Project Cosmic

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Cinder’s Crew Presents:

Cosmic Compendium and Galactic Collections

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.

Starstrider Ship Maximum Overdrive


By 3rd level, you have gained the ability to craft At 15th level, whenever you mount your
and pilot a vehicle known as a Starstrider. See the Starstrider, you can grant it the following benefits for
creature’s stat block for its game statistics, which uses up to 1 minute or until you dismount it:
your proficiency bonus (PB) in several places. You ● You can add your Intelligence modifier to the
determine the appearance of your Starstrider. Starstrider’s weapon damage rolls.
In combat, the Starstrider shares your initiative ● The Starstrider’s movement speed, jump
but is incapacitated until you mount it. As a bonus distance, and jump height is doubled.
action on your turn, you can make the Starstrider move ● The Starstrider gains a number of temporary
up to twice its movement speed in a direction you hit points equal to your Artificer level.
choose. While you are within 5 feet of the Starstrider,
Once you use this feature, you can’t do so again until
you can spend half your movement to mount the
you complete a long rest unless you expend a 3rd level
Starstrider. While you are mounted, the Starstrider is
spell slot or higher to do so again.
under your control, you gain full cover, and you become

Project Cosmic pg. 2


Starstrider Large Construct, Unaligned
Armor Class 14 + PB
Hit Points 5 + your Intelligence modifier + five times your
artificer level (the starstrider has a number of Hit Dice
[d10s]equal to your artificer level)
Speed 35 ft.

STR DEX CON INT WIS CHA


16 (+3) 14 (+2) 16 (+3) 10 (+0) 10 (+0) 4 (-3)

Damage Immunities poison, psychic


Condition Immunities charmed, exhaustion, frightened,
poisoned
Skills Athletics +3 plus PB, Investigation +0 plus PB × 2,
Perception +0 plus PB
Senses darkvision 60 ft., passive Perception 10 + PB
Languages understands the languages you speak
Challenge — Proficiency Bonus equals your bonus

Artificer Spell Focus. While you are mounted, the


Starstrider can cast one of your Artificer spells, using your
spellcasting ability modifier and spell slots. If the spell
requires concentration, the Starstrider concentrates on it
for its duration, and the spell ends early if you dismount the
Starstrider.
Eject. Whenever a creature dismounts the Starstrider, it is
moved to an unoccupied space within 10 feet of the
Starstrider. This movement doesn’t provoke opportunity
attacks. Also, a mounted creature is immediately
dismounted whenever the Starstrider reaches 0 hit points.
Shared Spells. The Starstrider gains the benefit of any
Artificer spell cast on you when you mount it for the
remaining duration or until you dismount it.
Unusual Nature. The Starstrider doesn’t require air, food,
or sleep.

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.

Project Cosmic pg. 3


Stunt Points. You begin with 4 Stunt Points.
Artificer—Rocketeer Specialist
This number increases by 2 at 5th, 9th, and 15th level.
Created by: skimm_milk When you use a Stunt Point, you do not gain access to it
Art by: skimm_milk again until after completing a long rest.
Zipping through the skies are the Rocketeers, Stunt save DC = 8 + your proficiency bonus + your
impressing even the most stone-faced onlookers with awe Intelligence modifier.
as they display their flips and tricks to the crowds, but
they aren’t just your average showman. They train for Liftoff
days and weeks at their craft, perfecting the art of Beginning at 3rd level, you’ve perfected the
aeronautics, and thwarting evil with their flourish. designs of your very first rocketpack and have learned
to take to the skies. At the start of your turn while you
Tool Proficiency are wearing a rocketpack, you can grant yourself the
You gain proficiency in Smith’s Tools. If you following benefits for 1 minute:
already have this proficiency, you gain proficiency with ● Your jump distance is tripled.
one other type of artisan’s tools of your choice. ● Your movement speed increases by 10 feet.
● As a reaction when you are hit with a weapon
Rocketeer Spells attack, you can add your Intelligence modifier
You always have certain spells prepared after
to your AC for that attack, potentially causing
you reach particular levels in this class, as shown in the
the attack to miss. You can only do so once per
Rocketeer Spells table. These spells count as artificer
use of this feature.
spells for you, but they don’t count against the number
of artificer spells you prepare. You can use this feature a number of times equal to
Rocketeer Spells your Intelligence modifier (minimum of once),
Artificer Level Spells regaining expended uses whenever you complete a long
3rd Feather Fall, Zephyr Strike rest.
5th Gust of Wind, Scorching Ray
9th Fireball, Fly At the end of a long rest, you can create a new
13th Fire Shield, Wall of Fire rocketpack if you have a set of Smith’s Tools with you. If
you already have a rocketpack, the first one is
17th Cloud Kill, Control Winds
immediately destroyed. The rocketpack is also
Locked and Loaded destroyed if you die.
Beginning at 3rd level, your training in
weaponry, the battlefield, and a little bit of Extra Attack
Starting at 5th level, you can attack twice,
showmanship has proven useful just as much. You gain
rather than once, whenever you take the Attack action
proficiency with martial weapons and the Acrobatics
on your turn.
and Performance skills, if you weren’t already.

