Cosmic Devourer (3.5e Class)
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Cosmic Devourers are the source of an infinite energy that makes up the planes or destroys it. This comic power allows them to absorb everything in a plane, and use it as though it were a tool or a weapon. Cosmic Devourers are able to traverse the planes freely, and consume it without restriction.
Making a Cosmic Devourer
Adventures: New Cosmic Devourers adventure for any number of reasons; some to gain the wit and quick thinking of a deceptive advisor, some to gain the power to rule an entire plane, and some just for the fun of it. Being Immortal, Cosmic Devourers have a long time to hone their abilities, and strive to learn something from every experience.
Characteristics: Cosmic Devourers are, in essence, walking Cosmic forces, making them masters of wielding a power greater than them. They can use these powers to manipulate the very plane around them, and often use this to their advantage. Most Cosmic Devourers prefer to use their Cosmic powers from a distance, but there is the occasional one who likes showing the true power of the cosmics up close and personal.
Alignment: Cosmic Devourers are free spirits by nature, and unbound by any rule or law. Good Cosmic Devourers generally do their best to help people, or even a plane. Their methods can be anywhere from Godliness to the most irrational of them. Evil Cosmic Devourers use their limitless power to try and obtain more, often in the sense of domination or control. Being what they are, they can hide their alignment very well.
Background: Cosmic Devourers are engulfed in their new found profession without their knowledge, and most definitely without them asking for it. A Cosmic Devourer is engulfed by the cosmos when it seems darkest, and this is usually when the Cosmic Devourer is about to die. They are usually shifted to someplace safe, which is more than often on a different plane. Most are lone wolves trying to become skilled enough to return home, but often there are few that find themselves attached to a party in some manner, so they usually stay until the end. Cosmic Devourers treat one another just as one god would to another. They respect each other, acknowledge their existence, and mostly leave one another alone.
Game Rules Information
Abilities: Wisdom is the most important for a Cosmic Devourer. It improves their Will Saves, the DC of their skills, and how many times they can use their skills per day. Intelligent is also important for a Cosmic Devourer. It affects many Cosmic skills, and more than half of the class skills for Cosmic Devourer are based on intelligent. Constitution is important for a Cosmic Devourer because it increases their Fortitude Saves. They also need the hit points, as they will often be the target of an enemies attack, and many spells in the spirts rely on Constitution.
Races: Although Cosmic Devourers are often portrayed as being Dragon like, not all Cosmic Devourer are. Although Dragons are more adept at each plane, become attuned to the cosmos faster, and master their skills quicker, they are often the most flawed, their downfalls often being greed or pride. Cosmic Devourers can be any race with the Magic Born type; they retain all special abilities granted by their race and extend their language to the extra planar languages. Few humanoids have been Cosmic Devourers, or they simply are recognized as such.
Starting Gold: 1d20 times 100 gp.
Starting Age: Simple.
|Saving Throws||Special||Spells per Day||Essence|
|1st||1+||+0||+0||+0||Essence Devour, linked weapon, cosmic beam, analyse vision, Bonus feat||3||1||—||—||—||—||—||—||—||—|
|2nd||2+||+0||+0||+0||Celestial form, 2 Cosmic Familiars||4||2||—||—||—||—||—||—||—||—|
|3rd||3+||+1||+1||+1||Eternal heal, glide, Cosmic shift||4||2||1||—||—||—||—||—||—||—|
|5th||5+||+1||+1||+1||Infinite knowledge, Purgatory, Primordial rage||4||3||2||1||—||—||—||—||—||—|
|6th||6/1+||+2||+2||+2||speed of death, gravity well||4||3||3||2||—||—||—||—||—||—|
|8th||8/3+||+2||+2||+2||Black hole, solar burst, cosmic storm||4||4||3||3||2||-||—||—||—||—|
|10th||10/5+||+3||+3||+3||Timeless body, heavenly body||4||4||4||3||3||2||—||—||—||—|
|12th||12/7/2+||+4||+4||+4||Phase Evasion, Omnipresent assault||4||4||4||4||3||2||2||—||—||—|
|16th||16/11/6/1+||+5||+5||+5||Seven Deadly sins||4||4||4||4||4||4||3||3||2||—|
|18th||18/13/8/3+||+6||+6||+6||Primordial burst,Cosmic Wrath||4||4||4||4||4||4||4||4||3||2|
Class Skills (2 + Int modifier per level, ×4 at 1st level)
Cosmic Devourers are not your average combatant. They can battle on the front lines, or even from behind saftey. All of the following are class features of the Cosmic Devourer.
