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Project Cosmic
Project Cosmic
Project Cosmic
Table of Contents
Table of Contents_________________________________________0
Subclasses_________________________________________________2
Artificer—Pilot Specialist____________________________ 2
Artificer—Rocketeer Specialist______________________ 4
The Crew Barbarian—Path of Stellar Flux______________________6
Barbarian—Path of the Wyrdslayer_________________ 7
Bard—College of Destiny_____________________________ 8
Abstrusity
Bard—College of Journeys___________________________ 9
Cleric—Dead God Domain__________________________ 10
Babaganoosh
Cleric—Entropy Domain____________________________ 11
Derric Silverstone Druid—Circle of Unshackled Flesh_________________12
Druid—Circle of Migrations________________________ 14
Hold Action Fighter—Loopbreaker______________________________ 15
Fighter—Void Errant________________________________ 15
Kipp Monk—Way of Tenacity_____________________________ 17
Monk—Way of the Space Walk_____________________ 18
Pasta Paladin—Oath of the Red Dwarf____________________19
Paladin—Oath of the Elements_____________________ 21
Quelqu'un d'autre Ranger—Otherworlder_____________________________ 23
Ranger—Star Augur_________________________________ 25
Skimm_Milk
Rogue—Arcanist Crusher___________________________ 27
Rogue—Hotshot_____________________________________ 28
Steph Bowen
Sorcerer—Neon Soul________________________________ 29
Tradoseo Vivoke Sorcerer—Limbo Walker___________________________ 31
Warlock—Otherworldly Patron: Archmage_______ 33
Undeen Warlock—Otherworldly Patron: Voidwalker______ 34
Wizard—Arcane Astrologist________________________ 36
Wizard—Mystic Avatar_____________________________ 37
Bestiary__________________________________________________ 38
Aurora Eel____________________________________________ 38
Bone Clam____________________________________________ 38
Cosmic Whale________________________________________ 39
Gravity Elemental____________________________________40
Godskin Behemoth__________________________________ 41 Spells_____________________________________________________ 62
Inertia Elemental____________________________________ 43 0 Cantrips____________________________________________ 62
Slingtail_______________________________________________ 44 Gravity Trick_____________________________________ 62
Swarm of Dagger Worms____________________________44 Hearty Radiance_________________________________62
Starflayer Cortex_____________________________________ 45 Void Gaze_________________________________________62
Tumbler______________________________________________ 47 1st level_______________________________________________62
Waterbear Colossus_________________________________ 47 Glassy Path_______________________________________62
Species (Player Races)_________________________________48 Vapor Cloak______________________________________ 63
Cosmic Aescera______________________________________ 48 2nd level______________________________________________63
Dustborn_____________________________________________ 49 Anchor___________________________________________ 63
Psy-Starred Lineage_________________________________ 51 Hook______________________________________________63
Sky Child_____________________________________________ 52 Star Mote_________________________________________63
Swarmling____________________________________________ 54 3rd level______________________________________________ 64
Ursen_________________________________________________ 56 Comet Tail________________________________________64
Feats______________________________________________________ 58 Crush_____________________________________________ 64
Aerial Ace_____________________________________________58 4th level______________________________________________ 64
Aquan Touched______________________________________ 58 Aurora____________________________________________64
Auran Touched_______________________________________58 Misty Gaol________________________________________64
Gravity Deviant______________________________________ 58 5th level______________________________________________ 65
Ignan Touched_______________________________________ 58 Entropic Degeneration__________________________65
Magnificent Metabolism____________________________ 59 Void Bones_______________________________________ 65
Primal Touched______________________________________ 59 6th level______________________________________________ 65
Star Touched_________________________________________ 59 Gravity Shroud__________________________________ 65
Terran Touched______________________________________ 59 7th level______________________________________________ 66
Unguarded Body_____________________________________ 59 Permanence_____________________________________ 66
Void Touched_________________________________________59 Rock Storm______________________________________ 66
Supernatural Blessings and Charms________________ 60 8th level______________________________________________ 66
Blessing of the Elder Brain__________________________60 Comet____________________________________________ 66
Blessing of the Elemental Avatar___________________ 60 Pocket Monster__________________________________ 67
Solar Blessing________________________________________ 60 9th level______________________________________________ 67
Void Blessing_________________________________________ 60 Star Heart________________________________________ 67
Charm of Sage Resistance___________________________ 60 Magic Items______________________________________________68
Charm of the Chrysalis______________________________ 60 Astral Fruit___________________________________________ 68
Epic Boons_______________________________________________ 60 Astronomer’s Ring___________________________________69
Boon of Giantkin_____________________________________ 60 Axe of Astronomy____________________________________69
Boon of the Astromancer___________________________ 60 Blade of Cosmic Hunger_____________________________70
Boon of the Blazing Soul____________________________ 60 Godhide Armor______________________________________ 70
Boon of the Gale Soul________________________________ 61 iJug____________________________________________________71
Boon of the Stone Soul______________________________ 61 Meteoric Gauntlet____________________________________71
Boon of the Wave Soul_______________________________61 Starmetal Shield_____________________________________ 72
Voyager’s Beacon____________________________________ 72
Weapon of Stars_____________________________________ 73
Rules Glossary__________________________________________ 73
Project Cosmic pg. 1
incapacitated until you choose to dismount it on your
Subclasses turn (no action required).
