Cosmos User (5e Class)

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Cosmos User[edit]

Legend has it that since mythological times, warriors equipped with powerful armor protect their god and help him in his arduous battles against his enemies. These powerful warriors use an astral energy called cosmos to enhance their attacks, with this they are capable of tempering the earth, dividing the seas and breaking the skies, from the brave knights of the zodiac to the judges of the underworld passing through the sea knights, all They use the cosmos and wear powerful armor to enhance their attacks.

Creating a Cosmos user[edit]

God_Cloths.png
A team of the strongest Cosmos users, [source]
Quick Build

You can quickly make a cosmos user by following these suggestions. Your highest ability score should be your Wisdom first, followed by your Constitution score. Second, choose the Soldier background or any other background.

Class Features

As a Cosmos User you gain the following class features.

Hit Points

Hit Dice: 1d10 per Cosmos User level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Cosmos User level after 1st

Proficiencies

Armor: holy armor and light armor
Weapons: None
Tools: Choose any 1 type of tools, or musical instrument
Saving Throws: Wisdom and Constitution
Skills: Choose any 3 skills of your choice.

Equipment

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

  • (a) Any light armor or (b) any tool set
  • (a) Ring of your guardian constellation or (b) Talisman of your guardian constellation
  • (a) explorer pack or (b) Dungeoneer’s Pack

Table: The Cosmos User

Level Proficiency
Bonus
Features Cosmos Points Martial Arts Holy Armor Movement
1st +2 Holy Armor, Martial Arts, Holy Armor Movement, Cosmos 2+Wis 1d4 +5
2nd +2 Cosmos Blast 4+Wis 1d4 +5
3rd +2 Cosmos techniques 6+Wis 1d4 +5
4th +2 Ability Score Improvement 8+Wis 1d6 +5
5th +3 Extra Attack, Cosmic Recovery 10+Wis 1d6 +10
6th +3 Cosmos Infused Strikes, Legendary Warrior 12+Wis 1d6 +10
7th +3 Evasive Style 14+Wis 1d8 +10
8th +3 Ability Score Improvement, Seventh Sense Mode 16+Wis 1d8 +10
9th +4 Iron Will 18+Wis 1d8 +10
10th +4 Extra Attack, Extreme Reflexes 20+Wis 1d10 +15
11th +4 Holy Wind 22+Wis 1d10 +15
12th +4 Ability Score Improvement, Limit Break 24+Wis 1d10 +15
13th +5 Mythical Warrior 26+Wis 1d12 +15
14th +5 Eighth Sense Mode 28+Wis 1d12 +15
15th +5 Extra Evasive Style 30+Wis 1d12 +20
16th +5 Ability Score Improvement 32+Wis 1d20 +20
17th +6 Master of Body, Mind, and Soul 34+Wis 1d20 +20
18th +6 Divine Warrior 36+Wis 1d20 +20
19th +6 Ability Score Improvement, Miracle Mode 38+Wis 2d20 +20
20th +6 Ultimate Attack 40+Wis 2d20 +25

Class Features[edit]

Holy armor[edit]

At 1st level, you get a holy armor. Holy armor is armor created by the gods with stardust and Blood of God. With an action you can summon your Holy Armor, which appears in various parts next to you, automatically adjusting to your body. As an action, you can dispel your holy armor, which disappears by going to another dimension, where it will wait for you to call back. Your holy armor cannot be broken, even with the Wish spell, nor is it affected by anti-magic. The power of the cosmos within your constellation is beyond any of these. Creatures other than you can not wear your holy armor.

As long as you have your holy armor equipped, you have a disadvantage on Stealth checks, an AC of 12 + you Wisdom modifier + your proficiency bonus, and one of the following based on the constellation your armor represents. Once chosen, this bonus can not change.

  • Aries: +1 to armor class.
  • Taurus: Proficiency with bludgeoning melee weapons.
  • Gemini: +2 to Cosmos point per level.
  • Cancer: +10 feet of movement.
  • Leo: +2 to all attack and damage rolls.
  • Virgo: +5 ft. of reach.
  • Libra: Proficiency with shields.
  • Scorpion: Proficiency with piercing melee weapons.
  • Sagittarius: Proficiency with ranged weapons.
  • Capricorn: Proficiency with slashing melee weapons.
  • Aquarius: As an action, you take 1 less damage from all sources for 1 minute. You may use this once, regaining use at the end of a short or long rest.
  • Pisces: Proficiency with thrown weapons.

Martial Arts[edit]

At 1st level, you are trained for close combat.