Weapon and Armor Proficiency: Cosmic Devourers are proficient with Simple weapons, and one Martial weapon of their choice. A Cosmic Devourer is proficient with Light and Medium armor.
Cosmic Manipulation:User can create, shape and manipulate cosmic energies to produce nearly any effect they desire, including the molecular restructuring and transmutation of matter, the manipulation of matter across space and time, the creation of force fields, the creation of inter-dimensional portals and vortexes, telekinesis, and cosmic awareness. User can call upon the comets, meteors, asteroids, stars, moons, planets, nebula, quasars, and dark matter. They can generate stellar winds, solar flares, cosmic storms and invoke meteor showers. Level 4 you get cosmic awarness then at level 7 you get telekinesis then at level 20 you unlock everything.
Essence Devour: Cosmic Devourers at level 1 gain the ability to consume anything and convert it into essence. You can use the ability to consume a living things with 10hp or less as a coup de grace to receive 6 bonus essence for killing them. You receive 2 essence for devouring normal non magical objects of at least tiny size (no bag full of m&ms) for each size larger you receive an additional 2 essence, 5 essence for magical objects of at least +1 enhancement bonus (including special abilities) or less above +1 enhancement bonus you receive an additional 2 essence per extra point of enhancement, you receive 4 essence for consuming beings of small size and an additional +4 essence for each size category larger of a creature you consume (beings smaller than small size produce half the amount of essence you'd get from a small creature for each size category smaller the creature is for example: Troy a Cosmic Devourer decides to have a light snack a tasty toad such a creature would only give him 1 essence but it would be much better than eating something like what the toad's been eating, flies being fine creatures would only produce 1/2 an essence but not quite as filling as the neighbor's cat that he had earlier being a tiny creature it gave him 2 essence). Beings with class levels are much tastier and filling than those without for every class level a being has you receive an additional 2 essence from them. By you gathering essence you unlock other abilities and knowledge. The table below is a list of a few things you can unlock, anything you unlock from the table you keep forever after spending the essence on it.
|Cost 2 essence
|Cost 5 essence
|Swamps, Dungeons||Islands, Beaches||Forests, Water||Mountains, Volcanoes||Plains, Cities|
|Cost 10 essence
|+2 Damage, +2 Attack||+2 Cha, +2 Will saves||+2 AC, +2 Con||+2 Str, +2 Fort saves||+4 HP, +2 Ref saves|
|Cost 50 Essence
Minor Trick (Wis/day, )
|Ray of Enfeeblement||Silent Image||Enlarge Person||Burning Hands||Protection from Evil|
|Cost 100 Essence Damage (ranged touch, 60ft or swift action to apply to an attack roll)||1d6 (1), 1d8 (2):
Fortitude DC 5 per point + Wis modifier
to instant kill*
|1d4 (1), 1d6 (2):
Slow opponent by 1d6 x 5
land speed for 2 rounds per point (Will DC 5 per point + Wis modifier)
|1d8 (1), 1d12 (2), 2d10 (3):
|1d6 (1), 1d8 (2):
Enemy is now on fire and takes
1d4 a round per point (Reflex DC 5 per point + Wis modifier)
|1d6 (1), 1d8 (2):|
Splash 1 per point spent,
1d4 for splash if 1, and 1d6 if 2
|Cost 150 Essence Weapon
Enchantment (lasts 1d4+wis minutes)
|+ 2 Damage per point
+ 5% Element
|Has 20% per point chance to
slow enemy by 30 ft - 5 per point for 1 round per point
+ 5% Element
|Has 20% per point chance to
make attack against Touch AC
+ 5% Element and deals +1 damage
|Has 10% per point chance to
destroy the enemies armor
|Has 5% per point chance to deal|
crit damage (on a crit this is x3)
+ 5% Element
|Cost 200 Essence Armor
Enchantment (lasts 1d4+wisdom minutes)
|Get a + 2 to your Will saves
and energy resistances per point
|Get a + 2 to your Fort
saves and AC per point
|Fiery aura 1, 1d4 per
point to damage to an enemy
when you are attacked
|Get a + 2 to your Ref|
saves and Fast Healing
1 per point
|Cost 250 Essence Major Trick (Wis/day)||Animate Dead||Dominate Person||Stoneskin||Wall of Fire||Cure Critical Wounds|
|Cost 300 EssencePlayer
