Cosmic Swordsman (5e Class)
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Cosmic Swordsman
A man stands on the peak of a mountain after a perilous journey to the top, only to find nothing. He then collapses, and finds himself in some sort of courtroom. He is then outfitted by mysterious beings with a sword, and is told to watch over the galaxy.
Call of the Cosmos
Guardians of the Cosmos who follow the will of the ones who granted them their almighty weapon, the cosmic swordsmen are forces to be reckoned with; as they control the forces of nature with minimal effort.
Creating a Cosmic Swordsman
- Quick Build
You can make a Cosmic Swordsman quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Wisdom. Second, choose the Knight background. Third, choose any language.
Class Features
As a Cosmic Swordsman you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Cosmic Swordsman level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Cosmic Swordsman level after 1st
- Proficiencies
Armor: Light Armor
Weapons: Finesse Weapons, Ranged Weapons
Tools: Any two sets of tools of your choice
Saving Throws: Dexterity, Wisdom
Skills: Acrobatics, Choose two from Athletics, Intimidation, Nature, Perception, Sleight of Hand, Stealth, and Survival
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a hand crossbow with 20 bolts or (b) 4 daggers
- An explorers pack
- If you are using starting wealth, you have 3d4 x 5 gp in funds.
Cosmic Katana
You have been given a special katana from the guardians of the universe. This is a two-handed magical melee weapon that deals 1d12 slashing damage and has the finesse property. You immediately start attuning to it once you start wielding it. You can freely recall this weapon back to either your hand or its scabbard. When recalling, you can choose if it's pulled to the chosen area, or if it teleports straight there.
Unarmored Defense
Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier. You also gain a passive 10 ft movement speed.
Baryon Block
Upon starting the attuning process with the katana, your senses have been heightened and your reaction time has been increased. At 2nd level, you gain access to deflection points, these points can be used to block an array of different attacks. When you are attacked with projectiles, you can spend a deflection point to deflect them. The roll required is a DC of 12. If you are attacked with multiple projectiles on the same turn, you can still deflect them, but if you fail the first check to deflect, you immediately fail the rest of the checks as well. If you are attacked with a melee attack, you can also block the attack. The roll required is a DC that is equal to the enemies CR - Your level, if the number is negative, you automatically succeed on the roll. You can do this as a reaction any time you are attacked, and you start with 4 deflection points. You gain upgrades to this ability at levels 5, 9, 13, and 17. You regain the use of this ability at the end of combat. You can freely swap between blocking melee attacks and deflecting projectiles.
- You can deflect as many projectiles in one deflection point equal to 2 x (your proficiency bonus + your Dexterity modifier).
- You can deflect a number of melee attacks with one deflection point equal to your level / 2 rounded up.
Stardust Step
Starting at 2nd level, when you are jumping, if you attack an enemy or inanimate object before you hit the ground, a grouping of stardust comes out of your sword and settles underneath your feet mid-air, this allows you to jump again with the effects of the Jump spell; there is no limit to how many times you can do this before touching the ground. If you manage to use Stardust Step before you hit the ground, then you do not receive fall damage.
Lunar Lance
At 2nd level, you gain the ability to channel some of the katana's power and manually bring out some stardust, you focus it into a spear and throw it with all your might. As a bonus action, you can throw a spear that does 1d8 force damage, it has two charges and you regain them upon completing a short rest. This ability receives upgrades at levels 4, 6, and 8. This ability can be used on any target within vision.
Cunning Action
Starting at 3rd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
Cosmic Climbing Claws
As your journey continues, you gain a slight control over gravity, and you find that you can climb on walls as if you were wearing climbing claws. When you reach 3rd level, you gain a climbing speed equal to your movement speed, and you can freely hold onto walls.
Swordsman Archetype
At 3rd level, you choose an archetype that your sword emulates in the exercise of your swordsman abilities: Form of the Terran, Form of the Gas Giant, Form of the Comet, and Form of the Star. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.
Ability Score Improvement
When you reach 4th level, and again at 6th, 8th, 10th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Lunar Lance Improvement
When you reach 4th level and again at 6th and 8th, you gain upgrades for your Lunar Lance feature:
- Level 4, you gain an additional charge for this ability, (3) and the damage increases by 1d8 (2d8).
- Level 6 you gain an additional charge (4) and the ability to gain back one charge when killing an enemy.
- Level 8, you gain an additional charge, (5), the damage increases by another 1d8 (3d8), and allies gain advantage on hitting that enemy. The advantage is removed upon either hitting another target, or the first target dying.
Baryon Block Upgrade
At levels 5, 9, 13, and 17, you gain upgrades for this ability:
- Level 5, you gain an additional deflection point (5) and you can add your dexterity modifier to rolls for blocking attacks and deflecting projectiles
- Level 9, you gain another additional deflection point (6) and you gain proficiency in blocking attacks and deflecting projectiles.
