The Cosmic Patron (5e Subclass)

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Cosmic One[edit]

Warlock Subclass

The vast sea that lies beyond the clouds that fly the sky, is known as The Cosmos, this place is usually confused with the Astral Plane, but it is nothing of the sort, The Cosmos is part of the Material Plane but constantly influenced by the Astral Plane, because of this the Cosmos created consciousness, and now this entity is trying to comprehend the creatures. To do this, it elects a representative on every inhabited planet in its reach. One of these emissaries removes threats from other planes. Others are just observers. In any case, the Cosmos cares about its followers.

Expanded Spell List[edit]

You get these spells added to your warlock spell list and you can use one of those spells from this list added to your spell list without counting towards your spell limit, equal to your proficiency times.

Spell Level Spells
1st chromatic orb, magnify gravity
2nd rope trick, scorching ray
3rd blink, Melf's minute meteors
4th banishment, freedom of movement
5th destructive wave, wall of force
Cosmic Blessing

At 1st level, choose a part of your body, this part can be used as arcane focus for your spells, the options are: Arms, Legs, Chest or Head

Cosmo keeps you alive at all costs, you don't need to eat or drink, spells and features can't age you, moreover, if you lose a part of your body or die, in a course of 7 days, your body will regenerate itself back (You can ignore the effects of a long rest to bring forward 4 days of this waiting time, if you only lost a body part).

Your Cosmic Patron gives you messages directly through your body part (you will hear his voice if you chose head or chest, if you chose arms or legs, you will have a message written on your limb made of stars and planets aligning themselves and only you can understand these messages)

Cosmic Weaponry

At 1st level, when you take a long rest, you can take one weapon that you are proficient and make an astral connection with it, it now is counted as a Cosmic Weapon, it now uses your Charisma modifier instead of Dexterity or Strength and you can choose its Damage from the Same that you have resistance with your Celestial Armour, in a long rest you can change your Cosmic Weapon with another weapon you have proficiency, making the older one lost the effect of this feature.

The Fore has provided you with armour so strong that it can only be broken by wish spell and the antimagic field has no effect on it, during a long rest, you can turn armour that you have proficiency into your Celestial Armour, if it is magic armour, it will not lose its magic effects. You can also change the Damage type of your eldritch blast to match your Celestial Armour Damage Resistance (in the case of Pisces, you can ignore Resistance of creatures to Force Damage). Light Armour gives you +1 to AC, Medium +2 & Heavy +3.

The Celestial Armour is a Light Armour that has an AC of 13 + Charisma modifier, you can summon and desummon this armour with a bonus action, while wearing this armour you become resistant to damage related to your sign and you choose the appearance of it yourself. (Choose one from the list below):

  • 1st Level & 3rd level
    • Aries: Fire
    • Taurus: Bludgeoning
    • Aquarius: Cold
  • 6th Level & 8th level
    • Capricorn:Thunder
    • Sagittarius: Piercing
    • Virgo:Lightning
  • 10th Level & 12th level
    • Libra:Radiant
    • Gemini: Acid
    • Leo: Necrotic
  • 14th Level & 16th Level
    • Cancer: Psychic
    • Scorpion: Poison
    • Pisces: Force
  • Note: You can own 2 signs for level 1-3, 6-8, & 10-12. However, you can only use 1 each. Such as, Aries (1-3) stacked with Taurus (6-8) and stacked with Capricorn (10-12). These can be swapped, change and are all stackable for damage and resistance. The damage has to be 1 sign at a time, such as you cannot use fire and radiant damage at the same time. Only one type of damage at a time, but the resistance is stackable to have fire, radiant and thunder resistance all active at the same time.
Cosmic Will

By 6th level, your Cosmic Power is so strong that you can go against the law of entropy, it is extremely tiring to do this, but can be sometimes what grants your allies the victory, so is must be done.

When you would be reduced to 0 hit points, you can instead spring back to your feet with a burst of Cosmic energy with your reaction to drop to 1 hit point and regain hit points equal to 1d8 + your Constitution modifier. Each creature of your choice that is within 60 feet of you must succeed on a wisdom saving throw against your spell save DC or take your proficiency bonus in 2d10 of damage and become frightened of you until the end of your next turn. On a successful save, they take half damage and are not frightened.

Once you use this feature, you gain a level of exhaustion and can’t use it again if your level of exhaustion is full.

Cosmic Refinement

By 10th level, the Cosmo has provided you with some more of its power, and now you are even able to survive in the vacuum of space, plus you no longer need to breathe to survive. You age at a slower rate. For every 10 years that pass, your body ages only 1 year and you can't by aged by magic.

Now your Power is extreme and it is so latent that you have to release it in order not to get hurt, but you have learned to use it effectively.

You can choose to activate an aura of up to 10ft around you, this aura can look anything from a piece of space itself that is spinning around you, or planets, stars, comets and everything moving in perfect harmony, etc. Each creature of your choice within this aura take damage equal to your Charisma modifier of the damage type you have resistance to in your Celestial Armor at the start of their turns (pick one dmage type at a time). Whenever you cast a spell from the list of spells gained from this class while this aura is active they are treated as if they were casted 1 spell slot higher (spells that cannot be upcasted remain the same). Additionally once per turn you may negate an amount of damage from an attack up to your Charisma modifier.

The duration of this feature last for a 1 hour and can be used equal to your proficiency bonus.