1d4+wis modifier minutes)
(When you deal damage,
you gain that many Hit Points)
(You turn invisible (as invisibility), can not
evoke an attack of opportunity,
and gain sneak attack 1d6/every 2 levels)
(Become a Huge creature,
+ 3 to attack, damage, and
AC, with no size penalties)
(You get +1 on attack and damage rolls and -1 AC every time you hit in combat. This is cumulative up to a bonus equal to your Con modifier. If you kill an enemy, gain +2 instead)
(+ 2 AC, can not become
Flat-Footed, gain Blind-Sense,
and True Seeing)
|Cost 350 Essence Power Trick (Wis/day)||Create Greater Undead||Temporal Stasis||Summon Monster VIII||Incendiary Cloud||Greater Planar Ally|
|Cost 400 Essence Ultimate Spell (usable 1/day)||Plague Wind
within 2 miles die. (Fort DC 10+1/2 level+wis negates)
Take 4+Wis extra rounds
(as Time Stop)
All of your allies you can see become
large creatures, get
+5 Attack and damage, +5 AC and
have Great Cleave.
Deal 3 times X Damage
in a 60ft cone. If X is 5 or more, Banefire can't be counterspelled, dispelled, isn't subject to energy or spell resistance, and ignores evasion.
(Reflex DC 10+1/2 level+Wis half).
|Wrath of God|
Everything within 2 Square
miles, except for the
Cosmic Devourer, dies and their
remains are destroyed (Fort DC 13+Wis or 15d6 damage).
Linked weapon: Linked weapon allows you to bind any weapon you are proficient in to your very essence which grants you the ability to summon it at anytime as a free action. By summoning the linked weapon it gains the aspect of a Ghost blade that cuts through all planes of existence, ensuring that even ghostly forms suffer your wrath (should your weapon break or be otherwise unusable you must take any prospective replacement and bathe it in the blood of an enemy with a CR equal to your ECL minus 3). In addition to what your weapon normally deals your weapon deals an additional 2d8 + intelligence modifier damage.
Analysis Vision:A Cosmic Devourer's knowledge of life is great, using his intelligence he can find his enemy weakspot and strike against that spot. At 1st level a Cosmic Devourer may add his Intelligence Modifier X2 as an Insight bonus to any damage dealt with a linked weapon. This bonus does not take effect against creatures that are immune to Critical hits.
Cosmic Beam: You focus pure cosmic powers in your hands which grant you the ability to fire two beams of blinding white hot destructive energy in two different directions in a line (should you have more than two hands you may fire more beams from your excess hands in more directions) dealing 2d20 damage per beam (half this damage is Divine), all beings other than yourself in a 120ft radius from the beams must make a Fortitude save to avoid being blinded followed by a Reflex save if they are caught up in the blast to dodge with both DCs being:10+1/2 your HD+your intelligence modifier. You may pay essence in multiples of 5 to double the damage of each beam.
Cosmic Familiar: A Paragon Dire wolf, bear, ape or eagle seemingly made from starlight comes forth to aid you on your quests. The familiar is part of you and whatever it sees, you see. You can have 2 familiar at once. Anything they eat also counts towards your own essence pool
Celestial Form: Once per week you may become an aspect of living cosmic essence great and terrible to behold this lasts for four hours in this form you gain twice the amount of essence you would normally gain and all of your attacks deal an additional + intelligent modifier damage, you gain fast healing equal to twice your intelligence modifier and you gain DR/- equal to your intelligence modifier. You fall unconscious for 24 hours after your transformation (no save)
Eternal Heal: While absorbing essence a cosmic devourer may now decide to sacrifice the essence to heal instead. He regains HP at a rate equal to the amount of essence he absorbs + his character level per 5 rounds, and may bestow this healing upon another if he wishes; any excess healing is treated as temporary HP
Glide: Hover across the ground 2ft off and double your ground speed. He may now normally land if he wishes but now no longer takes falling damage as he floats down to his hover height whenever he would normally fall.
