Of the Cos (5e Class)
Of the Cos[edit]
This class is about someone who has somehow either been born, blessed, or cursed by some sort of celestial body and can now innately cast spells relating to space and stars, these spells are really good and are heavy-hitting spells that you can use in many different ways which some my say this is good till they hurt themselves due to the extreme force and energy theses spells to cast and use most spells have a draw back and tend to harm the user so they tend to practice and train in
<!-Introduction Leader->[edit]
Creating a[edit]
- Quick Build
You can make a <!-class name-> quickly by following these suggestions. First, <!-Ability score-> should be your highest ability score, followed by <!-Ability score->. Second, choose the <!-background name-> background. Third, choose <!-elaborate on equipment choices->
Class Features
As a you gain the following class features.
- Hit Points
Hit Dice: 1d8 per level
Hit Points at 1st Level: 1d8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per level after 1st
- Proficiencies
Armor:
Weapons:
Tools:
Saving Throws:
Skills:
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
Level | Proficiency Bonus |
Features | —Spell Slots per Spell Level— | ||||
---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | |||
1st | +2 | <!-Class Feature1-> | — | — | — | — | — |
2nd | +2 | <!-Class Feature2-> | 2 | — | — | — | — |
3rd | +2 | <!-Class Feature3-> | 3 | — | — | — | — |
4th | +2 | Ability Score Improvement | 3 | — | — | — | — |
5th | +3 | <!-Class Feature1-> | 4 | 2 | — | — | — |
6th | +3 | <!-Class Feature1-> | 4 | 2 | — | — | — |
7th | +3 | <!-Class Feature1-> | 4 | 3 | — | — | — |
8th | +3 | Ability Score Improvement | 4 | 3 | — | — | — |
9th | +4 | — | 4 | 3 | 2 | — | — |
10th | +4 | — | 4 | 3 | 2 | — | — |
11th | +4 | — | 4 | 3 | 3 | — | — |
12th | +4 | Ability Score Improvement | 4 | 3 | 3 | — | — |
13th | +5 | — | 4 | 3 | 3 | 1 | — |
14th | +5 | — | 4 | 3 | 3 | 1 | — |
15th | +5 | — | 4 | 3 | 3 | 2 | — |
16th | +5 | Ability Score Improvement | 4 | 3 | 3 | 2 | — |
17th | +6 | — | 4 | 3 | 3 | 3 | 1 |
18th | +6 | — | 4 | 3 | 3 | 3 | 1 |
19th | +6 | Ability Score Improvement | 4 | 3 | 3 | 3 | 2 |
20th | +6 | — | 4 | 3 | 3 | 3 | 2 |
<!-Class Feature->[edit]
<!-Class feature game rule information->
- <!-Use semi-colons for subheaders->
<!-Subclass Feature->[edit]
<!-At <!-insert level-> level, you chose a <!-insert name of subclass feature i.e. path, archetype, discipline, etc.->. Choose between <!-list the subclass options->, <!-all/both-> detailed at the end of the class description. Your choice grants you features at <!-insert the level when subclass features begin-> and again at <!-list all the levels the class gains subclass features->.->
Ability Score Improvement[edit]
When you reach the 4th level, and again at the 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. You can't increase an ability score above 20 using this feature.
Celestial Initiative[edit]
At the first level, You were blessed or cursed by a celestial body of some sort that gave you the energy to cast spells that don't require slots the spells that you can use are going to be at the end.
Energy Points[edit]
at the first level, you start with energy points equal to Half your Intelligence and you gain energy points back equal to your Intelligence modifier per long rest and a 1d4 for a short rest.
Fighting Style[edit]
Starting at 2nd level, choose one of the following options. You can't choose the same style twice, even if you later get to choose again.
- Defense
When wearing armor, you gain a +1 bonus to AC.
- Protection
When you are wielding a shield, you may use your reaction to impose a disadvantage on an attack roll targeting another ally within 5 feet of you.
- Dueling
When wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
- Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a weapon held in two hands, you can reroll the die and must use the new roll, even if it is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
- Two Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second Attack.
[edit]
Staring at the 2nd level, when you hit a creature with a melee weapon attack, you can expend one point to deal Radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d6 for 2 energy points, plus 1d6 for each point, to a maximum of 5d6.
Extra Attack[edit]
Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Of the Cos Spell List[edit]
You know all of the spells on the basic spell list and additional spells based on your subclass.
- 1st Level
<!-1st level spell list->
- 2nd Level
<!-2nd level spell list->
- 3rd Level
<!-3rd level spell list->
- 4th Level
<!-4th level spell list->
- 5th Level
<!-5th level spell list->
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:
Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:
Back to Main Page → 5e Homebrew → Classes<!-creates potions or other consumable-><!-creates machinery or other non-consumable unique equipment-><!-religion/patron-based caster-fighter-><!-has features from many, MANY other class bases-><!- melee and/or ranged fighters with magic less than or equal to an eldritch knight. Fighter variants and mashups are the most common homebrew classes-><!-gets ability from a separate source, often doesn't have spellcasting-><!-pact-based arcane caster-><!-keep this category if the class uses multiple tags->