If the Mending cantrip is cast on the Starstrider,
it can spend a hit die to regain hit points equal to a roll
Artificer—Pilot Specialist of the hit dice + your Intelligence modifier. If it is
Created by: Tradoseo Vivoke destroyed, you can use your Smith’s tools over the
Art by: Tradoseo Vivoke course of 1 hour as part of a short rest to revive it,
After an expedition to another plane or provided you are within 5 feet of it and you expend a
attempting to travel in a foreign land, you realized that spell slot of 1st level or higher.
not everywhere is as hospitable as home. That is when At the end of a long rest, you can create a new
you came up with the idea to craft your own vehicle so Starstrider if you have a set of Smith’s tools with you. If
you can traverse the dangers in safety and style. you already have a Starstrider, the first one is
immediately destroyed. The Starstrider is also
Tool Proficiency destroyed if you die.
When you adopt this specialization at 3rd level,
you gain proficiency with Smith’s tools and all vehicles. Extra Attack
Starting at 5th level, you can attack twice,
Pilot Spells rather than once, whenever you take the Attack action
Starting at 3rd level, you always have certain on your turn. Furthermore, your Starstrider gains
spells prepared after you reach particular levels in this access to its Multiattack action.
class, as shown on the Pilot Spells table. These spells
count as artificer spells for you, but they don’t count Magical Integration
against the number of artificer spells you prepare. At 9th level, your Starstrider gains the benefits
Pilot Spells of any magic item you are attuned to while you are
Artificer Level Spells mounted. If multiple magic items apply the same or
3rd Detect Magic, Longstrider similar benefits, the Starstrider only benefits from one
5th See Invisibility, Warding Bond of the items (your choice). For example, if you are
9th Blink, Fly attuned to a melee weapon with a +2 bonus to attack
13th Dimension Door, Freedom of
and damage rolls, your Starstrider gains a +2 bonus to
Movement
17th Steel Wind Strike, Teleportation melee attack and damage rolls, regardless of any other
Circle bonus provided by another melee weapon.
ACTIONS
Multiattack (5th level). The Starstrider makes two weapon
attacks.
Rotating Cannons. Ranged Weapon Attack: your spell
attack modifier to hit, range 30 ft., one target. Hit: 2d4 + PB
force damage.
Slam. Melee Weapon Attack: your spell attack modifier to
hit, reach 5 ft., one target. Hit: 2d6 + PB force damage.
BONUS ACTIONS
Scan. The Starstrider makes an Investigation or Perception
check (your choice), then communicates telepathically to
you everything it sensed.
Up, Up, and Away (9th level). You can spend 2 Stunt
Points to cast the Fly spell on yourself without
requiring concentration.
Mindbreaker
At 6th level, your tolerance against the
unnatural grows exponentially. You gain resistance to
psychic damage.
Additionally, while you are raging, whenever
you are forced to make an Intelligence, Wisdom, or
Charisma saving throw, you can add your Constitution
modifier to the roll.
Planar Contact
When you reach 10th level, you can cast the
Contact Other Plane spell, but only as a ritual. When you
cast this spell, the Intelligence saving throw DC is 5 for
you, instead of 15. The DC of the spell increases by 5
each time you cast this spell in this way until you take a
long rest.
Oracle of Destiny
When you join this college at 3rd level, your
understanding of destiny allows you to see both weal
and woe in your allies’ futures. When you complete a
long rest, you can expend up to your maximum number
of Bardic Inspiration dice and choose a creature for
each dice spent. Each creature rolls a d20 and records
the number rolled, this number becomes the creature’s
Destiny Roll. Before the creature rolls an ability check,
attack roll, or saving throw, it can choose to use its
Destiny Roll, instead of rolling, applying any bonuses to
the Destiny Roll. A creature loses its Destiny Roll once it
has been used or after they complete a long rest.
Timeless Motivation
Also at 3rd level, your inspiring words carry
their meaning not just in the present, but in the future
as well. Whenever you grant a creature bardic
inspiration, the creature can use it once within the next
8 hours, rather than 10 minutes.
Bardic Resonance
At 6th level, you can foresee what words inspire
your allies the most. If a creature rolls less than half of
the maximum number on your bardic inspiration die,
they can reroll it, but they must use the new roll, even if
it is less than half of the maximum number on your
bardic inspiration die.