Aerial Stuntman High Ground


At 9th level, you learn how to gain the
At 3rd level, your prowess with your rocketpack
upper-hand while soaring above your enemies. While
allow you to display uncanny aerial feats called Air
you are above a creature by 5 feet or more, you gain a
Stunts, which you can use with with special points
+2 bonus to your ranged attacks against that creature.
called Stunt points.
Stunts. You learn 3 stunts of your choice, which Unstable Overclock
are listed under “Stunts” below. You learn an additional At 15th level, tinkering with your rocketpack
stunt at 5th level (4 stunts), 9th level (5 stunts), and has improved it exponentially. Whenever you use
15th level (6 stunts). Each time you learn a new stunt, Liftoff, you now gain the following benefits:
you can also replace one stunt you know with a ● Your jump distance is quadrupled.
different one. ● Your movement speed is increased by 20 feet.
Project Cosmic pg. 4
● When you are hit with an attack, you can use Going Up. As part of a successful attack, you can spend
your reaction to add your Intelligence modifier 1 Stunt Points to launch a creature one size larger than
to your AC for that attack, potentially causing you or smaller upwards by 10 feet.
the attack to miss. You can only do so once per
Hole in the Wall (5th level). As part of a successful
use of this feature.
attack against a surface, you can spend 2 Stunt Points to
● You regain half of your maximum amount of
deal maximum damage to the surface.
Stunt Points.
Knock ‘em Dead (5th level). You can spend a number
of Stunt Points up to a maximum of 3 to make an
Stunts improvised weapon attack that you are proficient with
Bon Voyage (15th level). As an action, you can spend
to attack a creature with your rocketpack. On a
up to your maximum amount of Stunt Points to
successful attack, the rocketpack deals a number of d4
overcharge your rocketpack, causing it to explode.
bludgeoning damage equal to the number of Stunt
Every creature within 15 feet of you must make a
Points spent to use this ability, and an additional 1d8
dexterity saving throw. On a failure, the creature takes a
fire damage.
number of d8 fire damage equal to the number of Stunt
Points spent to use this ability. On a success, it takes Now You See Me. As an action, you can spend 2 Stunt
half as much. Your rocketpack is destroyed in the Points to shoot a 10-foot-radius sphere of smoke
process. centered on yourself. The area is heavily obscured for 1
minute, or until a wind of moderate or greater speed
Going Down (5th level). As part of a successful attack
(at least 10 miles per hour) disperses it.
against a falling creature, you can spend 2 Stunt Points
to add 2d6 to the creature’s fall damage. Off Your Feet. As part of a successful attack, you can
spend 2 Stunt Points to either grapple or knock a target
prone that is no larger than one size category larger
than you.

Scorched Earth (9th level). As an action, you can spend


3 Stunt Points to cause your rocketpack to spew fire in
a 30 foot line in any direction. Each creature in the area
must make a Dexterity saving throw. On a failure, it
takes 2d8 fire damage, or half as much on a success.

Shooting Star. You can spend 1 Stunt Point to take the


Dash action or dodge action as a bonus action on your
turn.

Showman. You can spend 1 Stunt Point to impress a


creature with your rocketpack. For 1 minute, you have
advantage on all Charisma checks directed at the
creature as long as it isn’t hostile towards you.

Stick the Landing (9th level). Whenever you take fall


damage, you can spend 2 Stunt points to halve the
amount of damage you take, and you do not fall prone.

Up, Up, and Away (9th level). You can spend 2 Stunt
Points to cast the Fly spell on yourself without
requiring concentration.

