Cosmos User (5e Class)
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|A Sagitarius Knight, art credit, ()|
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.
This class is based in Masami Kurumada's Saint Seiya and is a Fan Class.
- 1 Creating a Cosmos user
- 2 Class Features
- 3 Class Features
- 3.1 Holy armor
- 3.2 Martial Arts
- 3.3 Holy Armor Movement
- 3.4 Cosmos
- 3.5 Cosmos Blast
- 3.6 Cosmos techniques
- 3.7 Ability Score Increase
- 3.8 Extra Attack
- 3.9 Cosmic Recovery
- 3.10 legendary warrior
- 3.11 Cosmos Infused Strikes
- 3.12 Evasive style
- 3.13 Seventh sense mode
- 3.14 Iron will
- 3.15 Extreme reflexes
- 3.16 Holy wind
- 3.17 Limit Break
- 3.18 Mythical Warrior
- 3.19 Eighth sense mode
- 3.20 Unwavering
- 3.21 Master of the body, mind and soul
- 3.22 Divine Warrior
- 3.23 Miracle Mode
- 3.24 Ultimate Attack
- 4 Cosmos techniques
- 4.1 Distance type effects
- 4.2 Attack-type effects
- 4.3 Area Effects
- 4.4 Enhancement Effects
- 5 Multiclassing
Creating a Cosmos user
- 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.
As a Cosmos User you gain the following class features.
- Hit Points
Armor: holy armor and light armor
Tools: Choose any 1 type of tools, or musical instrument
Saving Throws: Wisdom and constitution
Skills: Choose any 3 skills of your choice.
You start with the following equipment, in addition to the equipment granted by your background:
- Holy armor
- Light armor
- (a) Ring of your guardian constellation or (b) Talisman of your guardian constellation
- (a) explorer pack or (b) Dungeoneer’s Pack
|Features||Cosmos Points||Unarmed damage||Holy Armor Movement|
|1st||+2||Holy Armor, Martial Arts, Holy Armor Movement, Cosmos||1+Con||1d4||+5|
|4th||+2||Ability Score Improvement||4+Con||1d4||+5|
|5th||+3||Extra Attack, Cosmic Recovery||5+Con||2d4||+10|
|6th||+3||Cosmos Infused Strikes, Legendary Warrior||6+Con||2d4||+10|
|8th||+3||Ability Score Improvement, Seventh Sense Mode||8+Con||2d4||+10|
|10th||+4||Extra attack, Extreme reflexes||10+Con||3d4||+15|
|12th||+4||Ability Score Improvement, Limit Break||12+Con||3d4||+15|
|14th||+5||Eighth sense mode||14+Con||4d4||+15|
|15th||+5||Extra evasive style||15+Con||4d4||+20|
|16th||+5||Ability Score Improvement, Unbreakable||16+Con||4d4||+20|
|17th||+6||Master of the body, mind and soul||17+Con||5d4||+20|
|19th||+6||Ability Score Improvement, Miracle Mode||19+Con||5d4||+20|
At level 1 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. With an action, too, 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 fields or anti-magic effects. The power of the cosmos within your constellation is beyond any of these.
As long as you have your holy armor equipped, it is consensual that you wear heavy armor for which you have a disadvantage on stealth rolls, the holy armor weighs 70 lb and grants an AC is equal to 12 + wisdom bonus + proficiency bonus The armors are connected with a guardian constellation. Especially, the golds are connected with the 12 signs of the zodiac. Your constellation will give you the Holy Armor and some extra bonuses depending on the constellation, choose from the following constellations and you also get the bonus granted by the chosen constellation.
- Aries: +1 to armor class
- Taurus: Proficiency with blunt melee weapons
- Gemini: +1 to Cosmos points per level
- Cancer: +10 feet of movement
- Leo: +2 on all attack and damage rolls
- Virgo: you can attack with your melee attacks with a range of 5 to 10 feet
- Libra: competition with shields, if you have shields equipped you can still carry out unarmed attacks.
- Scorpion: Proficiency with piercing melee weapons
- Sagittarius: Competition with projectile weapons (not thrown)
- Capricorn: Proficiency with melee cutting weapons
- Aquarius: Competition with polearms
- Pisces: Competition with throwing weapons
At level 1, 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 by 1d4 at levels 5, 9, 13, and 17.
- When you use the Attack action with an unarmed strike on your turn, you can perform an unarmed strike as a bonus action, assuming you did not use your bonus action this turn.
- 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
At the first 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.