- Level 13, you gain 2 additional deflection points (8), you have advantage when blocking attacks and deflecting projectiles, and you no longer fail all checks if you fail one.
- Level 17, you gain 2 more additional deflection points (10) and instead of deflecting a projectile, you reflect it back at the attacker, and use their attack roll to hit them. This ability only applies to deflecting projectiles
Extra Attack
At 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Evasion
Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as an ancient red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Gravitational Grapple
When you reach 7th level, you attune even further with the sword, and it grants you even more power over gravity; you can pull yourself to anything within 60 feet, or, you can pull anything to yourself, but there are some conditions. If it is a wall/ceiling, you are pulled to it and you latch onto it. If it is something suspended in the air like a lantern, you grapple onto it, go past it, and double your speed until you hit the ground. If you use this ability on an enemy, you can grapple onto the enemy and attack it, you then choose to either land in front of them, or go your movement speed past them. Alternatively, you can pull them towards you and attack them. The pulling attack only works on Large or smaller creatures. You can do this attack as a bonus action in combat and it does not provoke attacks of opportunity. Out of combat, you can do this freely.
Planetary Katana
When you reach 10th level, the katana evolves in its abilities and gains the ability to somewhat slash through space, due to this, it gains the reach property, the damage changes to a 2d10, you gain a +2 to Attack and Damage rolls, and the weapon gets critical hits on 19-20 rolls.
Slowed Descent
When you reach 11th level, you gain even more control over gravity and you gain the ability to fall slowly as if you were wearing a wingsuit. You gain a gliding speed equal to your movement speed.
Puresight
When you reach 14th level, the katana heightens your senses immensely and grants you a limited access to the Astral Plane, due to your senses being heightened, you passively gain 90 feet of blindsight, and as a bonus action in combat, you can gain 30 feet of Truesight. You can use this ability a number of times equal to your wisdom modifier, recharging after taking a long rest. Outside of combat, you can freely benefit from the Truesight ability.
Meson Mutation
When you reach 15th level, your katana mutates your already existing abilities and modifies them. Stardust Step and Slowed Descent fuse into the new ability called Lepton Lift. In addition to this, the ability Cosmic Climbing Claws receives an upgrade.
- Lepton Lift
- The stardust that normally resides near your feet upon using Stardust Step instead passively surrounds your entire body, allowing for flight. You lose the gliding speed from Slowed Descent, but gain a flying speed equal to your movement speed x 2.
- Celestial Climbing Claws
- You can grant the feature Cosmic Climbing Claws to a number of creatures equal to your proficiency bonus once per long rest.
Elusive
Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t incapacitated.
Universal Katana
The katana has finished its own evolution, and it increases in its damage for the last time. When you reach 18th level, its damage dice is now 3d8, you gain a +3 to Attack and Damage rolls, and whenever you wield this weapon, you gain a +2 to your Dexterity and Wisdom scores, and your maximum for those stats increases by the same amount. And you also get critical hits with this weapon if you roll 18-20.
Strength of the Chosen
You have fully attuned to your katana through your journey and it grants you the last ability it can; the Strength of the Chosen. At 20th level, if you do not actively deal damage for a round in combat, your next attack action does triple damage. If it is a critical hit, the effect stacks, and it becomes six times the normal damage. You gain use of this ability again once your turn ends and you wait a round in combat without attacking.
Form of the Terran
Cosmic Swordsmen who follow this path are typically ones who keep their teammates close and healing them, sacrificing potential damage output for healing abilities.
- Holy Lance
At 3rd level, you can modify your Lunar Lance to instead heal its damage + 1d8 health on an ally. You can also use a bonus action to heal health equal to your proficiency bonus x your dexterity modifier, you can do this a number of times equal to your proficiency bonus, regaining charges upon completing a long rest
- Sea of Life
At 9th level, when you kill a number of enemies equal to 20 - your proficiency bonus - your highest modifier, you can freely cast the Raise Dead spell. However, if you do not kill the amount of enemies listed before a long rest, the counter resets. This ability has charges equal to your proficiency bonus.
- Atmosphere of Alleviation
At 13th level, you passively surround yourself in a breathable atmosphere that reaches out 15 feet, which means you or anyone within it no longer needs to breathe. You also gain resistance to non-magical slashing, piercing, and bludgeoning damage.
- Gaia’s Guidance
At 17th level, you can cast any healing spell with no cost at 5th level. And any spell of lower level is raised to 5th level. Rather than requiring a spell slot, you instead have charges on how many times you can do this. Your number of charges is equal to your proficiency bonus. You gain charges back after completing a long rest.