Project Cosmic pg. 5


Barbarian—Path of Stellar Flux
Created By: Tradoseo Vivoke Forceful Inertia
Art by: Abstrusity At 6th level, you can manipulate forces acting
on your body or foes. While you are raging, you gain the
following benefits:
● Your weight is multiplied by four and you can't
be grappled by creatures one size larger than
you or smaller.
● You can’t be pushed or pulled against your will.
● You can attempt to Shove a creature within 5
feet of you as a bonus action on your turn.
Your anger compresses into itself indefinitely, When you successfully Shove a creature, you
generating a gravitational pull. You gain mastery over can push it an additional 10 feet away from you.
your own matter, allowing you to make yourself heavier,
become unaffected by outside forces, and even erupt with
Gravity Flare
At 10th level, you can create areas of intense
a magical implosion like a dying star.
gravity. As an action on your turn, you can choose a
Gravitational Flux point you can see within 30 feet of you. You create a
Starting when you take this path at 3rd level, 20-foot radius, 30-foot tall cylinder of magnified gravity
you gain the ability to manipulate gravity through your for 1 minute. The weight of all objects in the area is
emotions. Whenever a feature mentions your Flux save quadrupled for the duration. When a creature enters
DC, the DC equals 8 + your proficiency bonus + your the area for the first time on a turn or starts its turn
Constitution modifier. there, it must make a Strength saving throw against
your Flux save DC. On a failure, the creature has its
Dense Rage speed reduced to 0 until the start of its next turn. On a
At 3rd level, waves of gravitational force radiate success, the creature’s speed is halved until the start of
from your body. When you enter your rage, and at the its next turn. Once you use this feature, you can’t do so
start of each of your turns while you are raging, hostile again until you complete a short or long rest.
creatures within 15 feet of you must make a strength
saving throw against your Flux save DC. On a failure, Implosion
the creature is pulled up to 10 feet closer toward you. At 14th level, at the end of your fury, there is
only one conclusion. Whenever your rage ends, you can
Additionally, while you are raging, you can add your
create a blast of gravitational energy in a 40-foot radius
Rage Damage to any weapon attack, instead of just
sphere centered on yourself. Each creature other than
melee weapons using strength. Also, you can deal your
you in the radius is pulled 20 feet closer toward you
Rage Damage to the target of your attack, whether you
and must make a Strength saving throw against your
hit or miss with the attack.
Flux save DC. On a failure, the creature takes 6d6 force
damage and is knocked prone, or half as much on a
success and not knocked prone.

Project Cosmic pg. 6


Barbarian—Path of the Wyrdslayer
Created by: skimm_milk Astral Banishment
Art by: skimm_milk Whenever you hit a creature with a weapon
In a time long past, when eldritch gods and their attack while you are raging, you can force the target to
armies ruled every inch of the astral sea, there were make a Charisma saving throw against a DC equal to 8 +
those who stood up to them, welding the monsters’ your proficiency bonus + your Constitution modifier.
power. They were the Wyrdslayers, born with a cosmic On a failure, the creature disappears—as it is
fury to combat the arcane evils. Their only goal? Kill transported into the Far Realm—for up to 1 minute. At
them all. There’s no place in this world for the the start of each of the creature’s turns, it takes 2d6
otherworldly. psychic damage as it witnesses horrors beyond the
multiverse. At the end of each of its turns, it can repeat
Aberrant Bane the saving throw, ending the effect on a success. Once
Starting at 3rd level, you learn how to twist the this effect ends, it reappears in the nearest unoccupied
horrors’ powers against them. While you are raging, space of the point it disappeared.
you deal 1d6 extra force damage with your melee On a success, the creature takes 2d6 psychic
weapon attacks on a hit. damage and on its next turn it can take an action or a
bonus action, but not both.
Eldritch Eyes
Also at 3rd level, your vision becomes attuned You can use this feature only once per rage.
to spotting the esoteric and unnatural . You gain
Blindsight out to a range of 10 feet. This range
increases when you reach higher levels in this class: 15
feet at 6th level, 20 feet at 10th level, and 30 feet at
14th level.

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.

Project Cosmic pg. 7


Bard—College of Destiny
Created by: skimm_milk
Art by: skimm_milk
Bards of the College of Destiny not only sing of
days long passed, but of the future yet undiscovered.
Their tales are prophetic, and twist the very fates of
those they tell of. Any sonnet of days to come should be
held in cautious regard.

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.