Fortune’s Favor
At 14th level, you are able to manifest karma to
sway the future. As a reaction whenever a creature
within 60 feet of you that you can see makes a roll with
Advantage or Disadvantage, you can force the creature
to roll an additional d20 and you choose which d20 is
used for the result. You can do so a number of times
equal to your proficiency bonus, regaining expended
uses whenever you complete a long rest.
Project Cosmic pg. 8
turning this area into difficult terrain. A hostile creature
Bard—College of Journeys
that starts its turn in this range must succeed on a
Created by: Tradoseo Vivoke Strength saving throw against your spell save DC or
You are a wanderer of the multiverse, spreading become restrained until the start of its next turn.
tales and songs of your adventures throughout the Heavenly Hymn. You create sunlight centered
realms. You have mastered the ability to briefly transport on you out to a range of 20 feet and shed dim light an
yourself through another dimension and can call upon additional 10 feet. Whenever a non-hostile creature in
other planes to alter your surroundings. this range regains hit points, it regains an additional
amount equal to a roll of your bardic inspiration die.
Traveler’s Projection Hellish Opera. You can cause gouts of hellfire to
When you take this college at 3rd level, you gain
erupt from the environment out to a range of 30 feet. As
the Thaumaturgy cantrip if you don’t know it already.
a bonus action on your turn, you can force a creature in
When you use this spell to make your voice three times
range to make a Dexterity saving throw against your
as loud, the range you can use Bardic Inspiration is also
spell save DC. On a failure, the creature takes fire
tripled for the duration of the spell.
damage equal to a roll of your bardic inspiration die +
Separate Ways your Charisma modifier, or half on a success.
At 3rd level, you can call upon your planar
Once you use this feature, you can’t do so again until
magic to jump to a different position. As a bonus action,
you complete a short or long rest.
you can expend a use of your bardic inspiration to
teleport to an unoccupied space you can see within 30 Planar Wheel
feet. Immediately after you disappear, all creatures At 14th level, you learn the Plane Shift spell, and
within 5 feet of the space you left must make a it doesn’t count against the number of bard spells you
Dexterity saving throw against your spell save DC. On a know.
failure, the creature takes force damage equal to a roll When you complete a long rest, you can choose
of your bardic inspiration die + your charisma modifier. one plane of existence and attune one of your musical
instruments to that plane. Once you do so, that
Additionally, whenever another creature uses your
instrument can be used as the material component for
bardic inspiration die, it can use its reaction to teleport
the Plane Shift spell. Your instrument remains attuned
to an unoccupied space it can see within 15 feet of
to that plane of existence until you attune it to a new
itself.
plane or use this feature on another instrument.
Outsider Eclipse Additionally, the range you or another creature can
At 6th level, you can call upon other planes to
teleport when using your Separate Ways feature is
overlap with your surroundings. As an action, you can
doubled.
start a performance that lasts up to 1 minute or until
you stop concentrating (as if you were concentrating on
a spell). When you start the performance, you choose
one of the following options, and its effect lasts until
your performance ends.
Astral Dirge. You cause the world around you
to appear surreal and ghostly out to a range of 30 feet.
Creatures of your choice inside this range gain a fly
speed of 10 feet and can hover until it leaves the range.
If a creature is in the air when this effect ends, it begins
falling harmlessly to the ground.
Faerie Carol. You cause an eruption of vines
and roots from the ground out to a range of 30 feet,
Project Cosmic pg. 9
Cleric—Dead God Domain
Created by: Tradoseo Vivoke Channel Divinity: Unerring Faith
At 2nd level, you can use your Channel Divinity
You worship a forgotten, dead god, and focus on
to strengthen your resolve and ensure you reach your
gaining holy and martial power to see them resurrected.
higher calling. As a reaction when you fail an ability
Although your prayers go unheard, you remain loyal to
check, attack roll, or saving throw, you can expend a use
your deity, stockpiling power from a being that no longer
of Channel Divinity to reroll the d20 and use the new
exists.
roll, potentially turning the failure into a success. If the
Domain Spells number rolled on the new d20 is lower than your Cleric
Each domain has a list of spells—its domain level, you can treat the number rolled as your Cleric
spells—that you gain at the cleric levels noted in the level instead.
domain description. Once you gain a domain spell, you
always have it prepared, and it doesn't count against Extra Attack
At 6th level, you can attack twice, rather than
the number of spells you can prepare each day.
once, when you take the Attack action on your turn.
If you have a domain spell that doesn't appear on the
Moreover, you can cast one of your cleric cantrips in
cleric spell list, the spell is nonetheless a cleric spell for
place of one of those attacks.
you.
Dead God Domain Spells Potent Spellcasting
Cleric Level Spells At 8th level, you add your Wisdom modifier to
1st Inflict Wounds, Shield of Faith the damage you deal with any cleric cantrip.