From the first level, your training allows you to take advantage of the astral energy of the Cosmos. Your access to this energy is represented by a series of cosmos points. The amount you possess is equal to your level + Wisdom modifier (minimum 1). You can spend these points to power various Cosmos functions and special attacks. Know seven of these characteristics: Burst of Strikes, Perfect Dodge, Unyielding Defense, Counter Attack, Cosmos Jump, Cosmos Surge and Cosmos Dash. When you spend a Cosmos point, it is not available until you finish a long rest, at the end of which you regenerate all of the spent cosmos.
- Burst of blows -
Immediately after taking the Attack action on her turn, she 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 bonus action on your turn.
- Unwavering Defense -
You can spend 1 cosmos point to protect yourself as an additional action on your turn. While protecting yourself, you take half the damage of everyone who hits you, however, you cannot move from that location until your next turn.
- Counterattack -
When attacked, you can spend 1 Cosmos as a reaction to make an unarmed attack.
- Cosmos Jump -
You can spend 1 how point and use a bonus action to jump kick an enemy at a distance equal to or less than their movement speed and land an unarmed strike against this target.
- Cosmos Surge -
You can spend 10 cosmos points to activate Cosmos Surge, allowing you to take another action on your turn.
- Cosmos Dash -
She can spend 2 cosmos points and lose her action and bonus action to advance forward at 4 times her movement speed, passing through enemies without provoking attacks of opportunity.
Some of your cosmos roles require your target to make a saving throw to resist the effects of the role. The DC of the saving throw is calculated as follows:
- Cosmos save DC = 8 + your proficiency bonus + your Wisdom modifier.
- Cosmos attack modifier = your proficiency bonus + Wisdom modifier
At the second level, you can instead of making a hit without weapons, you can also focus your power on a single point and launch a Cosmos Blast at an opponent. This blast deals damage equal to your damage from unarmed attacks and has a range equal to your Wisdom modifier x 15 feet for short range and x30 feet for long range. Cosmos Blast's damage type is Strength and is treated like any normal ranged attack. Attack rolls are made with your Wisdom modifier + proficiency bonus. The damage bonus is your Wisdom modifier.
From the third level, the character acquires the ability to use Cosmos techniques. These are special powers that the character can use that can enhance a specific aspect of the character's existing abilities or can grant a new ability or power. Cosmos techniques are based on the character's melee attacks or the Cosmos Blast by adding effects to them. Generally, an effect can be used (unless otherwise stated in the effect) without spending Cosmos points as long as you have at least 1 cosmos point, but cosmos techniques (Cosmos Blast or melee attacks created with more than 1 special effect on them) use as many Cosmos points as the number of special effects used without counting the first. The effects for your techniques are detailed at the end of the class, in addition to the effects reflected you can talk to your DM to create custom effects, the name of the cosmos techniques depends on the player who uses them, although it is generally related to the armor that uses.
Ability Score Increase
When you reach level 4, and again at levels 8, 12, 16 and 19, you can increase one skill score of your choice by 2, or you can increase two skill scores of your choice by 1. As usual, you cannot increase a skill score above 20 using this feature.
Starting at level 5, you can attack twice, instead of once, as long as you perform the attack action on your turn, at levels 10 you get a new attack, for a total of 3 attacks with an attack action on the level 10.
At level 5, the character learns how to collect cosmos from his environment to supplement his dwindling supply of cosmos. Using an action, the character can roll a 1d4 + Wisdom modifier to determine how much cosmos he can collect and add to his cosmos supply (not to exceed the maximum number of cosmos points he has). You can use this ability as many times as your constitution bonus; you must take a long rest to regain the uses of this ability.
When you reach level 6, the first time you die or fall to 0 or less hit points, you immediately fall to 1 hit point. You can use this feature a number of times equal to your Constitution modifier per long rest.
Cosmos Infused Strikes
At level 6, your unarmed blows are considered magic in order to overcome resistance and immunity to non-magical attacks and damage, you can also change the damage of your attacks depending on your guardian constellation, this type of damage can be changed at will; the types of damage are the following depending on the constellation chosen in level 1:
- Aries: Fire
- Taurus: Thunder
- Gemini: Force
- Cancer: Necrotic
- Leo: Lightning
- Virgo: Psychic
- Libra: Force
- Scorpion: Necrotic
- Sagittarius: Lightning
- Capricorn: Radiant
- Aquarius: Cold
- Pisces: Poison
You adopt a style of avoidance as your specialty. At the 7th level, and again at the 15th level, choose an evasive style from the list of optional characteristics. You cannot choose the same evasive style option more than once, even if you can choose again.