Cosmic Shift: Transport yourself from this plane to another or transport yourself to somewhere else. If you are touching something you can transport it too. You gain the spell-like ability to planeshift/teleport as a Standard action
Infinite Knowledge: Cosmic power that flows through you allows you to learn anything but to be able to actually learn the skill or spell you have to use essence it cost 50.
Purgatory: Create a realm or space in time to live, store or and capture . You can create 3 realms in total but cost 100 essence to create one. Use up 250 essence to make a rift Citadel for further information about it look at the page. 500 to create a planes that you create.
Primordial rage:The power of space, time, and elementals are flowing through you. Your magic and melee is increased by intelligent modifier and 1d10.
Speed of Death: The Devourer takes the life force of the enemy he is fighting and uses it against him. By using 10 essence once per enemy per round, the Devourer is able to make attacks against his enemy with a bonus equal to the enemy's hit die plus his regular attack bonus.
Gravity well: At the price of one spell slot, you can change gravity in an 40ft radius for 1 hour.
Blackhole:Antimatter rift that deconstruct anything that gets sucked in and you get half of the essence from it. It costs a spell slot and only lasts for 10 minutes.
Solar Burst:Blind nearby beings with eyes with a quick, powerful burst of light at the cost of a spell slot. The effect lasts of 1 minute.
Cosmic Storm:high radiation, lightning, fire storm 3d8 and 1d20 of damage 1d4 over half a day.
Cosmic Flux: Change state of body from solid to liquid or gas. When in liquid form they can't be damaged but can't attack. Gas form can't be damaged and can walk through objects but can't attack.
Timeless body:Don't age
Heavenly body: Don't need to breath,drink,eat and can survive in space and in extreme conditions.
Reawakening: Use essence to bring back things that you absorbed. You can absorb them and get the essence back.
Phase Evasion: Up to a number of times per day equal to your intelligence modifier Your foe might have thought to get the better of you, but before its attack as an immediate action, you wink out and attempt to dodge the assault. Effects: you gain a cumulative +2 power bonus to AC and reflex against all attacks made against you, you also gain DR equal to half the damage you would normally take and are incorporeal with all your equipment being treated as having the Ghost Touch enhancement these effects last until the end of your next turn.
Omnipresent Assault: You step across dimensional boundaries, seeming to be everywhere on the battlefield at once, unleashing an attack against each foe. Effect: You choose any number of creatures within line of sight to mark as your targets, before each attack as a free action, teleport to a space that must be adjacent to a target. Until you have attacked each eligible target once, you can teleport adjacent to a different target and repeat the attack against the new target. You then teleport back to your starting position, all of your attacks this turn deal an extra 4d6 + intelligence modifier damage.
Time Emperor: control space and time like stop time, rewind, etc.
Eternal Damnation: summon the worst and most summon the worst and most powerful hell can muster up and bring it to fight but is it stays too long you lose stays too long you lose control of them and good luck.
Bloodwell: if you die it takes 1d8 days to come back to life and you loss half of your essence.
Seven Deadly sins: choose one of the seven deadly sins gain that power but changes your look on life.
Pride grants you Royal Guard, +5 to armor class(only add it once) and +7 HP per level but you become over confident.
Lust grants you Mind Invasion. Mind invasion can let you read there mind, have full control over it, and learn all of their memories. Has a constant compulsion to fulfill their sexual desires.
Greed grants you Snatch,the ability that enables its wielders to "rob" physical objects and the abilities of other creatures, without making any actual or direct contact. Primarily cares only about money and an objects value. Is very frugal, but doesn't mind scamming or stealing.
Envy grants you Creation,this power enables the wielder to raise the ground in the form of towers, to bend iron as if "it is made of toffee", and, by making certain hand symbols, to also turn minerals in the ground into sand. The wielder is also able to turn their body into metal, thus increasing their mass and enabling them to use the resulting increased gravitational force in attacks. Has a constant desire to show off if they aren't getting attention, or they eliminate said enemy.
Sloth grants you Disaster, the ability to control time, life, and death. Ultimately chooses what can happen, but doesn't mean they think about others. Becomes very laid-back and goes with the flow of things most of the time. They're constantly tired, not fatigued in anyway just emotionally, and sleep work automatically.
Gluttony grants you Indulgence, this power enables you to triple the effectiveness of positive effects. Has a constant compulsion to eat pretty much anything.