  • You can use Wisdom instead of Strength for attack and damage rolls for your unarmed attacks and the weapons with which you are proficient:
  • Your unarmed attacks deal 1d4 bludgeoning damage, this damage increases to 1d6 at 4th, 1d8 7th, 1d10 at 10th, 1d12 at 13th, 1d20 at 16th and 2d20 at 19th levels.
  • When you use the Attack action with an unarmed strike on your turn, you can perform an unarmed strike as a bonus action.
  • If you use a weapon with which you have proficiency, you can add your unarmed damage to the damage dealt by the weapon.

Holy Armor Movement[edit]

At 1st level, as long as your holy armor is equipped, your movement increases by 5 feet. This bonus increases to 10 at the 5th level, 15 at the 10th level, 20 at the 15th level, and 25 at the 20th level.

Cosmos[edit]

At 1st level, your training allows you to take advantage of the astral energy of the Cosmos. You have a number of Cosmo Points equal to double your level + your Wisdom modifier (minimum 1). You can spend these points to power various Cosmos functions and special attacks. At 1st level, you may spend Cosmo Points on the following:

  • Burst of Blows -

Immediately after taking the Attack action on your turn, you can spend 1 cosmos point to perform two unarmed attacks as a bonus action.

  • Perfect Dodge -

You may spend 1 Cosmos point to take the Dodge action as a reaction or bonus action in your turn.

  • Unwavering Defense -

You can spend 1 cosmos point to protect yourself as a bonus action. You take half the damage from all sources.

  • Counterattack -

When attacked, you can spend 1 cosmos point as a reaction to make an unarmed attack.

  • Cosmos Jump -

You can spend 1 cosmos point as bonus action to move up to half of your movement speed and make an unarmed strike against a creature.

  • Cosmos Surge -

You can spend 5 cosmos points to activate Cosmos Surge, allowing you to take another action on your turn until the end of the battle.

  • Cosmos Dash -

You can spend 2 cosmos points as an action and bonus action to move up to 4 times your movement speed, passing through other creatures' spaces without provoking attacks of opportunity.

Some of your cosmos features require your target to make a saving throw. The DC of the saving throw is calculated as follows:

Cosmos save DC = 12 + your proficiency bonus + your Wisdom modifier.
Cosmos attack modifier = your proficiency bonus + Wisdom modifier

Cosmos Blast[edit]

At 2nd level, as a bonus action for 1 cosmos point, you may gather energy around your hands. Until the end of your turn, your unarmed strikes gain a range of 15 x your Wisdom modifier feet (minimum 16 feet).

Cosmos techniques[edit]

At 3rd level, you gain the ability to use Cosmos techniques. You know a number of Cosmos techniques, as detailed at the end of this class description equal to your Wisdom modifier + your proficiency bonus. You may use multiple techniques on a single attack.

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.

Extra Attack[edit]

Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three at 10th level.

Cosmic Recovery[edit]

At 5th level, you learn how to collect cosmos from your environment. As an action, you regain 2d4 + your Wisdom modifier + cosmos points. You can use this feature twice, regaining all uses at the end of a short rest.

Legendary Warrior[edit]

At 6th level, when you fall to 0 hit points, you instead fall to half of life. You may use this feature two, regaining use at the end of a long rest.

Cosmos Infused Strikes[edit]

At 6th level, your unarmed strikes are considered magical for the sake of overcoming resistances. Additionally, you can change the damage of your unarmed and weapon attacks to one of the following depending on the constellation chosen in 1st level:

  • Aries: Fire
  • Taurus: Thunder
  • Gemini: Psychic
  • Cancer: Necrotic
  • Leo: Lightning
  • Virgo: Psychic
  • Libra: Force
  • Scorpion: Poison
  • Sagittarius: Lightning
  • Capricorn: Radiant
  • Aquarius: Cold
  • Pisces: Poison

Evasive Style[edit]

You adopt a style of avoidance as your specialty. At the 7th level, and two at the 15th level, you gain one of the following. You cannot choose the same evasive style option more than once.

  • Amazing Dodge: When an attacker you can see hits you with an attack, you can use your reaction to halve the damage you take.
  • Evasion: You can skillfully dodge certain area effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subject to an effect that allows you to make a Dexterity saving throw to take only half damage, instead you take no damage if you succeed on the saving throw, and only half damage if you fail.
  • Defense Against Horde: When a creature hits you with a melee attack, other creatures have disadvantage on melee attack rolls against you until the start of your turn.
  • Defense Without Armor: While you aren't wearing armor or a shield, add to your AC a bonus of 10 + your Wisdom modifier + your Dexterity modifier, and you gain resistance to the damage type of your Cosmos Infused Strikes constellation.

Seventh Sense Mode[edit]

At 8th level, you can achieve greater power at the expense of your health. You can enter seventh sense mode as a bonus action until you fall unconcious or end this feature as an action. Your hit points are reduced by 1d6 at the end of each of your turns. You get the following benefits:

  • You can make an additional unarmed attack each time you take the Attack action.
  • Your movement speed is increased by 16 feet.
  • Your unarmed attacks deal an additional die of damage.