Supernova

At 14th level, your latent power has become as wild as it can be, you have learned to release it all at once causing massive and powerful destruction.

You may select a number of creatures up to half your Charisma modifier (rounded down) within 120ft of you. They disappear from their current location as you transport them to the deepest and darkest edges of the galaxy where a dying sun explodes whipping everything in its path. The creatures receive 5d10 radiant damage and 5d10 fire damage divided amongst them which ignores resistance. Any creature reduced to 0 hit points is turned to ash along with any non-magical object they are carrying.

They return back to the spaces they previously occupied or a space adjacent to it on the start of your next turn.

Once you use this feature you cannot use it again until you finish a long rest.

Additionally you add the spells sunburst, dark star and ravenous void to your Mystic Arcanum spells.

Pact Boons
Cosmic Star Pact Boon

The cosmos have granted you the ability to manifest and manipulate tiny stars. Up to half your Charisma modifier (rounded down) amount tiny stars orbit your body that you can move anywhere within 30ft of you no action required. If the stars exceed that range they return and orbit around you. They are intangible and shed bright light of 10ft and dim light of an additional 10ft. While the stars are out you are able to cast spells through the stars as if you are casting from the space of the stars.

Additionally you may use your bonus action to cause the stars to explode, causing each creature within 5ft of them to make a Dexterity saving throw or receive d8 radiant damage. After they explode this way they are unable to be summoned again until you finish a long rest.

Unique Eldritch Invocations

Comet Warp (Prerequisite: The Cosmic Star Patron)

Your Cosmic Weapon has the thrown property at a range 20/60ft. When you hit a creature with your cosmic weapon after throwing it, you may use your bonus action to teleport to your Cosmic Weapon and make a attack roll with the weapon. If this attack hits, it deals an additional d6 damage. On a miss you may use your bonus action and cause the weapon to return to your hands.

Stardust Reinforcement (Prerequisite: The Cosmic Star Patron)

Your Celestial Armor is now Stronger and now you can transform Medium or Heavy Armor into your Celestial Armor. If it's a Medium Armor your ac becomes the AC of the armor + your charisma modifier (maximum of 3) instead of your dexterity modifier. If it is heavy armor you gain a bonus to your ac equal to half your charisma modifier (rounded down). You must still meet the strength requirements for heavy armor.

Walking Through the Stars (Prerequisite: The Cosmic Star Patron, The Cosmic Star Pact Boon)

Now you are able to warp yourself through space from star to star in the heat of the moment. You may use your bonus action to teleport to one of the places of the stars you have summoned. Immediately after this is done the star disappears and cannot return until you take a long rest. This can be apart of the same bonus action that causes the stars to explode.

Starlight (Prerequisite: The Cosmic Star Patron)

You learn to magically ward yourself against attack and to turn an enemy's failed strike into good luck for yourself. When a creature makes an attack roll against you, you can use your reaction or bonus action to impose disadvantage on that roll. If the attack misses you, your next attack roll against the creature has advantage if you make it before the end of your next turn.

Astral Arts (Prerequisite: The Cosmic Star Patron, 5th level, Extra attack feature)

Your senses sharpened and your body became stiffened to a deadly level. Whenever you make an attack with your with your Cosmic Weapon, you may make one more attack as a part of this action.

Signature Move (Prerequisite: The Cosmic Star Patron, eldritch blast, 5th level)

You now can use your Signature Attack. You combine all the beams of your eldritch blast to create a 30ft line or 15ft cone firing a beam of arcane energy. Each creature within line of the effect must succeed on a dexterity saving throw or receive damage in d10s equal to the number of eldritch blasts you are able to fire plus your charisma modifier. On a success they receive half damage instead.

After your use of this Invocation, you need to make a short or long Rest to regain use of this.

Cosmic Synchronicity (Prerequisite: The Cosmic Star Patron, 5th level)

You are now able to feel the delicate vibrations of things floating both in space and on your side, your mundane senses are now not needed anymore.

You can see 120ft in darkness and magical darkness.

And a number of times equal to your proficiency you can no longer need your other senses to fight or live. You can ignore conditions of blindness, deafness, numbness, lack of sense of taste and loss of sense of smell for 1 minute.

All the uses of this feature are recharged at a long rest

Cosmic Armor (Prerequisite: The Cosmic Star Patron, Rare or Superior Armor, 10th level)

Your Armor now is counted as Cosmic Armor, this Armor is harder than Adamantine, every armor that you transform in your Cosmic Armor now have is counted as Adamantine and you now you can Walk on Walls and Liquids.

You can do Dash Action or Disengage Action as a Bonus action.

Cosmic Signature Move (Prerequisite: The Cosmic Star Patron, eldritch blast, Signature Move, 15th level)

You Signature Move evolved and now is stronger, when using your Signature Move you can spend a spell slot to make it Stronger, all the damage dice of your Signature is D12, the area of effect increases to 60ft line or 30ft cone.

True Cosmic Armor (Prerequisite: The Cosmic Star Patron, Very Rare or Superior Armor, 15th level)

Now your Cosmic Armor became a Beyond Cosmo Armor, you will receive the effects of the Cosmic Armor Invocation but your movement speed while using this armor will receive a boost of +30ft and you will have a flying movement speed equal to you movement speed. Once every long rest, you can choose to use your Signature move in the most powerful state possible, you deal twice as much damage

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