- Amazing Dodge: When an attacker you can see hits you with an attack, you can use your reaction to halve the damage of the attack against you.
- 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 attack rolls against you until the start of your turn.
- Defense without armor: As long as you don't wear armor and don't use a shield, your AC equals 10 + your Wisdom modifier + your proficiency modifier or constitution modifier.
Seventh sense mode
At 8th level, you can achieve greater power at the expense of your health. You can enter the seventh sense mode as an additional action. Your maximum hit point is reduced by 1d6 at the end of each turn. Your hit point max returns to normal at the end of a long rest. You get the following benefits:
- You can make an additional unarmed attack each time you take the Attack action.
- His movement speed is increased by 5 feet.
- Your unarmed attacks deal an additional level of damage to the die.
At level 9, your will and resolve cannot be easily broken or shaken. If you're exposed to an effect that requires a will save that is an enchantment, curse, or fear effect, you have an advantage on the saving throw.
At level 10, your reflexes are extremely fast. You gain advantage on Initiative rolls.
At 11th level, the cosmos within you claims the power of your constellation. On your turn, you can use a bonus action to regain hit points equal to 1d12 + your character's current level. You can use this function once per long rest.
At level 12, you can push yourself even harder. Your maximum Strength, Dexterity, Wisdom and Constitution increase to 22. When you are below 1/4 of your maximum hit points, your Constitution or Wisdom increases by +2, up to a maximum of 24.
When you reach level 13, the cosmos users are hard to kill warriors, when they reduce you to half or less of your total hit points, from that moment until you recover more than half of your hit points you reduce all damage received at half of your total.
Eighth sense mode
At level 14, the power of your cosmos reaches limits that few have achieved. As an action, or additional action while in Seventh Sense Mode, you can enter Eighth Sense Mode. Your hit point maximum 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).
- Their movement speeds are increased by 10 feet (+15 feet total).
- You can increase your Strength, Dexterity or Wisdom and their respective maximum by +2.
Starting at 16th level, you have advantage on saving throws against any negative state.
Master of the body, mind and soul
At 17th level, understand all the capabilities of your body and are able to take it to impossible limits, this gives you proficiency on all saving throws.
At 18th level, if the user's hit points drop to 0 or less you cannot fall unconscious or die, when the user's negative hit points are equal to or greater than the maximum total of his hit points, he dies immediately.
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. His hit point maximum is reduced by an additional 1d6 (3d6 total) at the end of each turn, and when you exit this form or spend more than 1 minute in this form, he gains 2 levels of exhaustion. After exiting Miracle Mode, you will not be able to use it again until the end of a long break. You get the following benefits in addition to those obtained by the Seventh Sense Mode and Eighth Sense Mode:
- His movement speed is increased by 15 feet (+30 feet total).
- Your unarmed attacks deal an additional die of damage.
- You can increase your Strength, Dexterity or Wisdom and their respective maximum by +2.
- Your Constitution is reduced by 2 (but not your Cosmos limit).
- As an action, you can charge a powerful cosmos attack. You can charge it for a maximum of 4 rounds that means you use both your action, your bonus action and your movement. When triggered, each creature on a 45 + 5 per round spent charging one foot down a 15-foot line must succeed on a Dexterity or Wisdom saving throw. Deals damage equal to the maximum number of unarmed attacks you could otherwise have made while charging + 1d6 per round spent charging. Once triggered, it exits Miracle Mode.
Ultimate Attack At level 20, using your action, bonus action, and all your movement, he can use the Ultimate Attack insignia of your Guardian constellation. The target of the attack must be within 60 feet and must make a Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma saving throw (as chosen by the user of this ability). The target takes 20d12 magic damage corresponding to the element of its guardian constellation (see Cosmos Infused Strikes) on a failed save, or half damage on a successful one. This damage cannot be avoided or reduced in any way, it also surpasses all resistances and immunities this includes the absorption or reduction of the damage of any capacity, in addition to this given the amount of cosmic power that is being released it cannot be canceled by fields anti magic or similar effects. You can use this ability once per long rest, the ultimate attack does not consume cosmos but when you use this ability you gain 2 levels of exhaustion In addition to this, you can talk to the DM to add additional effects to the Ultimate attack. The attack of signs is based on the myth of astrology, they all have the same damage and effect, but each one has its own name according to the chosen sign.