Iron Will[edit]

At 9th level, your will and resolve cannot be easily broken or shaken. You have advantage on saving throws against becoming frightened or charmed.

Extreme Reflexes[edit]

At 10th level, your reflexes are extremely fast. You gain a bonus to Initiative and reactions rolls equal twice your Dexterity modifier.

Holy Wind[edit]

At 11th level, the cosmos within you claims the power of your constellation. On your turn, you can use a bonus action to regain 3d20 + x, where x is equal your level of Cosmos User, times your Cosmos User level hit points. You can use this feature five times, regaining use at the end of a short rest.

Limit Break[edit]

At 12th level, you can push yourself even harder. Your maximum Strength, Dexterity, Wisdom and Constitution score increase to 22. When you are below 1/2 of your maximum hit points, your Constitution and Wisdom increases by +6, up to a maximum of 24.

Mythical Warrior[edit]

At 13th level, you ascend from a hero to a myth. When you are reduced to half your maximum hit points or less, you take half as much damage until you have more than half of your maximum hit points.

Eighth Sense Mode[edit]

At 14th level, the power of your cosmos reaches limits that few have achieved. As an action, or as a bonus action while in Seventh Sense Mode, you can enter Eighth Sense Mode. Your hit point is reduced by an additional 1d6 (2d6 total) at the end of each turn you are in Eighth Sense Mode, and you gain the following benefits in addition to the Seventh Sense Mode benefits:

  • You can make an additional unarmed attack each time you take the Attack action (+2 attacks in total).
  • Your movement speed increases by 30 feet ( + 46 feet total).
  • You can increase your Strength, Dexterity and Wisdom score and its respective maximum by +4.

Master of Body, Mind, and Soul[edit]

At 17th level, you understand all the capabilities of your body and are able to take it to impossible limits. While under the effects of Seventh Sense Mode or Limit Break, you gain proficiency in one saving throw of your choice.

Divine Warrior[edit]

At 18th level, if you drop to 0 hit points, you do not fall unconscious or die until you succeed or fail 3 death saving throws or are killed instantly.

Miracle Mode[edit]

At 19th level, you can push your cosmos to the limit. In exchange for your action and bonus action, or just your action while in Seventh Sense Mode or bonus action if you are in Eighth Sense Mode, you can enter Miracle Mode. Your hit point is reduced by an additional 1d6 (3d6 total) at the end of each of your turns. After exiting Miracle Mode, you can not use it again until the end of your next long rest. You gain the following benefits in addition to those of Seventh Sense Mode and Eighth Sense Mode:

  • Your movement speed is increased by 45 feet ( + 91 feet total).
  • Your unarmed attacks deal an additional die of damage.
  • You can increase your Strength, Dexterity and Wisdom score and its respective maximum by +8.
  • As an action, you can charge a powerful cosmos attack. You can charge it as a full turn action to a maximum of 4 rounds. You lose the benefits of all rounds charged at the end of each turn you do not charge. When triggered as an action, each creature on a 45 + 5 per round spent charging foot long, 15-foot wide line must succeed a Dexterity or Wisdom saving throw. On a failure, they take damage equal to the maximum number of unarmed attacks you could otherwise have made while charging + 3d6 per round spent charging. Immediately after this happens, you exit Miracle Mode.

Ultimate Attack[edit]

At 20th level, as a full turn action, you can use the Ultimate Attack insignia of your Guardian constellation. The target of the attack make a Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma saving throw (as chosen by the user of this ability). The target takes 25d20 magic damage corresponding to the element of its guardian constellation (see Cosmos Infused Strikes) on a failed save, or half as much damage on a successful one. This damage cannot be avoided or reduced in any way, including by anti-magic and similar effects. You can use this ability twice, regaining use at the end of a long rest.

Cosmos techniques[edit]

Ballistic Blast[edit]

When you hit a creature with a ranged attack, you may spend 1 cosmos point to imbue the attack with additional force. The target must attempt a Strength saving throw. On a failure, they fall prone and take an additional 1d6 bludgeoning damage. On a success, they take half as much damage.

Cutter Blast[edit]

When you hit with a ranged attack, you may spend 1 cosmos point to shape the projectile into a disk. The attack deals 1an additional 1d6 magical slashing damage.

Drill[edit]

When you hit a creature with a ranged attack, you may spend 1 cosmos point to shape the projectile into a corkscrew. The attack deals piercing damage. If a creature is directly behind the initial target, the attack also hits them, but only deals half the original damage.