3rd Gentle Repose, Spiritual Weapon
5th Speak with Dead, Spirit Shroud Eternal Emissary
7th Death Ward, Divination At 17th level, your persistent faith has
9th Holy Weapon, Raise Dead resurrected your god, who rewards you with
Bonus Proficiencies everlasting power. You gain the following benefits:
When you choose this domain at 1st level, you ● You gain proficiency in two saving throws of
gain proficiency with martial weapons. You also gain your choice.
proficiency in one skill of your choice from Arcana, ● Your hit point maximum increases by 20.
History, or Religion. ● You stop aging. You are immune to any effect
that would age you, and you can't die from old
Loyal Disciple age.
Also at 1st level, each time you cast a cleric
spell, concentrated magic overflows and empowers you
until the end of your next turn. The next time you hit
with a weapon attack while empowered in this way, you
deal additional radiant or necrotic damage (your
choice) equal to 2 + the level of spell slot expended
(cantrips count as level 0 spells for this calculation) to
the target, then this effect ends.
Swift Striker
At 6th level, once on each of your turns, if you
Druids of the Circle of Migrations are elusive
travel at least 20 feet in a straight line or teleport you
travelers who protect migratory beasts on their journey
can make one weapon attack as part of that movement
to the plane of the Beastlands. Their order gathers
without taking the Attack action.
around planar portals and other rifts in reality to
maintain the fragile equilibrium between the Additionally, attacks you make while Wild Shaped can
tremendous forces at play. use your Wisdom modifier in place of your Strength or
Dexterity modifier for the attack and damage rolls.
Circle Spells
Your dedication to following the route of the Unearthly Movement
herds grants you access to certain spells. Beginning at 10th level, as a reaction whenever
At 2nd, 3rd, 5th, 7th and 9th level, you gain you are hit by an attack, you can teleport into an
access to the spells listed for that level in the Circle of unoccupied space within 30 feet of you that you can
Migrations Spells table. Once you gain access to one of see. If your new position is out of range of the attack, it
these spells, you always have it prepared, and it doesn't misses you. When you do so, you can use your Swift
count against the number of spells you can prepare Striker feature before or after this teleportation.
each day. If you gain access to a spell that doesn't
You can use this feature a number of times equal to
appear on the druid spell list, the spell is nonetheless a
your wisdom modifier (minimum of one) and regain all
druid spell for you.
expended uses when you finish a long rest.
Circle of the Migrations Spells
Druid Level Spells Evasive Nature
2nd Longstrider, Zephyr Strike At 14th level, movement becomes part of your
3rd Kinetic Jaunt, Misty Step very nature. Your speed can’t be reduced by any means.
5th Ashardalon’s Stride, Haste
7th Gate Seal, Freedom of Movement When you finish a short rest, you can cast Plane Shift,
9th Far Step, Tree Stride without expending a spell slot or requiring material
components. This use of Plane Shift is special. You can
Nature Stride
The rites of your circle grant you the ability to only use it to enter or leave the Beastlands (or a similar
transform into more nimble animal forms. Starting at plane determined by your DM). When you leave the
2nd level, you gain the following benefits: Beastlands, you reappear in the nearest unoccupied
● You can cast the Zephyr Strike spell without space that you occupied before casting this spell.
expending a spell slot or requiring spell
components. You can do so a number of times
equal to your proficiency bonus, regaining any
expended uses whenever you complete a long
rest.
Project Cosmic pg. 14
Fighter—Loopbreaker Preemptive Insight
Starting at 7th level, you can call on information
Created by: Abstrusity from your future self to better prepare for combat. As
Art by: Abstrusity an action, you can choose a creature you can see within
120 feet of you. For the next minute, you can add your
Intelligence modifier to attack and damage rolls made
against that creature, in addition to any other modifier
you would normally add. This effect ends after you deal
damage to that creature with an attack or when you use
this feature again.
Manifest Force
Starting at 6th level, you can use ki to turn
willpower into a tactile force. Whenever you use certain
ki features, you gain an associated benefit.
Flurry of Blows. When you activate this ki
feature, energy surrounds your limbs, hardening your
strikes. Once on your turn when you hit with an
unarmed strike granted by Flurry of Blows, it deals
extra force damage to the target equal to a roll of your
martial arts die. This extra force damage is tripled
when you hit non-magical objects and structures.
Patient Defense. When you activate this ki
feature, you emit a forceful pulse of energy. Any
creature within 10 feet of you that is not behind total
cover must succeed on a Strength saving throw against
your ki save DC or be pushed 15 feet away from you. On
a success, the creature is pushed 5 feet away instead.
Gravitational Field
Starting when you choose this tradition at 3rd
level, you can use your ki to duplicate the effects of
certain spells. As an action, you can spend 1 ki point to
cast Jump, Longstrider, or Levitate, without providing
material components. Additionally, you gain the Mage
Hand cantrip if you don't already know it.
When you cast the Levitate spell with this
feature, it has a range of touch for you. Your spellcasting
ability for these spells is your Wisdom.