Wrath grants you Full Counter, enables its user to reflect attacks aimed at him, including physical and elemental, back at the enemy, but with much greater power; therefore, the stronger the opponent's powers are, the stronger the user's power becomes but can only be used once a turn. Becomes easily irritable and hot-headed, also flies into a rage from hurting them and those closest.
Fairy Law: a bright light comes down from the sky that extremely hurts or kills the thing that the user deems or harmful to them if successful with intelligent save they take 5 d20.
Primordial Burst: After absorbing the surrounding environment of the material plane, once per day cosmic devourers can shoot out a blast of elememts about 20ft radius. This does 4d12, but the player becomes exhausted afterwards and should find someone to restore it.
Cosmic Wrath: Hurl pure cosmic energy at your foe that deals 10d12 but after using it needs to charge up again which takes 4 turn or 15 essence.
Cosmic Devastation: huge solar burst comes from you and destroys anything within a 36 mile radius and it weakens you so you have to rest right after or you could die.
Epic Cosmic Devourer
|21st||<-any improvements to class features gained at this level, including any bonus feats->|
|22nd||<-any improvements to class features gained at this level, including any bonus feats->|
|23rd||<-any improvements to class features gained at this level, including any bonus feats->|
|24th||<-any improvements to class features gained at this level, including any bonus feats->|
|25th||<-any improvements to class features gained at this level, including any bonus feats->|
|26th||<-any improvements to class features gained at this level, including any bonus feats->|
|27th||<-any improvements to class features gained at this level, including any bonus feats->|
|28th||<-any improvements to class features gained at this level, including any bonus feats->|
|29th||<-any improvements to class features gained at this level, including any bonus feats->|
|30th||<-any improvements to class features gained at this level, including any bonus feats->|
<-number of skill points-> + Int modifier skill points per level.
<-existing class feature->: <-how this class feature increases or accumulates at epic levels->
<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->
Bonus Feats: The epic cosmic devourer gains a bonus feat (selected from the list of epic cosmic devourer bonus feats) every <-number of feats per level-> levels after 20th.
Epic Cosmic Devourer Bonus Feat List: <-list of bonus epic feats->.
<-Sample race of your choice-> Cosmic Devourer Starting Package
Weapons: <-Weapon selection for starting at 1st level with this class.->.
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
|<-Skill name->||<-4 for class skills and 2 for cross-class skills->||<-Abbreviated key ability->||<-armor check penalty based on starting armor. If inapplicable put "—"->|
|<-Skill name->||<-4 for class skills and 2 for cross-class skills->||<-Abbreviated key ability->||<-armor check penalty based on starting armor. If inapplicable put "—"->
<-copy and paste the rows as necessary.->
Feat: <-1st-level feat selection->.
Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.
Gear: <-Starting armor and other equipment outside of weapons.->.
Gold: <-Starting gold using this package.->.
Playing a Cosmic Devourer
Religion: Cosmic Devourers usually consider themselves above petty things like religion and are so powerful in and of themselves they rarely respect any deity except perhaps one that created them.
Combat: <-Typical role in combat->.
Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.
Cosmic Devourers in the World
|“||I am Master of my domain and have no need for any other.||”|
|—Osmos The Hermatic, Zynoble Cosmic Devourer|
|“||There are those who aim to change the world, then there are those who truly have the ability to shape it for the better, or worse.||”|
|—Jomey Herolt, Halfling Cosmic Devourer|
Daily Life: The daily life of a cosmic devourer can range from just lounging around in their private planes, to improving the lives of citizens in the material plane, to increasing the endless torment of their subjects.
Notables: <-notable NPCs of this class->.
Organizations: On rare occasions cosmic devourers have been known to band together for great works, both good and evil, however it is extremely rare for cosmic devourers to tolerate another's presence let alone work together.
Cosmic Devourer Lore
Characters with ranks in knowledge (the planes) can research Cosmic Devourers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|5||"They're not gods, but you could consider them to be one."|
|10||<-not so common knowledge->.|
|20||<-very rare information->.|
Cosmic Devourers in the Game
<-How characters of this class fit in the game (PC and NPC) and what roles they play.->
Adaptation: <-Possible variant conceptions of this class.->.
Sample Encounter: <-DM placement for NPCs of this class.->.