Destabilizing Blow[edit]

When you hit a creature with a melee attack, you may spend 1 cosmos point to force the target to make a Constitution saving throw. On a failure, they have disadvantage on all attack rolls until the end of their next turn.

Stunning Blow[edit]

When you hit a creature with a melee attack, you may spend 1 cosmos point to force the target to make a Constitution saving throw. On a failure, they are stunned until the end of their next turn.

Energy Boost[edit]

When you make a melee attack, you may spend 1 cosmos point to grant the attack roll a -1 penalty to gain +2 bonus to its damage roll; you can trade up to -5 to your attack rolls this way for a maximum +10 damage.

Online Attack[edit]

When you make a ranged attack, you may spend 1 cosmos point to cause its to range become a 50 foot or shorter line that is 5 feet wide. Creatures within the affected area must make a Dexterity saving throw. On a failure, they take the attack's damage and are counted as being hit by the attack for any additional effects. On a success, they take half as much damage and count as being missed by the attack for any additional effects.

Dash Attack[edit]

When you make a melee attack, you may spend 1 cosmos point to move in a straight line up to your remaining movement speed. This movement does not incur attacks of opportunity. Any creatures of your choice within 5 ft. of you at any time during this movement must make a Dexterity saving throw. On a failure, they take the attack's damage and are counted as being hit by the attack for any additional effects. On a success, they take half as much damage and count as being missed by the attack for any additional effects.

Radius / Sphere / Cube Blast[edit]

When you make an attack, you may spend 1 cosmos point to cause its to range become a 30 foot radius, sphere or cube. Creatures within the affected area must make a Dexterity saving throw. On a failure, they take the attack's damage and are counted as being hit by the attack for any additional effects. On a success, they take half as much damage and count as being missed by the attack for any additional effects.

Cone Attack[edit]

When you make a Cosmos Blast attack, you may spend 1 cosmos point to cause its to range become a 30 foot cone. Creatures within the affected area must make a Dexterity saving throw. On a failure, they take the attack's damage and are counted as being hit by the attack for any additional effects. On a success, they take half as much damage and count as being missed by the attack for any additional effects.

Cylinder Attack[edit]

When you make a Cosmos Blast attack, you may spend 1 cosmos point to cause its to range become a 30 foot tall, 10 ft. radius cylinder. Creatures within the affected area must make a Dexterity saving throw. On a failure, they take the attack's damage and are counted as being hit by the attack for any additional effects. On a success, they take half as much damage and count as being missed by the attack for any additional effects.

Electric Attack[edit]

When you use Burst of Strikes, you can spend 1 additional cosmos point to make 1 additional attack.

Charge Attack[edit]

You must be at least 6th level to gain this technique. When you use another cosmos technique, you deal your unarmed strike die damage an additional time for every cosmos point spent on this technique to a maximum of your Constitution modifier + 1.

Ranged Counterattack[edit]

You must be at least 6th level to gain this technique. When an attack is made within your reach, the damage you take from the attack is reduced by 1d10 + your Wisdom modifier + your Cosmos User level. If you reduce the damage to 0, the attack is completely destroyed.

Flash Step[edit]

As an action for 4 cosmos points, you instantly teleport to one point you can see within twice your movement speed. Any creatures that can see you must make a Perception check. On a failure, you are invisible to them until the end of their next turn or you interact with them in any way.

Great Cosmos Dash[edit]

For 1 cosmos point when you use the Cosmos Dash feature, your movement speed is doubled an additional time.

Lightning Step[edit]

You must be at least 6th level to gain this technique. As part of a melee attack for 1 cosmos point, you gain an additional 10 ft. of movement speed. You may spend 1 additional cosmos point when you use this to take the dash action as part of the attack.

Improved Damage[edit]

You must be at least 6th level to gain this technique. When you deal damage, you may spend 1 cosmos point to deal an additional 1d6 damage. At 12th level, this increases to 2d6 additional damage, and at 20th level this increases to 3d6 additional damage.

Physical Advantage[edit]

As a bonus action for 2 cosmos points, you can give yourself advantage on the next Strength, Dexterity, or Constitution check or saving throw until the beginning of your next turn.

Feel the Flow of the Cosmos[edit]

You must be at least 11th level to gain this technique. As an action for 2 cosmos points, you feel the flow of the cosmos in the world around you. You gain 60 ft. of truesight until the beginning of your next turn.

Directed shot[edit]

You must be at least 6th level to gain this technique. As part of a ranged attack for 1 cosmos point, you ignore ½ cover, ¾ cover, and full cover as long as the attack has a path to the target and you can see the target.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Cosmos User class, you must meet these prerequisites: 15 Wisdom, 15 Constitution

Proficiencies. When you multiclass into the Cosmos User class, you gain proficiency with holy armor.



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