Cosmic Sage (5e Class)

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Cosmic Sage[edit]

A sage looking in the night sky from atop a mountain hears a whisper form the stars. The planes, their ethereal edges, and the very seams of the universe seemed to sing with harmony. The tune fills his soul with joy and laughter. Despite being an old man, he leaps with ease and vigor equal to that of a youngster, effortlessly prancing over giant crevasses in the empty crags.

The young boy leafed through the pages of the time-worn tome. There was no one to interrupt him here in this abandoned library. Here, he was alone. But was he really? From the dry parchment, his eyes lay upon the secrets of cosmology, the construction and orientation of the planar forms and the flows of energy to and fro through all of life and death. The boy saw the riddle posed by the cosmos, and the solution which could create or destroy.

A young woman sat, cross-legged next to her mentor, a cosmic sage, who was teaching her how to attune her body to the energies present in all. Negative or positive, these where the push and pulls which constructed the cosmological models and ruled the flows of energy with capricious whim. As a sage, she would learn to master that flow and use her own body as a conduit.

Descent of the Chosen[edit]

There are few who can call themselves cosmic sages, individuals chosen to bear the power of the cosmos itself. This often means a variety of energies from the cosmology of the world flows freely and manifests within them. They can use a plethora of powers, drawing not only from the Material Realm, but also from energies seeping through the planes themselves. Ultimately, they are the ones who harness the two main energies of the cosmology, positive and negative energy. True veteran cosmic sages can go as far as create or destroy as they will.

Creating a Cosmic Sage[edit]

As one who draws powers from the cosmos itself, what does your character find to be the cosmos, exactly? It is a harmony between what is and is not, a tapestry not without seams, woven together by intricate silks of energy, life, and death. Did your character find these to be particularly enthralling? Do they have an affinity for these sorts of questions, and perhaps an epiphany? It may have been the moment that something odd happened around them that they realized the answer to a cosmic secret, highlighting their ascension to being chosen by the cosmos. Thus they become a true extension of it, living harmoniously and using its powers as if it were their own.

Quick Build

You can make a cosmic sage quickly by following these suggestions. First, Wisdom should be your highest score, followed by Strength. Second, choose the acolyte background. Third, choose a longsword, longbow and the scholar's pack for your equipment choices

Class Features

As a Cosmic Sage you gain the following class features.

Hit Points

Hit Dice: 1d8 per Cosmic Sage level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Cosmic Sage level after 1st


Armor: light armor
Weapons: Simple and martial weapons
Tools: Mystic Tools, Navigator’s tools, Alchemist’s supplies, Woodcarver’s tools
Saving Throws: Wisdom, Strength
Skills: Choose two from Arcana, Insight, Perception, Religion, & History


You start with the following equipment, in addition to the equipment granted by your background:

  • a melee weapon of your choice
  • a ranged weapon of your choice, with 20 ammunition
  • (a) a trinket of your cosmology or (b) a book of your cosmology
  • (a) a scholar's pack or (b) an explorer's pack
  • If you are using starting wealth, you have 4d10 gp in funds.

Table: The Cosmic Sage

Level Proficiency
Features Gifts Cantrips Known Spells Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Cosmic Staff, Spellcasting 0 2 1 2
2nd +2 Staff Versatility 0 2 2 3
3rd +2 Cosmic Gifts 1 2 3 4 2
4th +2 Ability Score Improvement 1 2 3 4 3
5th +3 1 3 4 4 3 2
6th +3 Staff Versatility improvement, Cosmic Gifts 2 3 4 4 3 3
7th +3 2 3 5 4 3 3 1
8th +3 Ability Score Improvement 2 3 5 4 3 3 2
9th +4 2 4 6 4 3 3 3 1
10th +4 Cosmic Gifts, Cosmic Tattoo 3 4 6 4 3 3 3 2
11th +4 3 4 7 4 3 3 3 2 1
12th +4 Ability Score Improvement 3 4 7 4 3 3 3 2 1
13th +5 3 5 8 4 3 3 3 2 1 1
14th +5 Cosmic Gifts 4 5 8 4 3 3 3 2 1 1
15th +5 4 5 9 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 4 6 9 4 3 3 3 2 1 1 1
17th +6 4 6 10 4 3 3 3 2 1 1 1 1
18th +6 Cosmic Gifts 5 6 10 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 7 10 4 3 3 3 3 2 1 1 1
20th +6 Cosmic Summon 5 7 10 4 3 3 3 3 2 2 1 1

Cosmic Staff[edit]

Starting at level 1, you gain a tool which marks you as the sage chosen. It is constructed of exotic materials found from all along the reaches of the vast cosmos, giving it the unique ability to change its properties and output based on its surroundings. For now, it is in the form of a staff. You can freely recall this staff back to either your hand or its holster without expending an action. When recalling, you can choose if its pulled to the area, or if it teleports straight there. If your staff is destroyed, you can reconstruct it by meditating for 8 hours uninterrupted, regathering energies from the universe into a solid form. If you have any piece of the original staff, you only need to meditate for 1 hour.

