioned entitites to enter their mortal body and act through them. In combat Mediums invite dark forces to grant them great power, but this comes at a high cost. Mediums must constantly struggle for control of their own body while possessed or else the very creatures they channel will shatter or banish their minds and retain full control of the Medium's body. You lean towards leader or defender as a secondary role.
Power Source: Arcane. Mediums are experts on ancient texts, glyphs, transcriptions, lore, etc related to demonology and necromancy in an effort to better equip themselves to maintain control over their own facilities when possessed. Alternatively, some Mediums rely on pure strength of their arcane power to perform self-exorcisms when necessary.
Key Abilities: Charisma, Strength, Intelligence.
Armor Proficiencies: Cloth
Weapon Proficiencies: Simple Melee, Simple Ranged
Implements: Tome, Daggers, Staffs.
Bonus to Defense: +1 to Will. +1 to Reflex.
Hit Points at 1st Level: 10 + Constitution score
Hit Points per Level Gained: 4
Healing Surges per Day: 5 + Constitution modifier
Trained Skills: Religion. Arcana..  From the class skills list below, choose 2 more trained skills at 1st level.
Class Skills: Bluff, History, Insight, Intimidate, Dungeoneering, Stealth, Heal
Build Options: <!-The names of the build options->
Class Features: <!-Class features->

<!-Description.->

Overview

Characteristics:
Religion:
Races:

Creating a <!-Name->

Ability Scores

<!-Describe which ability scores are primary, secondary and tertiary->

Feats
Equipment


Medium Class Features

All Mediums share these class features.

Rising Corruption: Whenever you take damage or deal damage while not possessed you generate 1 corruption charge counter. The maximum amount of corruption charge counters you may have at a single time is 6. When you reach 6 corruption charge counters you must immediately activate your Possession daily power if it has not been used yet.

Otherworldly Possession Instead of choosing a level 1 daily power you gain access to the Possession At-Will power. You also gain access to the Suppression Medium daily power which you can use twice per day, but only once per encounter. The number of times you can use the Suppression Medium daily power increases to 3 at level 6, and 4 at level 9.

Source: When you first create your Medium you must choose a source from which you draw the power to use your Medium abilities. Typically Mediums either choose to channel the lost souls of the Dead or the might of demons directly into their bodies before binding them. Herald of the Damned While possessed you gain the following benefits from the immortal soul possessing you: you are insubstantial, you gain the Undead keyword, all of your Medium powers now have the Cold keyword, whenever you hit a creature with a Medium power with the Cold keyword that creature is slowed until save ends, your Medium At-Will powers now gain their Possessed bonus effect(s), you cannot be considered an ally by any creature that does not have the Undead keyword. Vessel of Damnation While possessed you gain the following benefits from the Demon possessing you: you have the devil keyword, you gain resist 5 to all damage, all of your Medium powers now have the Fire keyword, whenever you hit a creature with a Medium power with the Fire keyword that creature takes ongoing 5 Fire damage until save ends, your Medium At-Will powers now gain their Possessed bonus effect(s), you cannot be considered an ally by any creature that does not have the Devil keyword.

Heroic <!-Name->

LevelFeats KnownClass Features and Powers
11
2+1Utility Power
3
4+1Ability score increase
5
6+1Utility Power
7
8+1Ability score increase
9
10+1Utility Power

Level 1:

Benefit: You can use the Possession Medium daily power.

Possession Medium Class Feature
'
4e Power Usage::At-Will  Arcane
4e Power Action Type::Immediate Interrupt Personal
Trigger: You start your turn with 6 corruption charge counters.
Effect: You become fully possessed by a powerful, otherworldly entity until you have 0 corruption charge counters or you take a short or extended rest. You lose 1 corruption charge counter whenever a creature is reduced to zero or fewer hit points within 20 squares of you. While possessed you gain the benefits associated with the path chosen in your Source Medium class feature. Additionally, you gain a +2 bonus to all defenses, and an aura 2 that gives creatures who start their turn in the aura exhaust equal to your Strength or Intelligence modifier (whichever is highest).

Suppression Medium Class Feature
'
4e Power Usage::Daily  Arcane
4e Power Action Type::Minor Action Personal
Effect: You reset the number of Corruption charge counters you have accumulated to 0.
Special: You may use this power twice per day, but only once per encounter. The number of times you may use this power per day increases to 3 at level 6, and 4 at level 9.