Project Cosmic pg. 10


counts as a Cleric cantrip, and you can cast it without
Cleric—Entropy Domain
verbal components.
Created by: Abstrusity
Art by: Abstrusity Channel Divinity: Mandate of Ruin
At 2nd level, you can use your Channel Divinity
to unleash a corrosive vision of your deity’s power.
As an action, you can force each creature of
your choice in a 30-foot cone originating from you to
make a Charisma saving throw against your Cleric spell
save DC. On a failure, a creature’s current and
maximum hit points are reduced by an amount equal to
your Wisdom modifier for 1 minute. Additionally, for
As all things had a beginning, so too shall they the duration, it can’t regain hit points or benefit from
have an end. Your deity claims authority over the force of any damage resistances.
entropy—the inevitable progress of all towards chaotic
nothingness—understanding that to prevent entropy is Dissipate Energy
At 6th level, you gain the ability to scatter
to strive in vain, while to hasten it is the inevitable result
certain types of energy into chaotic fragments, causing
of every action. You have embraced this inevitability, and
attacks to destabilize and fail to cause harm. Whenever
been rewarded for it.
you or a creature you can see within 60 feet of you
Domain Spells takes an amount of acid, cold, fire, lightning, radiant, or
Each domain has a list of spells—its domain thunder damage less than twice your Cleric level, you
spells—that you gain at the cleric levels noted in the can use your reaction to cause that creature to take no
domain description. Once you gain a domain spell, you damage instead.
always have it prepared, and it doesn't count against You can use this feature a number of times
the number of spells you can prepare each day. equal to your Wisdom modifier (minimum of once),
If you have a domain spell that doesn't appear on the and regain all expended uses whenever you complete a
cleric spell list, the spell is nonetheless a cleric spell for short or long rest.
you.
Entropy Domain Spells Potent Spellcasting
At 8th level, you add your Wisdom modifier to
Cleric Level Spells
1st Chaos Bolt, Dissonant Whispers the damage you deal with any cleric cantrip.
3rd Crown of Madness, Shatter
5th Dispel Magic, Protection from Energy
Maw of Oblivion
At 17th level, you can focus your devotion to a
7th Sickening Radiance, Vitriolic Sphere
9th Enervation, Entropic Degeneration realm-tearing point where your deity can partially
manifest. As an action, you can create this point as a
Foundational Knack Sphere of Annihilation [Dungeon Master’s Guide pg.
When you choose this domain at 1st level, you 201] in an empty space within 10 feet of you. You
become exceptionally aware of the nuances of how automatically succeed on Intelligence (Arcana) checks
things decay and change. You gain proficiency in two of made to control the sphere, and other creatures can’t
the following skills of your choice: History, Insight, contest your control of it. When you control the sphere,
Intimidation, or Investigation. the distance it can move is based on your Wisdom
modifier rather than your Intelligence modifier. The
Baleful Harbinger
Also at 1st level, you gain the ability to channel sphere remains for 1 minute, or until you use your
the crushing presence of your deity into the minds of action to do something other than control it.
your foes. You learn the Mind Sliver cantrip. For you, it Once you use this feature, you can’t use it again
until you complete a long rest.
Project Cosmic pg. 11
Starting at 6th level, you can transform into a
Druid—Circle of Unshackled Flesh
beast with a challenge rating as high as your druid level
Created by: Abstrusity divided by 4, rounded down.
Art by: Abstrusity Cosmic Mutability Wild Shaping Table
Level Max CR Limitations
2nd ½ No flying or swimming speed
4th ½ No flying speed
6th 1 No flying speed
8th 2
12th 3
16th 4
20th 5
The void beyond your world is home to a
thousand forms of life, crafted in the image of strange Ectotelluric Instinct
gods and bathed in the light of unfamiliar suns. As a Starting at 6th level, you can tap into the unique
druid of the Circle of Unshackled Flesh, you celebrate this skills of creatures native to unnatural biomes.
life in all its myriad incarnations, and seek to bring your Whenever you finish a long rest, you can choose to gain
own flesh in line with its wondrous variety. proficiency in one skill of your choice from among
Acrobatics, Athletics, Insight, Perception, or Survival. If
Aetheric Adaptation you are already proficient in the chosen skill, or wild
When you choose this circle at 2nd level, you shape into a beast that is already proficient with the
gain access to Aetheric Adaptations, unique quirks of chosen skill, your proficiency bonus is doubled for any
alien biology that you can adapt into your own forms. skill check you make with it.
When you gain this feature, choose two Aetheric You can change this proficiency for another one
Adaptations from the Aetheric Adaptations table to listed in this feature whenever you complete a long
learn. You learn two additional adaptations at 6th level, rest.
and two more at 10th level.
When you use your Wild Shape feature, you can Esoteric Infusion
choose one Adaptation from among those you know to At 10th level, your experience with unearthly
incorporate into the form of the creature you transform biology allows you to adapt the forms of those near you.
into, offering unique benefits for as long as you remain As an action, you can touch another willing creature
transformed. Starting at 6th level, you can choose two that isn’t a construct, elemental, or undead, causing its
adaptations whenever you transform, and starting at body to gain one of the Aetheric Adaptations you know.
10th level, you can choose three. These additions dissipate into ethereal dust after 1
Some Aetheric Adaptations require a creature hour or when you use this feature again. You can use
to make a saving throw to resist the adaptation’s this feature a number of times equal to your Wisdom
effects. In such a case, the saving throw DC is equal to modifier (minimum of once) and you regain all
your Druid spell save DC. expended uses on finishing a long rest.

Cosmic Mutability Xenosynthesis


Starting at 2nd level, your practice in altering Starting at 14th level, you understand your
your flesh allows you to change into more potent adaptations completely enough that they become a
beasts. You can use your Wild Shape to transform into a fundamental part of you. When you finish a long rest,
beast with a challenge rating as high as ½ (you ignore you can choose an adaptation you know to incorporate
the Max. CR column of the Beast Shapes table, but must fully into your normal body. The adaptation persists if
abide by the other limitations there). you use your Wild Shape feature to transform, and
doesn’t count against the number of adaptations you
can choose when using your Wild Shape feature. The

