As a medium, you possess a unique talent for communing with spirits—or at least convincing others that you are. Whether your talents are real or just an act, you have been called to adventure.
What pulled you out of your parlor and onto the road? Are you seeking to help those spirits trapped between life and death? Are you running from the ever present voices of ghosts in your head, hoping to find some way to quell their cries? Or were you exposed for being a sham and run out of town?
Ability Score Increase: +1 to Charisma and one other ability score.
Skill Proficiencies: Choose two from Arcana, Deception, Performance, or Religion.
Suggested Equipment (Cost: 16 gold): fine clothes, a playing card set, 5 candles
Feature: Consult the Spirits. You reach out into the spiritual realm, opening yourself up to become a temporary conduit for a wandering spirit to possess you. Roll a d6. On a result of 1–3, a spirit enters into your body and uses your mouth to speak. On a result of 4–6, nothing happens. The type of spirit that possesses you is determined by the Narrator. While possessed, one of your allies may ask a question of the spirit. This question must be easily answered in 25 words or less, as in the sending spell. While the spirit is compelled to answer, it is not required to answer clearly or truthfully. When the spirit has finished, it immediately leaves you. Once you have used this ability, you may not do so again until you complete a long rest.
Adventures and Advancement. When people learn that you have the ability to commune with spirits, they may approach you with local legends of haunted locales. If you successfully dispel a troublesome ghost or convince it to move on, you and your allies may be treated to a moderate lifestyle so long as you are within the town.
Connection and Memento. Roll 1d10, choose from the lists below, or make up your own.