Level 1: At-Will Powers

Benefit: You gain two of the following powers.

Soul Sear Medium 4e Power Type::Attack 1
You tug at a creature's soul, weakening their the body as a by-product of your invasive assault.
4e Power Usage::At-Will  Arcane, Implement
4e Power Action Type::Standard Action Ranged 4
Target: One creature within range.
Attack: Charisma Vs. Will
Hit: 1d6 + Charisma modifier Psychic damage and the creature is weakened until the start of your next turn.
Special: Possessed. Soul Shatter: This power hits every creature adjacent to the first target.



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Demonbolt Medium 4e Power Type::Attack 1
You unleash a bolt of pure, demonic energy at a foe that tears away at their resolve.
4e Power Usage::At-Will  Arcane, Implement
4e Power Action Type::Standard Action Ranged 7
Target: One enemy.
Attack: Charisma Vs. Fortitude
Hit: 1d8 + Constitution modifier force damage and the target takes a -2 penalty to their defenses until the start of your next turn.
Special: Possessed. Demonbolt Volley: This power becomes a Close burst 10 and hits every creature in the burst.

Vessel of Damnation The penalty to defenses that this power causes is now equal to your Strength modifier.



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Haunt Medium 4e Power Type::Attack 1
You curse a creature to be haunted by the souls of the departed that nudge them closer to the grave.
4e Power Usage::At-Will  Arcane, Implement
4e Power Action Type::Standard Action Ranged 7
Target: One enemy.
Attack: Charisma Vs. Will
Hit: 1d8 + Constitution modifier necrotic damage and the target takes a -3 penalty to saving throws until the start of your next turn.
Special: Possessed. Wraith's Touch This attack now also hits up to 2 additional creatures within 7 squares of the first with the lowest Will defenses.

Herald of the Damned The penalty to saving throws that this power causes is now equal to your Intelligence modifier.



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Share the Load Medium 4e Power Type::Attack 1
You inflict your own suffering upon your enemies.
4e Power Usage::At-Will  Arcane, Implement
4e Power Action Type::Standard Action Burst 1 within 5 squares.
Target: One or two enemies in the burst
Attack: Charisma Vs. Will
Hit: 1d8 + Charisma modifier Psychic damage and until the start of your next turn you may slide the target(s) up to a number of squares equal to your Strength modifier whenever you take damage.
Special: Possessed. Oppressive Burden This power now hits every creature in the burst and knocks them prone in addition to its other effects.



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Dark Promise Medium 4e Power Type::Attack 1
You utter a powerful curse of doom on a creature.
4e Power Usage::At-Will  Arcane, Implement
4e Power Action Type::Standard Action Close blast 3.
Target: Each creature in the blast.
Attack: Charisma Vs. Will
Hit: 1d4 + Charisma modifier damage.
Effect: Each time any of the targets fails a saving throw before the start of your next turn you may deal Charisma modifier + Intelligence modifier necrotic damage to them.
Special: Possessed. Curse of Exhaustion This power's size increases to a close blast 5 and the bonus damage caused whenever the target fails a saving throw before the start of your next turn increases to 3d6 + Charisma modifier + Intelligence modifier necrotic damage.



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Level 1:

Benefit:

Harrow Medium 4e Power Type::Attack 1
Demons or spirits rise at your call to batter and confuse a foe.
4e Power Usage::Encounter  Arcane, Implement
4e Power Action Type::Standard Action Ranged 10
Target: One Creature
Attack: Charisma Vs. Fortitude
Hit: 2d6 + charisma modifier damage, and the target is pushed up to 5 squares.
Effect: The target is dazed until the start of your next turn.



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Malice Medium 4e Power Type::Attack 1
Your ill-intent drives your enemies toward the brink of destruction by guiding their minds away from the battle.
4e Power Usage::Encounter  Arcane, Implement
4e Power Action Type::Standard Action Ranged 8
Target: One Creature
Attack: Charisma Vs. Will
Hit: 2d8 + charisma modifier psychic damage.
Effect: Until the start of your next turn the affected enemy cannot make opportunity attacks, and the affected creature has a -3 penalty to his defenses against incoming opportunity attacks from your allies.