Mass-Altering Punch
Hovering Meditation Beginning at 11th level, the first time on any
Also at 3rd level, you no longer need to sleep. turn when you hit a creature with a monk weapon or
Whenever you take a long rest, you enter a special unarmed strike, you can expend 1 ki point to cause the
meditation instead of sleeping to gain the rest's target to take force damage equal to a roll of your
benefits. While you are meditating, you must remain martial arts die, and become Weightless until the start
motionless for up to 4 hours, but it doesn’t render you of your next turn.
unconscious. During this meditation, you float up to 5 Wormhole
feet off the ground and you can see and hear as normal. At 17th level, as a bonus action, you can expend
Once you reach 11th level in this class, you can move 3 Ki points to choose a point within 60 feet that you can
during this meditation, but you must abide by the other see. Each creature within 10 feet of the point you chose
must make a Dexterity saving throw. On a failure, the
restrictions of your rest.
creature is teleported into an unoccupied space you can
Untether see within 60 feet of its original position and takes
At 6th level, your control over gravity has given force damage equal to 2d10 + your Wisdom modifier.
you certain adaptations, granting you the following
benefits:
● You no longer need to breathe.
● When you use Step of the Wind, spells can't
reduce your speed nor cause you to be
paralyzed or restrained until the start of your
next turn.
● When you use Patient Defense, you can't be
pushed, pulled, or knocked prone against your
will until the start of your next turn
● While you are Weightless you have a fly speed
equal to your walking speed and can hover.
Shelter the Cold. Never let those who are under your
protection know frost.
Supernova
At 20th level, the magical energy that fuels you
becomes excessive and nearly impossible to contain. As
an action, you can release this energy in a powerful
burst: You gain the following benefits for 1 minute:
● You shed bright sunlight out to a range of 100
feet and dim light for an additional 100 feet.
● Creatures of your choice that you can see within
60 ft of you gain resistance to fire and cold
damage.
● When you enter your Supernova, you begin
concentrating on the Delayed Blast Fireball
spell, as if it was cast at 9th level, centered on
yourself. The bead that this spell creates travels
with you and touching the bead doesn’t end the
spell.
Elemental Strike
Starting at 15th level, when you use your divine
strike feature, you can add an additional 1d6 damage of
your choice from Acid, Cold, Fire, or Thunder.
Additionally, when you cast a spell that deals one of
these damage types, you can reroll 1s and 2s on the
damage dice, you must use the new results.
Planar Surge
Starting at 20th level, you can use an action to
cause a surge of the elements to flow through you. You
can cast one of the following spells from Investiture of
Flame, Investiture of Ice, Investiture of Stone, or
Investiture of Wind, without requiring concentration or
expending a spell slot. For the duration of the spell you
also gain the following benefits.
● You shed dim light in a 15 foot radius
● Any number of creatures you choose within 30
feet of you gain resistance to Acid, Cold, Fire,
and Thunder damage
Once you use this feature, you can’t use it again until
you finish a long rest.
Twin Stars
At 15th level, you attain the power and
knowledge needed to trace two constellations on your
body at the same time. You can trace two constellations
instead of one when you complete a short or long rest.
Additionally, choose two types of melee Alternatively, you can use an action to reroll a saving
weapons that don’t have the finesse or heavy property. throw of one spell affecting you, ending the effect on a
While you are wielding a weapon of the selected type, it success.
has the finesse property for you.
You can use this feature a number of times equal to
Outsider Sleight your Intelligence modifier (minimum of once) and you
Also at 3rd level, whenever you deal sneak regain expended uses whenever you complete a long
attack damage to an aberration, celestial, elemental, fey, rest.
fiend, ooze, or undead, you can change a number of d6s
from your sneak attack pool to d8s, up to an amount Martial Talent
At 17th level, you have mastered combative
equal to your proficiency bonus.
techniques allowing you to channel your skills through
Mystic Hunter larger weapons and move with your foes if they try to
Starting at 9th level, as a bonus action, you can escape your ire. You gain the following benefits:
inspect a creature or object you can see for traces of ● When you use your Outsider Slight feature, you
magic. If you inspect a creature, you learn if it has the can change the dice to d10s, instead of d8s.
spellcasting or innate spellcasting trait, neither, or both. ● You can choose one type of melee weapon that
If you inspect an object, you learn if it is an artifact, has the heavy property. While you are wielding
magic item, spell book, or spellcasting focus. You do not the selected weapon type, it has the finesse
learn any of the item’s magical properties, if any. property for you.
● Whenever you deal sneak attack damage to a
Additionally, you can use your Outsider Sleight feature
creature with a melee weapon, you can choose
whenever you deal sneak attack damage to a creature
to link yourself to the target until the start of
with spellcasting or innate spellcasting.
your next turn. If the linked creature moves or
teleports, you move with them, ending this
movement in any unoccupied space within 5
feet of the linked creature.