- Aries: Stardust Extinction
- Taurus: Great Horn
- Gemini: Explosion of galaxies
- Cancer: Wave of the Underworld
- Leo: Plasma lightning
- Virgo: Sadgatih Samsara (Six Paths of Reincarnation)
- Libra: Rozan Hyaku Ryu Ha (One Hundred Dragons of Rozan)
- Scorpion: Antares Scarlet Needle
- Sagittarius: Arrow sacred ray of justice
- Capricorn: Legendary sword Escalibar
- Aquarius: Running Aurora
- Pisces: Bloody rose
Cosms techniques are special attacks that a character can perform and that improve your melee attack (if you are proficient with a weapon you can add effects to the attack as if they were unarmed attacks, if it is a ranged weapon you can add effects as if it were a Cosmos Blast), your Cosmos Blast attack, or they can also enhance some other aspect of the character. If a technique has prerequisites, you must meet them to learn it. A character is allowed to create a limited number of techniques and is allowed access to a limited number of effects that she can use. The character can learn as many Cosmos effects as her wisdom bonus + her proficiency bonus; if either of these two increases permanently, the character learns a new effect At any given time, you can use an effect that you know freely without spending cosmos points. A Cosmos technique is done when you have more than one effect added to something you can do. However, the number of cosmos techniques you can learn about is limited, and the number of effects you can apply to a technique is also limited. A technique is allowed to have a maximum of three added effects. When learning a new technique is allowed, you can choose to increase the effects available to you on an existing technique by 1. Once a technique is done you must use at least two effects that the power has. Using a technique costs 1 Cosmos point per effect (the first effect does not enter into the calculation to know the cosmos spent), with a minimum cost of 2 cosmos points required. The upgrade techniques (listed below) are their own techniques and are in addition to the costs of existing ki points that may be in use, or have their own designated costs. The name of the cosmos techniques depends on the player who uses them, although it is generally related to the sacred armor that they possess or the effects that make up the technique.
Distance type effects
These are effects that apply specifically to your Cosmos Blast or when you use a projectile or thrown weapon in your attacks.
When you use your Cosmos Blast or a ranged weapon with which you have proficiency and hit a target with it, the force of the attack forces the opponent to make a STR save. If they fail in salvation, they fall down. Damage from the attack also gains the blunt type.
When using your Cosmos Blast or a ranged weapon with which you have proficiency, the Cosmos Blast that is fired is shaped like a disc or the tip of the projectile was enhanced with cosmos. The attack deals 1d6 extra damage, plus the attack's damage changes to slashing.
When using your Cosmos Blast or a ranged weapon with which you have proficiency, the blast is in the shape of a corkscrew or the projectile spins at high speed allowing it to pierce the target. The target of the attack changes to penetrating damage. If an opponent is directly behind the initial target, the attack also hits them but only deals half the original damage.
These are effects that apply to unarmed attacks or attacks made with melee weapons that you have proficiency.
When you hit an opponent with an unarmed blow or with a melee weapon with which you have proficiency, in addition to the damage dealt by the attack, the opponent must make a CON save or he will suffer disadvantage on his next attack roll.
When you hit an opponent an opponent with an unarmed blow or with a melee weapon with which you have proficiency, in addition to the damage dealt by the attack, the opponent must make a CON save or they will be stunned until the start of the next turn of the character who used this effect.
You know how to hit harder than others, often enough to drop some beings in one fell swoop. You can trade -1 to your attack rolls to gain +2 to damage; you can trade up to -5 to your attack rolls this way for a maximum +10.
These are effects that add shape to your unarmed attack and Cosmos Blast as well as any proficient weapon attacks. However, there is a difference, as each one sets out the rules for how they work. Note that buff effects can be taken a second time to double the area they affect.
His ranged attack turns into a line affecting a 50 foot long line that is 5 feet wide, although he can shorten the length of the line to make it wider. Targets within the affected area must make a DEX saving throw if they pass it take half the damage, if they miss they take full damage from the attack. For melee attacks, you can attack any opponent adjacent to you while moving in a straight line (you must use your movement). Opponents cannot take reactions or attacks of opportunity against you while doing this. Make an attack roll, if you hit the opponents they must make a DEX saving throw, those who do not pass the test take damage. Those who are successful are not hurt.
Radius / Sphere / Cube Blast
His attack turns into an explosion that affects a 30 foot radius, sphere or cube. Targets within the affected area must make a DEX saving throw on success take half damage. For melee attacks you attack all opponents directly around you, make an attack roll and the opponents make a DEX saving throw. Those who pass the test are not harmed, otherwise they are harmed normally.
Restriction: Cosmos Blast only. His attack turns into a line hitting a 30 foot long cone. Targets within the affected area must make a DEX saving throw if they overcome it and revive half the damage, otherwise they take full damage.