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Thuban's Contagion Medium 4e Power Type::Attack 1
The smell of brimstone fills the air as pustules filled with a viscous acid form on the flesh of your enemies.
4e Power Usage::Encounter  Arcane, Implement
4e Power Action Type::Standard Action Burst 1 within 5 squares.
Target: Each creature in the burst.
Attack: Charisma Vs. Fortitude
Hit: 2d8 + Charisma modifier damage, each time the affected creature takes an action before the start of your next turn they take acid damage equal to your Intelligence modifier.



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Demonic Roar Medium 4e Power Type::Attack 1
You let out a bellowing, horrific roar that terrifies those who hear its terrible cacophony.
4e Power Usage::Encounter  Arcane, Implement
4e Power Action Type::Standard Action Close blast 10.
Target: One Creature
Attack: Charisma Vs. Fortitude
Hit: 1d10 + charisma modifier damage, and on each of their turns the affected targets must move a number of squares equal to their speed away from you or take damage equal to your Strength modifier.



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Level 2: Utility Power

Benefit: You gain the X power.


Empower Medium 4e Power Type::Utility 2
You imbue your next spell or ability with an increased effect.
4e Power Usage::Encounter  Arcane
4e Power Action Type::Minor Action Personal
Effect: Your next Medium attack power that you use before the end of the turn is enhanced, causing it to gain one of the following effects: if the enhanced power allows you to move the affected target then you may double the number of squares that you would otherwise be able to move the target, the attack does not provoke opportunity attacks, the target of enhanced attack is weakened until the start of your next turn.



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Fear Ward Medium 4e Power Type::Utility 2
You place a barrier against darkness at the targeted location that strengthens the resolve of those who stand within its glow.
4e Power Usage::Daily  Arcane
4e Power Action Type::Standard Action Ranged 10
Effect: You create a 2x2 zone that persists until the end of your next turn. Creatures standing in the aura are immune to attacks and effects with the fear keyword.



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Gnosis Medium 4e Power Type::Utility 2
Ancient, long-forgotten lore floods your memory. This gift from your inner-voice comes at a price, however, as the entity within feeds off of your life-force.
4e Power Usage::Encounter  Arcane
4e Power Action Type::Standard Action Personal
Effect: You lose one healing surge and then you gain a +10 bonus to the next Arcane, History, or Religion check that you would make before the end of your next turn.



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Arcane Machinations Medium 4e Power Type::Utility 2
Your experience researching forbidden knowledge has left you with several tricks of the trade when it comes to using magical artifacts.
4e Power Usage::Daily  Arcane
4e Power Action Type::Immediate Reaction Personal
Trigger: You make a skill check to activate any ancient, magical device or relic.
Effect: Treat your roll as if it were a natural 20.



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Incantation of Will Medium 4e Power Type::Utility 2
Your
4e Power Usage::Daily  Arcane
4e Power Action Type::Immediate Interrupt Personal
Trigger: You would activate your Possession Medium At-Will power.
Effect: Reset your corruption charge counters to 0 and do not activate your Possession Medium At-Will power.



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Level 3:

Benefit:

Simulacrum Medium 4e Power Type::Attack 3
Dark forces form at your whim, twisting a copy of a recent spell into reality from your fingertips.
4e Power Usage::Encounter  Arcane
4e Power Action Type::Minor Action Personal
Effect: You store a copy of the next Medium attack power that you use before the end of the turn, allowing you to recast it as a minor action once before the end of the encounter.



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Wall of Terror Medium 4e Power Type::Attack 3
You coalesce the shadows into a nightmarish wall of pure, intense fright at the targeted location.
4e Power Usage::Encounter  Arcane, Implement
4e Power Action Type::Standard Action Close burst 1.
Target: Creatures within the wall.
Attack: Charisma Vs. Will
Hit: 2d6 + charisma modifier damage.
Effect: You conjure a wall 4 within the burst. Creatures that start their turn or pass through the wall must pass a saving throw, if they fail the saving throw they must run up to their speed away from the wall before they can make any other action on their turn.



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Curse of Rage Medium 4e Power Type::Attack 3
You send the target into a frenzied rage, causing them to attack wildly.
4e Power Usage::Encounter  Arcane, Implement
4e Power Action Type::Standard Action Ranged 6
Target: One Creature.
Attack: Charisma Vs. Fortitude
Hit: 1d12 + Charisma modifier damage, and the target must make a melee basic attack against the nearest creature (if two or more creatures are the same distance from the target then you choose).