Lucky Shot
At 13th level, your flourish with your weapons
Wildspace is a dangerous place, and it takes its gives you an edge in battle. When you make an attack
toughest farers to wade through it, or maybe just its roll with disadvantage and hit, you can use your
luckiest. The hotshot combines flourish, technique, and reaction to add your sneak attack pool to the damage
just the right amount of fortune to get by in most you deal to the target. You can use this reaction a
scenarios, and in an ever-churning soup of cosmic number of times equal to your Dexterity modifier
nothing, there's a lot of fortune to go around. Why not (minimum of once), regaining expended uses whenever
take it all for yourself? you complete a long rest.
For Safekeeping
At 3rd level, you know exactly how to stash
things where no one will ever find them. You gain a +5
bonus to Dexterity (Sleight of Hand) checks when
concealing an object on your person.
Open Mind
Beginning at 14th level, as a reaction whenever
you see one or more creatures fail a saving throw
against a spell you cast, you can spend 3 sorcery points
to deal 2d8 psychic damage to each creature that failed
and force them to make an Intelligence saving throw
against your spell save DC. On a failure, the creature
gains a randomly determined Short Term Madness for 1
minute or until they take damage. A creature can repeat
the saving throw at the end of each of its turns, ending
the effect on a success.
If the creature fails this save by 5 or more, the
effect lasts for 10 minutes, instead.
Caged Thoughts
Also at 14th level, you’ve improved your mind
and learned how to disrupt magic around you, you gain
resistance to psychic damage, and you can no longer be
targeted by any divination magic or perceived through
magical scrying sensors, unless you choose to be.
Once you use this feature, you can’t use it again until
you complete a long rest unless you expend a spell slot
of 5th level or higher to do so again.
You have made a pact with a being from the Astral Adaptation
At 6th level, your cosmic magic has mutated
astral plane. As a result, you are able to manipulate light,
you. You gain resistance to cold or radiant damage
gravity, and space to your whim.
(your choice) and you no longer need to breathe.
Expanded Spell List Additionally, whenever you are Weightless, you gain a
The Voidwalker lets you choose from an
fly speed equal to your walking speed and can hover.
expanded list of spells when you learn a warlock spell.
The following spells are added to the warlock spell list Spacial Warp
for you. At 10th level, you are capable of using your
Voidwalker Expanded Spells essences to manipulate space. As a reaction when you
Spell Level Spells are hit with an attack, you can spend two essences to
1st Guiding Bolt, Feather Fall add your Charisma modifier to your AC for that attack,
2nd Pass without Trace, Moonbeam potentially causing the attack to miss. If the attack
3rd Blink, Melf's Minute Meteors
misses you because of this increase, you immediately
4th Divination, Greater Invisibility
5th Cone of Cold, Immolation teleport to an unoccupied space you can see within 30
feet.
Void Essence
When you take this pact at 1st level, you are Cosmic Rift
able to create tiny stars or black holes, called essences. At 14th level, your cataclysmic magic allows you
As an action, you can summon a number of essences to rupture rifts of the astral around your foes. As an
equal to 2 + half your warlock level (rounded up), you action, you can choose three different points that you
choose if the essences you summon are light or dark. can see within 100 feet of you. For each point, choose
The essences appear in your space and orbit you for 1 Solar or Void, determining the effect that occurs at that
hour before fading. You can use the essences in the point.
following ways: Solar. You create a 15-foot-radius sphere of
● As a bonus action, you can expend one essence sunlight centered on the point for 1 minute. The sphere
to send it toward a creature you can see within sheds dim light for an additional 100 feet. Each
60 feet. You make a ranged spell attack against creature that starts its turn in the sunlight must make a
the creature using your Charisma modifier for Constitution saving throw against your spell save DC.
the attack roll. On a hit, you deal 1d6 + your On a failed save, the creature takes 3d12 fire damage
Charisma modifier damage. The damage type and is blinded, or half the damage and isn’t blinded on a
you deal is fire for light essence or cold for dark success.
essence.
ACTIONS
Multiattack. The cosmic whale can make two attacks, one with
its bite and one with its tail.
Bite. Melee Weapon Attack: +13 to hit, reach 20 ft. hit: 27
(6d6+6) bludgeoning damage. If the target is large or smaller it
is grappled by the whale. Creatures grappled by the whale can
use an action to make a DC 17 strength saving throw, ending
the grapple on a success.
Tail. Melee Weapon Attack: +13 to hit, reach 10 ft. hit: 28
(4d8+10) bludgeoning damage.
Swallow. The Cosmic Whale swallows all grappled creatures.
While swallowed, the creature is blinded and restrained, it has
total cover against attacks and other effects outside the Whale,
and it takes 28 (8d6) acid damage at the start of each of the
whale’s turns. If the whale takes 50 damage or more in a round
from creatures inside it, the Whale must succeed on a DC 23
Constitution saving throw at the end of its turn or regurgitate
all swallowed creatures, which fall prone in a space within 10
feet of the whale. If the cosmic whale dies, a swallowed
creature is no longer restrained by it and can escape from the
corpse using 20 feet of movement, exiting prone.