Restriction: Cosmos Blast only. His attack turns into a line hitting a cylinder 30 feet long and 15 feet wide. Targets within the affected area must make a DEX saving throw if they overcome it and revive half the damage, otherwise they take full damage.
Its attack can be adapted to a particular shape, such as a diamond, wavy line, etc., which is not a straight line, a radius, a sphere, a cube, a cone, or a cylinder. This can even be divided into separate effects. The area available to work is 30 feet. Targets within the affected area must make a DEX saving throw to take half the damage on success, on failure they take normal damage. For melee attacks, the shaped area is one where the character must have enough movement to move. Otherwise this works similar to the melee version of a line.
These are effects that can be applied not only to the character's Cosmos Blast and attack without weapons or with any proficient weapon, but can also be applied to other aspects of what the character can do.
Restriction: use of Burst of Hits required first When you use Burst of Strikes, you can spend 1 additional point of cosmos to gain an additional attack that is part of your burst of strikes.
Requirement: must be at least level 6 Restriction: Must apply to Cosmos techniques. You can spend more cosmos to boost your attacks. Each additional point of cosmos you spend increases the amount of damage you deal on one die, however this applies to only one attack at a time. Therefore, if you can make two attacks and normally deal 1 damage die (plus modifiers), then to increase the damage of both attacks by +1 die, you must spend a total of 2 cosmos points. The cosmos limit you can spend in this way is equal to your CON +1 modifier.
Requirements: Must be at least level 6. Restriction: Applies only to his Cosmos Blast attacks. You must spend at least 1 cosmos point. You can try to counter an incoming ranged attack with your Cosmos Blast. Using your reaction, he can fire a Cosmos Blast, or he can use a ranged cosmos technique attack. You make an attack roll against your opponent. If successful, damage is rolled for both attacks. If the damage dealt by the opponent is less than yours, then the attack is countered and any excess damage is applied to the opponent. However, the reverse also applies when their damage is greater than yours, then you take the remaining damage.
Restriction: You must use 4 Cosmos points. You can instantly move from one point to another by requiring the opponent to make a Perception roll to know where the PC has gone, however, you should still be able to move freely through or around the area you wish to go to. If the opponent fails his test, and the PC has not yet attacked, he may make his first advantage attack roll. The speed at which the character moves equal to twice his normal movement.
Great Cosmos Dash
Restriction: Applies only if using Cosmos Dash When you use the Cosmos Dash feature, the character's final speed is doubled.
Requirements: must be level 6 You gain + 10 feet to your speed and can spend 2 cosmos to double your ground speed, does not apply if you have flight speed.
Requirements: must be level 6 You can increase the damage dice rolled for the attack by 1d6; at 12th level this is improved by allowing 2d6 dice of bonus damage to be rolled, and at level 20 you roll 3d6 dice of bonus damage.
Requirements: You must use 2 cosmos points. As a bonus action, you can give yourself advantage on the next Strength, Dexterity, or Constitution roll you make (saving throw or skill roll). This does not apply to attack rolls or damage.
Feel the flow of the Cosmos
Requirements: must be level 11. You can feel the flow of the cosmos in the world around you. By reading the flow of an opponent's cosmos or their surroundings, you can sense where a person is and, in general, what they are doing, as well as having a general idea of the distribution of places. Feeling Cosmos allows you to make a normal Perception roll in darkness, total darkness, or, if you are blinded, move and fight. Can distinguish one person from another and has advantage on Perception rolls to track a person through their cosmos (even if the target is not a cosmos user), leaving traces that an expert user can discern and follow. . However, if he tries to find hidden passages or specific objects, the character is at a disadvantage on his Perception roll, as specific details of an environment cannot be detected, only details of a person. The range for this is 60 feet.
Requirements: must be at least level 6 Restriction: Must use 1 cosmos point and must apply to ranged cosmos attacks. Directed Fire allows you to make an attack roll that ignores ½ cover and ¾ cover, and full cover as long as the attack has a path to the target. You must make a Perception roll using the Feel the Flow of the Cosmos technique if the target has full cover so that you can attempt to use Aimed Shot to hit it.
Requirements: Applies to Power Boost usage When you use Energy Rush and add this effect to the cosmos technique, it gains double bonus damage for every -1 applied to it.
Prerequisites. To qualify for multiclassing into the Cosmos User class, you must meet these prerequisites: 15 Wisdom, 15 Constitution
Proficiencies. When multiclassed into the Cosmos User class, you only gain proficiency with holy armor