Project Cosmic pg. 12


adaptation remains until you choose a different one effects of a detect magic spell and allowing
after another long rest. you to see in nonmagical darkness or dim
light for 30 feet as though it were bright
Aetheric Adaptations Table light.
Adaptation Effect Quantum Your flesh becomes spongy, rippling with
Evasiveness spatial distortions and allowing you to fold
Argentum You sprout thin, silvery quills across your
your form through minute cracks in
Barbs limbs and back. As a reaction whenever you
spacetime. As a bonus action, you can
are hit with an attack, you can launch quills
teleport up to 15 feet to an unoccupied
from the point of impact at a creature you
space you can see. Once you do so, you can’t
can see within 30 feet. That creature must
do so again until you use an action to regain
succeed on a Dexterity saving throw or take
the capability.
piercing damage equal to 1d8 + your
Wisdom modifier. Solar Your heart develops additional chambers
Affinity that channel extreme heat, causing your
Cryotoxic You grow specialized glands that produce a
blood to glow faintly beneath your skin. You
Glands freezing agent. Whenever another creature
gain resistance to fire damage, and you can
grapples you or comes into direct contact
use an action to cast the Burning Hands
with your skin, it must make a Constitution
spell without expending a spell slot or
saving throw. On a failure, it takes cold
material components. Once you cast it this
damage equal to 1d8 + your Wisdom
way, you can’t do so again until you use
modifier.
your Wild Shape feature or finish a short or
Cupreous Streaks of a hard, coppery material capable long rest.
Infusion of conducting electricity and leaching toxins
Thaumic You sprout sleek, ethereal fins, granting you
develop through your flesh, granting you
Fins a swimming speed equal to twice your
resistance to lightning and poison damage
walking speed and removing your need to
and immunity to the poisoned condition.
breathe. Additionally, while Weightless, you
Diffusive Several iridescent growths of bone jut from have a flying speed equal to your swimming
Exoskeleton your skin, disrupting the Weave around speed and can hover.
you. Whenever you would fail a saving
Unerring Your nervous system quickens, allowing
throw against a spell or other magical
Cognition you to process information more efficiently.
ability, you can roll a d6 and add the
When you make an ability check relying on
number rolled to the saving throw,
Wisdom or Intelligence, you can roll a d6
potentially turning failure into a success.
and add the result to the check.
Integrated Runic lattices take shape in the
Vesperlash You sprout a pair of sinuous tendrils,
Arcanum substructure of your bones, magically
Tendrils allowing you to use a bonus action on your
enhancing your strikes. You have a +1
turn to attempt to grapple a creature within
bonus to attack and damage rolls made
15 feet. If the check succeeds, the grappled
with parts of your body, such as claws,
creature is immediately pulled to the
teeth, or fists.
nearest unoccupied space adjacent to you.
Kinetic Every part of your body thrums with kinetic
Winding Your flesh separates into ligamentous
Pulse magic, audible as a low humming sound
Coilflesh tendrils that can writhe with surprising
within 10 feet. Your jump distance is
speed and agility. You can use a bonus
doubled, and you have resistance to
action to take the Dash, Disengage, or
thunder damage.
Dodge action on your turn, and you have
Mirage Your body sprouts reflective, glassy scales, advantage on any Strength (Athletics) or
Carapace granting you advantage on Dexterity Dexterity (Acrobatics) checks made to
(Stealth) checks made to hide and grapple a creature or escape a grapple.
resistance to radiant damage.
Nyxian Your eyes form into glittering, gemlike orbs,
Optics allowing you to passively sense the
presence of magic as though under the

Project Cosmic pg. 13


● You can cast Zephyr Strike while in a Wild
Druid—Circle of Migrations
Shape.
Created by: Quelqu’un d’autre ● When you use Wild Shape, you can ignore the
Art by: Abstrusity Limitations column of the Beast Shapes table,
but must abide by the CR limitations set there.

Combat Wild Shape


Also at 2nd level, you gain the ability to toughen
your Wild Shape. The maximum hit points of your Wild
Shape increases by two times your druid level.

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.

In the twisting tale of years, the only constant


Temporal Leap
Starting at 10th level, you have mastered the
that can be relied upon is the self.
ability to to move into the future as well as the past. As
Through exacting discipline and arcane secrets,
a reaction when you are targeted by an attack or forced
you have honed your mind to attain awareness of
to make a saving throw, you can hurl yourself into the
yourself across time. In tandem with your selves of
future, vanishing from existence until the start of your
seconds past and future, you will claim victory over any
next turn, at which point you reappear in an
adversary—no matter how many attempts it takes.
unoccupied space of your choice within 30 feet of the
Temporal Resilience space you previously occupied, and your turn
Starting at 3rd level, you have developed a immediately ends.
magically reinforced sense of self. You can’t be aged by Once you use this feature, you must finish a
magic, and you have advantage on saving throws to short or long rest before you can use it again.
resist effects that would modify your memories or alter
your form.
Convergent Assault
Starting at 15th level, immediately after you hit
Dance of Displacement with an attack, you can etch the attack into the timeline
Also at 3rd level, you have gained a measure of as an inevitability. Once before the end of your next
control over your place in time. As a bonus action, you turn, when you or another creature attacks the same
can turn back your personal timeline, teleporting up to target, they can opt to hit instead of rolling the d20 as
60 feet to another point you’ve occupied this turn. normal. When they do, the target takes an additional
When you do, you can deal 1d6 force damage to a target 3d6 force damage.
you’ve hit with an attack this turn, as a faint echo of the Once you use this feature, you must finish a
strike reappears. This damage increases to 2d6 at 10th short or long rest before you can use it again.
level, and to 3d6 at 18th level.
You can use this feature a number of times Chronal Paragon
equal to your Intelligence modifier (minimum of once) At 18th level, your control of time has become
and you regain all expended uses of it when you wide-reaching and instinctive. You react to events
complete a short or long rest. before they happen, allowing you and any creatures of
your choice within 60 feet of you to add your
Intelligence modifier to initiative.