Psionic Sonar (Recharge 5-6). The Cosmic Whale resonates a
psionic tone in a 60 foot cone. Creatures inside the area must
succeed on a DC 17 Intelligence saving throw or take 24 (4d10
+ 2) psychic damage, or half as much on a success. Other
creatures with telepathy can hear this tone up to 10 miles
away.
ACTIONS
Multiattack. The Gravity Elemental uses Create Singularity and
Rip.
Create Singularity. The Gravity Elemental manifests a
singularity of intense gravity at a point within 100 feet of it.
Creatures that move to within 15 feet of the singularity or start
their turn in that area must make a DC 15 Strength saving
throw or be pulled 5 feet toward the singularity and take 14
(4d6) force damage. The singularity disappears after 1 minute,
or when the Gravity Elemental dies. If the Gravity Elemental
has 4 singularities and creates one more, the singularity
farthest away from it disappears.
Rip. The Gravity Elemental uses gravity to tear a target apart. A
creature it can see within 60 feet must make a DC 15
Constitution saving throw. On a failure, they take 22 (4d10)
force damage and are restrained until the end of their next
turn. On a successful save, the creature takes half as much
damage and is not restrained. If a creature is killed with this
effect, their body is torn in half.
REACTIONS
Repulse. The Gravity Elemental attempts to push enemies
away from itself. As a reaction to a hostile creature moving to
within 5 ft of the Gravity Elemental, the elemental forces all
creatures within 10 feet of it to make a DC 15 Strength saving
throw. On a failure, they are pushed 30 feet away from the
ACTIONS
Bind. One creature of the Inertia Elemental's choice within 60
feet must succeed on a DC 13 Strength saving throw or take 9
(2d8) bludgeoning damage and become restrained for one
minute. A creature can repeat the saving throw at the end of
each of its turns, ending the effect on itself on a success. The
Inertia Elemental can only restrain one creature at a time with
this ability.
BONUS ACTIONS
Propel. One creature of the Inertia Elemental's choice that is
restrained by the Inertia Elemental's Bind ability must succeed
on a DC 13 Strength saving throw or be thrown 40 feet in a
direction of the elemental’s choice.
REACTIONS
Repel. The Inertia Elemental attempts to reverse an enemy's
momentum and push it away. As a reaction to a hostile creature
moving to within 5 ft of the Inertia Elemental, the inertia
elemental can use its Propel ability on that creature (even if it
is not under the effects of the Bind ability).
STR DEX CON INT WIS CHA Oblivion Lance. The cortex expends the connection to one of its
18(+4) 10(+0) 26 (+8) 30 (+10) 27 (+8) 22(+6) Flayed Stars to fire a beam of corrupted starlight from its
central eye in a line 200 feet long and 30 feet wide. Each
Saving Throws CON +16, INT + 18, WIS +16, CHA +14 creature in the line must make a DC 26 Dexterity saving throw.
Skills Arcana +18, History +18, Intimidation +14, Investigation A creature takes 99 (18d10) radiant damage on a failed save, or
+18, Perception +16, Religion +18, half as much damage on a successful one.
Condition Immunities blinded, charmed, deafened, frightened, Spellcasting (Psionics). The cortex casts one of the following
grappled, poisoned, restrained, stunned spells, requiring no spell components and using Intelligence as
Damage Resistances bludgeoning, piercing, and slashing from the spellcasting ability (spell save DC 26, +18 to hit with spell
nonmagical attacks, necrotic, radiant attacks):
Damage Immunities Psychic At will: Detect Thoughts, Dispel Magic, Phantasmal Killer
3/day each: Dream, Modify Memory, Prismatic Spray, Synaptic
Senses truesight 120 ft., passive Perception 26
Static
Languages Understands all languages but can’t speak, telepathy 1/day each: Dominate Monster, Mass Suggestion
12 miles
Starlash. Melee Attack: +18 to hit, reach 20 ft., Hit: 32 (4d10 +
Challenge 28 (120,000 XP) — Proficiency Bonus +8
10) radiant damage.
Astral Fauna. The cortex doesn’t require air to breathe.
Creature Sense. The cortex is aware of the presence of LEGENDARY ACTIONS
creatures within 12 miles of it that have an Intelligence score of
The cortex can take 3 legendary actions, choosing from the
4 or higher. It knows the distance and direction to each
options below. Only one legendary action can be used at a time
creature, as well as its intelligence score and name, if it has one.
and only at the end of another creature's turn. The cortex
A creature protected by a Mind Blank spell, a Nondetection spell,
regains spent legendary actions at the start of its turn.
or similar magic can't be perceived in this manner.