- Your spellcasting is Wisdom
- Spell save DC = 8 + your Proficiency Bonus + your Wisdom modifier
- Spell Attack modifier = your Proficiency Bonus + your Wisdom modifier
Form of the Gas Giant
Cosmic Swordsmen who follow this path typically focus on increasing their abilities in combat, as well as nullifying any attempts to harm their allies by swiftly ending their foes.
- Haywire Hydrogen
At 3rd level, you passively gain 10 movement speed, and you gain the ability to overcharge your normal limits, gaining an extra action for one turn in combat. You regain the use of this ability after completing a short or long rest.
- Spiraling Sulfur
At 9th level, you can use an action to disrupt enemies by reducing their AC by your proficiency bonus. You have an amount of charges equal to your dexterity modifier + 2 (minimum of 1). You can target a number of enemies per charge with this ability equal to your wisdom modifier + 2.
- Neutralizing Neon
At 13th level, if an ally you can see has any sort of negative condition, you can clear it. You gain an amount of charges equal to your wisdom modifier +2, if you have proficiency with Medicine, then you add your proficiency modifier to the number of charges. You regain charges for this ability after a long rest.
- Eye of the Storm
At 17th level, when 3 or more enemies are within 20 feet of you, your senses are focused, and because of this, enemies gain disadvantage when attacking you, you gain advantage to hitting them, and you gain 1 AC.
Form of the Comet
Cosmic Swordsmen who follow this path typically work on outmaneuvering their opponents and catching them off guard.
- Frost Flank
At 3rd level, you are no longer affected by difficult terrain. You can also use a reaction to dodge away from an enemy’s melee attack, causing it to miss, while coating 5 feet of space with ice, turning it into difficult terrain until the end of combat. You can use this ability an amount of times equal to 2 times your Dexterity modifier before needing to take a short or long rest.
- Flash Freeze
At 9th level, you can use a bonus action to add an additional 1d6 cold damage to your katana for your next attack, or, you can use your bonus action to change 30 feet around you into difficult terrain, you also gain advantage against enemies who end their turn in difficult terrain.
- Glacial Guise
At 13th level, you can freeze any liquid you touch and it will turn into difficult terrain, you also gain cold resistance, and if you already have resistance, you gain immunity. You can also cast any spell dealing cold damage at 5th level without spell components, a number of times equal to your proficiency bonus. If the spell is lower than 5th level, then you may raise it to 5th level when casting it. You gain charges back after completing a long rest.
- Your spellcasting is Wisdom
- Spell save DC = 8 + your Proficiency Bonus + your Wisdom modifier
- Spell Attack modifier = your Proficiency Bonus + your Wisdom modifier
- Polar Protection
At 17th level, you use an action to target any creature within 60 feet (including yourself) and coat them in ice, increasing their armor class by their proficiency bonus. However, if they are unwilling, they must make a constitution saving throw. The DC is the spell save DC. They still have the ability to move unless you say otherwise, if you say otherwise, then they are frozen in place. This effect lasts until someone else is targeted with this ability, or the target dies. If they are targeted with an attack that does fire damage, and it pierces the armor class, then the creature that has Polar Protection applied on, loses the benefits. If the targeted creature has a bonus less than yours, use yours instead. This ability can only be used once per short rest.
Form of the Star
Cosmic Swordsmen who follow this path typically follow this path for its immense destructive capabilities, focusing on power and nothing else.
- Sun Spear
At 3rd level, when you use Baryon Block, you gain either 2d4 fire damage to your next attack action, or, you can add 1d4 fire damage and 1d4 force damage to your next use of Lunar Lance. This effect can stack a number of times equal to your wisdom modifier.
- Solar Flare
At 9th level, as a bonus action, you gain a boost of energy resulting in a tendril of flame bursting from your sword. This tendril gains a turn in the initiative order. It may attack on its turn to deal 2d8 fire damage, or it can use an opportunity attack against any enemy that comes within 15 feet of you for 2d12 fire damage. Its opportunity attack does not consume your reaction. The tendril lasts for 1 minute. If this ability is activated and there are enemies that are within 15 feet of you, they take 1d6 fire damage due to the initial casting of the ability. You can use this ability a number of times equal to your proficiency bonus. You regain charges for this ability after a long rest.
- Planetary Heating
At 13th level, you gain resistance to fire damage, if you are already resistant, you gain immunity. Additionally, if an enemy comes within 5 feet of you or starts their turn there, they take fire damage equal to your proficiency modifier x your wisdom modifier. This takes effect again after the end of your turn.
- Supernova
At 17th level, you can use your bonus action to release all of your magic energy as an explosion, dealing your total hit points in damage to anyone within 30 feet of you; and setting you to 0 hit points until healed or otherwise stated. You can use this ability once, regaining use of it after taking a long rest. This damage counts as force damage.
Multiclassing
You cannot multiclass into this class.
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