Additionally, the effect of your Preemptive Insight


feature doesn’t end immediately when you hit the
targeted creature, only losing effectiveness at the end of
the turn in which you land such a hit.

Project Cosmic pg. 15


Fighter—Void Errant
Created by: Babaganoosh Void Shackles
At 7th level, you can summon powerful bands of
In darkness, everything begins. In darkness,
force out of the void to bind your enemies. When you
everything ends.
hit a creature with a weapon, you can use your bonus
As a Void Errant, you wield the darkness and the
action to force them to make a Strength saving throw.
binding grasp of the deep void as your sword and shield.
On a failure, their movement speed becomes 0 until the
You might serve hidden orders and distant masters,
end of your next turn. You can only affect one creature
whose aims are all but inscrutable. A Void Errant does
at a time with this feature.
not shirk danger or fateful omens, for you have no fear of
passing into the darkness whence you came. Darkstrike
Starting at 10th level, when you take the Attack
Void Conduit
action, you can spend 1 Void Flux point to make any
The power of the void runs in your soul. This
number of your attacks originate from a point within an
energy is represented by your Void Flux points.
area of darkness within 60 feet of you. If your target
Flux Points. You have a number of these points equal to
can’t see into the area from which the attacks originate,
half your fighter level + constitution modifier, and you
you have advantage on those attacks.
regain spent Void Flux points after a long rest.
Saving Throws. Some of your abilities require your Antilight
enemies to make a saving throw to resist the feature’s At 15th level, you can spend 2 additional Void
effects. The saving throw DC is calculated as follows: Flux points to augment your Dark Shroud to summon
Void save DC = 8 + your proficiency bonus + your magical darkness. While this augmented effect is active,
Constitution modifier. you can see through magical darkness.
Eye of Jet
At 3rd level, you gain darkvision out to a range
Void Storm
At 18th level, you can spend 4 Void Flux points
of 60 feet. If you already have darkvision from your
to summon a storm from the void as an action.
race, its range increases by 30 feet.
Creatures of your choice within 30 feet of you must
Dark Shroud make a Strength saving throw. On a failure, they take
At 3rd level, you can wrap darkness around 6d10 force damage and are pushed 20 feet in a
your body like a cloak. As a bonus action, you can spend direction of your choice. You can push each creature
1 Void Flux point and summon darkness to fill the space that fails their saving throw in a different direction. On
you occupy for 1 minute. When you move, this darkness a successful save, creatures take half as much damage
moves with you. and are not pushed.
When you hit a creature with a melee weapon
attack, you can force the target to make a Constitution
saving throw. On a failure, the target is blinded for the
duration of this feature, and the darkness surrounding
you dissipates. A creature blinded by this effect can
repeat their saving throw at the end of their turn,
ending the effect on a success. If you use this feature
again while a creature is blinded by this effect, the
blindness ends.

Project Cosmic pg. 16


Monk—Way of Tenacity
Created by: Tradoseo Vivoke Path of Will
At 11th level, when you use Step of the Wind,
To overcome the limitations of the body, you
your movement creates a circular, horizontal plane of
learn to harness your willpower to bolster your strength.
force, 5-foot in diameter, and 3 inches thick for each
You can overlook physical injury through sheer
space you enter until the end of your turn. These
determination and transfer your will into tangible force
platforms hover motionless wherever you create them,
using ki.
allowing you to move in any direction you choose. You
Determination and other creatures can stand on—and move
At 3rd level, your mental fortitude enhances across—platforms you create in this way.
your physical resilience. Your hit point maximum Each platform can hold up to 800 pounds and
increases by 3 and increases by 1 again whenever you lasts until you end a turn without using Step of the
level in this class. Wind. If more weight is put on a platform, it is
destroyed and anything on the platform begins falling.
Mind over Matter
Also at 3rd level, your focus and martial arts Unfettered Soul
combine to raise yourself above your own limitations, Once you reach 17th level, your willpower has
granting you the following benefits: reached its peak, making you unstoppable. As a
● Once on your turn when you miss with an reaction whenever you take damage, you can reduce
attack granted by your flurry of blows, you can the damage you take to 0. Once you use this feature,
make another unarmed strike as part of the you can’t do so again until you complete a long rest
same action. unless you spend 5 ki points to do so again. This
● Whenever you deal damage to a non-magical reaction can be used as part of the same reaction used
object or structure with an unarmed strike, the for your Deflect Missiles feature.
damage you deal is doubled.