This staff is the focus for all your spellcasting.


Starting at 1st level, you are well attuned to the cosmic energies which flow about the universe. Armed with your staff as your focus, you gain immense utility over the channels where the dunamis flows, and can manifest them and their effects as you will it to.


At 1st level, you know two cantrips which you may choose from the Cosmic Sage Cantrip List at the end of the class description. You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cosmic Sage table.

Casting Spells

The Cosmic Sage table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a spell slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. You prepare each spell only once, imbuing it into your Cosmic Staff, which is the focus for all your magic. You can cast each as many times as your spell slots will allow.

Learning Spells of 1st Level and Higher

Each time you gain access to a new level of spell, you learn a single spell chosen from the wizard spell list of the appropriate level. These spells must be from the school of evocation. At 5th, 11th, and 7th level, you may swap up to two spells you know of 1st level and higher.

Spellcasting Ability

You use Wisdom as your spellcasting ability for your cosmic sage spells.

Spell save DC = 8 + Proficiency bonus + Wisdom Modifier

Spell attack modifier = Proficiency bonus + Wisdom Modifier

Staff Versatility[edit]

Starting 2nd level, your staff reflects the nature of change present in everything in the cosmos. It can take a variety of forms and properties, including that of weapons. You may spend 1 minute focusing on your staff as though you were casting a spell. The staff then takes one of the following effects of your choice:

  • The staff takes the form of one of the following weapons: longsword, morningstar, war pick, longbow.
  • The staff elongates into a quarterstaff. It deals magical bludgeoning damage for the purposes of overcoming resistances.
  • If you hit with the staff as an improvised weapon, you are considered proficient in it, and it deals 1d4 damage. You can choose the damage type of the staff when you finish focusing, and you cannot change it until you use this feature again. The damage types you can choose are fire, cold, lightning and psychic.

The staff returns to its normal form after 24 hours, or when you revert it with a bonus action. No matter which effect the staff takes, it remains your arcane focus as well. Once you use this feature, you must finish a short or long rest before using this feature again.

Starting at 6th level, you may expend one hour to perform a ritual, uninterrupted, through which your staff engulfs and absorbs a magical weapon. The staff then takes on the properties of the absorbed weapon, but remains your focus. Your staff can only be combined with one weapon at a time. You may perform another ritual to fuse the staff with another weapon, which will eject the previous weapon without damaging it. The staff then takes on the properties of this new weapon, losing all that of the previous.

Cosmic Gifts[edit]

As you reach the paragon of the sage, you gain new properties and traits which change your body, mind and powers to embody the universe. At 3rd level, choose one gift of either the Wiseman, Conqueror, or Influencer, all detailed at the end of the class description. At 6th, 10th, 14th and 18th levels, you can choose one more gift as granted from the cosmos. You cannot have more gifts than as shown under the Gifts column of the class table appropriate for your level. For each level you gain in the class, you have the option of swapping your gift for another.

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 12th, 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.

Cosmic Tattoo[edit]

Starting at 10th level, you are marked as a cosmic sage further by a tattoo on your body that covers your body entirely at your whim, commemorating your beginning as an ascended being, completely connected as one with the cosmos. You may select where on the body the tattoo is placed. The tattoo orients itself in the ways of the cosmos, and it can move along your body to indicate any cardinal direction you wish.

Additionally, you can foretell certain events through the tattoo, as it embodies flows of the cosmos, which can read the possible courses of events in the future. You can cast the augury spell as a ritual, without needing material components, instead using your tattoo. Your tattoo changes into symbols or images you can interpret as the results of the spell.

Cosmic Summon[edit]

Starting level 20, you can now call upon the powers of creation in the cosmos to make as you desire. You may expend an action to call upon the universal flows of energy and invoke one of following effects upon summoning:

Ouranos, Builder of the World

You and all creatures friendly to you within 120 feet of your location regain up to half of your respective hit point maximums. If any of you have any diseases and poisons, or are blind or deafened, these conditions are removed.

Ares, Striker of Heavens

You can target one creature within 30 feet of you, including yourself. Their damage dies are multiplied by 5 until the end of their next turn.

Athena, Masterful Thinker

You automatically succeed all Wisdom saving throws for the next minute.

Chronos, Reaper of Time

You may select up to X amount of creatures within 60 feet of you, X being equal to half your your Wisdom modifier, rounded down, with a minimum of 1. The selected creatures instantly die if they have 100 or less hit points. They are otherwise unaffected.

Janus, Proselytizer of Fate

You may select up to three creatures of CR5 or lower within 120 feet of you and forcefully turn them into cosmic sprites. Cosmic sprites share the stat block of a wraith, but they are celestial rather than undead, and have no sunlight sensitivity. They obey your verbal commands for up to 1 minute, during which you must concentrate to maintain this effect, as though focusing on a spell. If you lose your concentration, the sprites become hostile to any and all creatures, including each other. After the duration ends, these sprites are instantly destroyed.