Aberrant Regeneration. The cortex expends the connection to
Flayed Stars. The cortex maintains connections to the stars it
one of its Flayed Stars to regain 33 (6d10) hit points. It can
has fed upon, which fuel its abilities. It can connect to up to six
immediately perform this Legendary Action whenever it is
stars at once, and regains all expended connections daily at
reduced to 0 hit points.
dusk.
Devour Consciousness (2 actions). The cortex ends the charm
Host of Horrors. The cortex is immune to any effect that would
or frighten effect of Demand Supplication on one creature to
allow another creature to sense its emotions or read its
cast Dominate Monster (save DC 26) on that creature. This
thoughts, and any creature that attempts to do so using magic
doesn’t count against the cortex’s ability to cast that spell using
must succeed on a DC 26 Intelligence saving throw or take 27
its Spellcasting feature.
(6d8) psychic damage from the brief glimpse into its madness.
Flay Space (3 actions). The cortex expends the connection to
Legendary Resistance (3/day). If the cortex fails a saving
one of its Flayed Stars to warp spacetime in a 60-foot radius
throw, it can choose to succeed instead.
sphere centered on itself. Each creature of the cortex’s choice
Myriad Focus. The cortex can concentrate on up to three spells within that area must make a DC 26 Charisma saving throw. On
simultaneously. The cortex rolls one Constitution saving throw a failure, that creature takes 39 (6d12) force damage and is
with disadvantage to maintain concentration on more than one teleported to a point of the cortex’s choice within that sphere.
spell, ending a single spell of its choice on a failure. On a success, a creature takes half as much damage and isn’t
teleported. The cortex can also teleport itself to a point of its
Telekinetic Mastery. The cortex can cast the Telekinesis spell at
choice within that sphere.
will, without requiring concentration or spell components.
Harrow Mind (2 actions). The cortex casts Phantasmal Killer.
ACTIONS Lash. The cortex makes a Starlash attack.
Multiattack. The cortex uses Demand Supplication. Then, it Telekinetic Pulse. If the cortex is under the effects of
makes two Starlash attacks or casts a spell. Telekinesis, it moves a creature or object as it could with its
action, as described by the spell.
Demand Supplication. The cortex projects the twisted image of
ACTIONS
Bite. Melee Weapon Attack: +0 to hit, reach 5 ft. hit: 1
(1d4-2) piercing damage.
Size. Dustborn are usually a bit shorter than humans, All One. As an action, you can transform yourself and
ranging from 4 to 6 feet tall. They are also extremely any equipment you are wearing or carrying into
light, at only about 30 pounds. Your size is Medium or stardust or back into your original form. When you
Small (choose when you select this species). transform, you can choose one object or willing
creature that is your size or one size larger than you
Random Height and Weight. that you can see within 10 feet. to attach yourself to.
Base Base Height Weight While you are attached in this way, the following effects
Height Weight Modifier Modifier ensue:
3’8” 20 lbs. 2d12” 2d10 lbs.
● The area, object, or creature's skin sparkles in
Speed. Your walking speed is 30 feet. the light as you become one, transferring your
weight to it harmlessly.
Languages. You can speak, read, and write Common
● You can still talk and perceive your
and Primordial.
surroundings with your blindsight and hearing,
Light Walker. While you are Weightless, you have a fly but no other senses.
speed equal to your walking speed and can hover. ● You can't move or take any actions other than
returning to your humanoid form.
Psy-Starred Traits
Ability Scores. Choose one of: (a) Choose any +2;
choose any other +1 (b) Choose any +1; choose any
other +1; choose any other +1
(Quick Build) Intelligence +2, Charisma +1
Void Child
The depth of the void has infused you completely.
Void Children are often quieter than their Star cousins,
more focused on action over extended thought.
Ursen Traits
Ability Scores. Choose one of: (a) Choose any +2;
choose any other +1 (b) Choose any +1; choose any
other +1; choose any other +1
(Quick Build) Strength +2; Constitution +1
Monstrous
Bird Beak. You have a vicious beak that can be used to
make unarmed attacks. While you have a creature
grappled, you can attack the grappled creature with
your beak, dealing 1d10 + your strength modifier
piercing damage on a hit.
Godhide Armor
Created by: Tradoseo Vivoke, Derric Silverhand
Art by: Skimm_Milk
Armor (hide), legendary
This eerie armor was carved from the body of a
dead god lying in the depths of the Astral Plane. Its
appearance is unsettling, even to experienced
adventurers. While you are wearing this armor, you
gain a +3 bonus to your AC, you can add your full
Dexterity modifier to your armor class (instead of a
max of 2), and you gain resistance to necrotic and
radiant damage.
Rules Glossary
Weightlessness
[Astral Adventurer’s Guide, pg. 21]
In any location where gravity isn't present, the
following rules apply:
Impeded Melee. When making a melee attack with a
weapon, a creature that doesn't have a flying or
swimming speed (either naturally or provided by
magic) has disadvantage on the attack roll unless the
weapon deals piercing damage.