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.

Project Cosmic pg. 17


Monk—Way of the Space Walk
Created by: Kipp
Art by: Kipp
There is peace amongst the empty expanse of the
astral sea. Monks of the Way of the Space Walk harness
this peace to achieve equilibrium within themselves, and
to harness gravity itself to control the cosmic balance
within others.

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.

Project Cosmic pg. 18


Paladin—Oath of the Red Dwarf
Created by: Kipp
Art by: Kipp
When stars are born, they instantly begin to
radiate countless amounts of warmth. Paladins of the
Oath of the Red Dwarf have dedicated their lives to
spreading this life giving warmth these stars create to
even the darkest of places.

Tenets of the Red Dwarf


The Tenets of the Red Dwarf act as a light in the
dark. Some would even go as far as saying they are
transcribed in the stars.
Keep the Light Burning. Let your power pierce the veil
of shadows, and shine into the void.

Shelter the Cold. Never let those who are under your
protection know frost.

Fend off Darkness. Deny the creatures of the night the


Channel Divinity: Stellar Fission. Both of your
pleasure of your demise.
hands move swiftly with a blinding flash of light as you
Oath Spells lay them upon an obstacle to split it in two. As a bonus
You gain oath spells at the paladin levels listed. See the action, you can use your Channel Divinity to destroy a
Sacred Oath class feature for how oath spells work. nonmagical object, destroy unworked, nonmagical
Oath of the Red Dwarf Spells terrain in a 20 ft. cube, or destroy a 5 ft. cube of
Paladin Level Spells nonmagical metal. If you use this channel divinity on a
3rd Hellish Rebuke, Guiding Bolt nonmagical object that another creature is wearing or
5th Moon Beam, Heat Metal carrying, you make an unarmed strike against that
9th Blinding Smite, Fireball creature, destroying the item you touch on a hit.
13th Fire Shield, Sickening Radiance
17th Dawn, Immolation Aura of Starlight
At 7th level, you radiate an aura of pure
Channel Divinity
When you take this oath at 3rd level, you gain starlight around you while you aren't incapacitated.
the following two Channel Divinity options. As a bonus action, you can start to shed sunlight out to
Channel Divinity: Solar Fusion. As an action, a range of 10 feet, and dim for another 10 feet, this light
you can use your channel divinity to choose a creature illuminates darkness and magical darkness until you
within 30 feet of you that you can see. The creature use a bonus action to end this effect. You and friendly
becomes anchored to its space for 1 minute. At the end creatures inside the bright light you create in this way
of each of the creature's turns, it is forcefully moved can’t be blinded and gain resistance to cold damage.
back to the anchored space, taking 2 fire damage for At 18th level, the bright sunlight you create increases to
every 5 feet it travels. Once the target takes 30 damage 30 feet and you shed dim light an additional 30 feet.
in this way or ends its turn more than 90 feet away Additionally at 18th level, if the bright light created by
from the anchored space, this effect ends. Creatures this aura light overlaps with an area of magical
immune to fire damage or the restrained condition are darkness created by a spell, the spell that created the
immune to this effect as well. darkness is dispelled.

Project Cosmic pg. 19


Sapping Heat
Starting at 15th level, your soul begins to burn
brighter. You gain immunity to fire damage and
whenever you deal fire damage with a spell to a
creature, that creature must succeed on a Constitution
saving throw against your spell save DC or have its hit
point maximum reduced by an amount equal to the fire
damage dealt. This reduction lasts until the creature
completes a long rest.

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.

Once you use this feature, you can’t do so again until


you complete a long rest.