You may only select one of the above effects every time you use this feature. You can use this feature once, regaining use after finishing a long rest.


You choose your Cosmic Gifts from the following options below. The three categories of gifts offer different directions which you can take your character. Choose one of the Gifts from Wiseman, Conqueror, or Influencer at each interval of 3rd, 6th, 10th, 14th, 18th level.


The "sage" part of the class is not to be taken for granted. You have questions about existence and the universe that do not come easily. There are hints and clues which the universe grants you that you must interpret. These gifts are the esoteric result.

That Which Is Sight

You can see in dim light within 60 feet of you as if it were bright light, and in Darkness as if it were dim light. If you already have darkvision, you instead gain devilsight of the same range, allowing you to see through even magical darkness.

The One Who Is Stoic

You have advantage on saving throws against being moved against your will, knocked prone, and mind altering spells.

What Is Unbroken Thought

You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.

Destruction of Zeno's Theory

By expending a bonus action, you gain advantage on all ranged spell attack rolls until the end of your turn. You may use this feature equal times your Wisdom modifier, regaining use after finishing a long rest.

That Which Stays Up And Ever Learns

You no longer need to sleep. Instead, you meditate deeply, remaining semiconscious, for 4 hours a day. While meditating, you are still aware of your surroundings within 30 feet as if you were awake and can instantly wake up if you so wish. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. Additionally, you can now read books at an obscene rate. No matter the length of the tome, you never take more than a minute to read through it, unless it is magically enchanted otherwise.

Laplace's Demonic Construction

When you see a creature make an attack within 60 feet of you, before the creature rolls for its attack, you can use your reaction to roll a d20. You can force the creature to take that result as their attack roll instead what they would have rolled. You can only use this gift once per combat.

A Wiser One Sees More and Learns Faster

You have a +5 bonus to your passive Wisdom (Perception) and Intelligence (Investigation) scores.


The unknown of the cosmos leaves for one to control it. Conqueror gifts are for the ones who seek to dominate in totality. These powerful gifts aid in brutality and sheer power.

Cosmic Speed

Your movement speeds increase permanently by 10 feet.


Your size now counts as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Universal Body

You gain resistance to any single damage type of your choice.

Grand Lifeforce

Your aging slows so that one century passing is equivalent to only one year for you. Additionally, you become immune to diseases.

Napoleonic Fortitude

Your hit point maximum increases by an amount equal to your Wisdom modifier every time you gain a level in this class.

Alexandrian Strike

After you cast a spell, you may make an attack with your staff as a bonus action.

Defensive Staff

For your Staff Versatility options, you can have your staff become a shield or a suit of light armor of your choice. If you choose the shield option, you are considered proficient in this special shield.


The influencer type gifts focus on latent properties of energy. Where the energies manifest in material, they also manifest in mental things, like thoughts and dreams. The influencer gifts aid in tapping, decoding and even controlling these.


Your eyes now faintly glow with allure and the colors of the nebulas beyond. You can use your Wisdom modifier for all Charisma skill checks instead of your Charisma.

The Infallible Language

You can speak telepathically with any creature within 60 feet of you. This creature must know at least 1 language.

Stalwart Mind

You gain resistance to psychic damage.

Mental Domination

You can force a humanoid creature within 60 feet of you that you can see to make a Wisdom save against your spellcasting DC as an action. On a success, they are immune to this gift's effects for 24 hours. Upon failure, the creature is charmed by you for 1 hour or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature forgets its entire experience of being charmed. You may only dominate one creature at a time with this feature. You can use this feature once, regaining use when you finish a short or long rest.

Astral Silvertongue

You gain advantage in all Charisma (Persuasion) checks against creatures which you can see.

Insinuation and Diplomacy

You can force a hostile humanoid creature within 60 feet of you that you can see to make a Charisma save against your spellcasting DC as an action. Choose one of the following effects which activate upon failure:

  • They are suddenly struck with an odd sensation of calm. They no longer consider you hostile and are not hostile to you, but they are not friendly either.
  • The creature instantly drops prone.
  • The creature starts its next turn moving as far away from you as possible, dashing if able.
Cosmic Mind Spear

You can make a ranged spell attack against one creature within 30 feet of you. On a hit, the creature is struck with a sudden, debilitating migraine. They take 1d4 psychic damage at the beginning of each of their turns, for the next minute.

Cosmic Sage Cantrip List[edit]

You may learn from all of the spells on the basic Cosmic Sage cantrip list. The Cosmic Sage's cantrips are largely renamed versions of existing magic.



Prerequisites. To qualify for multiclassing into the Cosmic Sage class, you must meet these prerequisites: Wisdom 18

Proficiencies. When you multiclass into the Cosmic Sage class class, you gain the following proficiencies: simple and martial weapons, three Wisdom skills of your choice

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