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Hatespike Medium 4e Power Type::Attack 3
A long needle of demonic energy rises from the ground before you send it to bury itself into the the minds of your enemies.
4e Power Usage::Encounter  Arcane, Implement
4e Power Action Type::Standard Action Ranged 6
Target: One Creature.
Attack: Charisma Vs. Fortitude
Hit: 1d10 + Charisma modifier damage, and the target must make a saving throw. If the target fails the saving throw they are immobilized until the end of your next turn.



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Level 4: Ability Score Increase

Your constant training hones your body and mind.
Benefit: You increase two ability scores of your choice by 1.

Level 4:

Benefit:

Level 5:

Benefit:

Level 6: Utility Power

Benefit: You gain the X power.

Level 7:

Benefit:

Level 8: Ability Score Increase

You reap the reward of constant challenge by increasing your physical and mental well-being.
Benefit: You increase two ability scores of your choice by 1.

Level 8:

Benefit:

Level 9:

Benefit:

Level 10: Utility Power

Benefit: You gain the X power.

Paragon <!-Name->

LevelFeats KnownClass Features and Powers
11+1Ability score increase
Paragon Path Features
Paragon Path Power
12+1Paragon Path Power
13
14+1Ability score increase
15
16+1
Paragon Path Feature
17
18+1Ability score increase
19
20+1Paragon Path Power

Level 11: Ability Score Increase

Your improved physical and mental prowess highlights your entrance into the paragon tier.
Benefit: Each of your ability scores increases by 1.

Level 11: Paragon Path Features

Benefit: You gain the level 11 features of your chosen paragon path.

Level 11: Paragon Path Power

Benefit: You gain the level 11 power of your chosen paragon path.

Level 11:

Benefit:

Level 12:

Benefit:

Level 12: Paragon Path Power

Benefit: You gain the level 12 power of your chosen paragon path.

Level 13:

Benefit:

Level 14: Ability Score Increase

Each new challenge only makes you stronger in body and mind.
Benefit: You increase two ability scores of your choice by 1.

Level 14:

Benefit:

Level 15:

Benefit:

Level 16:

Benefit:

Level 17:

Benefit:

Level 18: Ability Score Increase

You are a true paragon of physical and mental perfection.
Benefit: You increase two ability scores of your choice by 1.

Level 18:

Benefit:

Level 19:

Benefit:

Level 20: Paragon Path Power

Benefit: You gain the level 20 power of your chosen paragon path.

Epic <!-Name->

LevelFeats KnownClass Features and Powers
21+1Ability score increase
Epic Destiny Feature
22+1
23
24+1Ability score increase
Epic Destiny Feature
25
26+1Epic Destiny Power
27
28+1Ability score increase
29
30+1Epic Destiny Feature

Level 21: Ability Score Increase

You are an epic hero now, and your physical and mental acuity exceed all mortal limits.
Benefit: Each of your ability scores increases by 1.

Level 21: Epic Destiny Feature

Benefit: You gain the level 21 feature of your chosen epic destiny.

Level 21:

Benefit:

Level 22:

Benefit:

Level 23:

Benefit:

Level 24: Ability Score Increase

The threats of the epic challenges you face are countered by the perfection of your body and mind.
Benefit: You increase two ability scores of your choice by 1.

Level 24: Epic Destiny Feature

Benefit: You gain the level 24 feature of your chosen epic destiny.

Level 24:

Benefit:

Level 25:

Benefit:

Level 26: Epic Destiny Power

Benefit: You gain the level 26 power of your chosen epic destiny.

Level 26:

Benefit:

Level 27:

Benefit:

Level 28: Ability Score Increase

Training, practice, and experience have molded your abilities. Even as you near your final destiny, you continue to hone your talents for the tests you will soon face.
Benefit: You increase two ability scores of your choice by 1.

Level 28:

Benefit:

Level 29:

Benefit:

Level 30: Epic Destiny Feature

Benefit: You gain the level 30 feature of your chosen epic destiny.

Level 30:

Benefit:



Back to Main Page 4e Homebrew Classes, Paragon Paths, and Epic Destinies Classes [[Category:]]

gollark: - convert `n` to string- map over all chars, converting them to strings and then... parsing them as integers...? and crashing on error- collect the resulting ints together
gollark: It's simple*!
gollark: No, that is palaiologistics.
gollark: The entire field of logistics?
gollark: It is, however, on the CC:T github for viewing.
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