Project Cosmic pg. 20


Paladin—Oath of the Elements Channel Divinity
When you take this oath at 3rd level, you gain
Created By: Pasta the following two Channel Divinity options.
Art By: Abstrusity Channel Divinity: Wrath of the Elements. As
an action you can choose a creature you can see within
60 feet of you. That creature makes a Constitution
saving throw. On a failure the target takes 1d8 damage
of your choice from Acid, Cold, Fire, or Thunder, and
begins to softly glow for 1 minute. You can use your
bonus action on subsequent turns to damage the target
again during the duration of this effect. The target can
repeat the saving throw at the end of each of its turns,
You’ve sworn your life to bring the forces of the
ending the effect on a success. The damage increases by
elemental planes into the material plane. Oath of the
1d8 at 7th level (2d8), 14th level (3d8), and 18th level
Elements paladins are often members of cults dedicated
(4d8).
to thinning the boundaries between the planes.
Channel Divinity: Planar Bleed. As an action
Harnessing the elemental powers imbued into their soul,
you can draw from the elemental planes, changing the
they rejoice in the chaos that ensues by evoking this
environment around you. You can choose any five 5 foot
power onto others. While not often religious in the
squares that are connected to each other, in any
traditional sense, many devote their lives to the four
configuration, within 60 feet of you. Choose one of the
elder elementals.
elemental planes, that area has an effect based on the
Tenets of the Elements plane chosen. The effects last for a number of rounds
Ideal of Air. Be as flexible as the wind, adapting to the equal to your proficiency bonus.
ever-shifting ways of the world. Air. A 10 foot tall gust of wind appears.
Creatures must succeed a strength saving throw to pass
Ideal of Earth. Always stand strong. Fragility is the first through this area, and ranged attacks that pass through
sign of weakness. this area have disadvantage.
Ideal of Fire. Be ready to bring the chaos from the Earth. The ground inside the area starts to
planes into this world. crack, becoming difficult terrain.
Fire. The area catches fire, all flammable, non
Ideal of Water. Be the force which soothes others and magic items burn to ash and any creatures that move
washes away their pain. through, or start their turn in this area take 1d8 fire
damage.
Oath Spells
You gain oath spells at the paladin levels listed. See the Water. The floor turns to rushing water. Any
Sacred Oath class feature for how oath spells work. creature that moves through, or starts their turn in this
Oath of the Elements Spells area must succeed a dexterity saving throw or be
knocked prone. Creatures with a swimming speed are
Paladin Level Spells
3rd Absorb Elements, Create or Destroy immune to this effect.
Water
5th Gust of Wind, Flaming Sphere Aura of Acclimation
9th Meld Into Stone, Sleet Storm At 7th level, you emit an aura that helps
13th Control Water, Wall of Fire creatures withstand the different elements. While you
17th Conjure Elemental, Wall of Stone aren’t incapacitated, any creatures of your choice
within 10 feet of you gain resistance to your choice of
Acid, Cold, Fire, or Thunder damage. You can change
this damage type whenever you finish a short rest.

Project Cosmic pg. 21


At 18th level the range of this aura increases to 30 feet
and the chosen creatures gain resistance to two of the
four damage types.

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.

Project Cosmic pg. 22


Ranger—Otherworlder Cosmic Commune
Also at 3rd level, your rapid mutations to your
Created by: skimm_milk own body change your very being.
Art by: skimm_milk ● You learn how to speak, read, and write Deep
Alien environments have changed the Rangers of Speech
the Otherworlder. No longer do they consider themselves ● You learn the Message cantrip, and can cast it
the wardens of nature, but its greatest predator. They without any components.
have unlocked all that the Far Realm is willing to give,
and they will use this gift to be the perfect lifeform. Additionally, whenever a creature within 30 feet of you
that is not behind total cover receives a telepathic
Otherworlder Magic message, such as that of the sending or message spells,
Starting at 3rd level, you learn an additional you also hear the message. You do not know who the
spell when you reach certain levels in this class, as message was sent to or its sender with this feature.
shown in the Otherworlder Spells table. The spell
counts as a ranger spell for you, but it doesn’t count Glimpse of the Unknown
against the number of ranger spells you know. At 7th level, the mere sight of your alien
Otherworlder Spells physiology imposes fear into your prey. As an action,
Ranger Level Spells you can choose a number of creatures within 30 feet of
3rd Arms of Hadar you that can see you equal to 2 + your Wisdom
5th Enhance Ability modifier. The targets must succeed on a Wisdom saving
9th Clairvoyance throw against your spell save DC or drop whatever
13th Evard’s Black Tentacles they are holding and become frightened of you for 1
17th Telekinesis minute. A creature frightened in this way drops
Wyrd Growths anything it’s holding, and has their speed reduced to 0.
At 3rd level, your body begins growing in A creature can repeat the saving throw at the end of
strange and alien ways, making you a more perfect each of its turns. You can use this action a number of
hunter. After completing a long rest, you can choose a times equal to your Wisdom modifier (minimum of
Wyrd Growth from the Growth list below. A Wyrd once), regaining expended uses whenever you complete
Growth lasts until you finish a long rest. a long rest.
Acidic Blood. Your body flows with highly acidic
blood, burning predators who wound you. Whenever
Advanced Growths
At 11th level, your body creates more unique
you are hit with a melee attack, you can use your
ways of stalking and catching your prey. Whenever you
reaction to spray blood at the attacker, dealing 1d6 acid
are choosing growths from Wyrd Growths, you can also
damage. This damage increases to 2d6 at 11th level.
choose an Advanced Growth as well from the list below.
Barbed Appendages. Your hands and feet grow
Pheromone Secretion. You produce a
thick barbs that allow you to cling on to surfaces. You
pheromone that infects the minds of others, and causes
gain a climbing speed equal to your walking speed and
them to bend to your will. As a reaction, whenever you
your unarmed strikes deal 1d6 slashing damage. This
are targeted by an attack, you can release a puff of
damage increases to 2d6 at 11th level.
pheromones at the attacker. The creature must roll a
Chitinous Flesh. Your flesh becomes layered in
Wisdom saving throw against your spell save DC. On a
a thick and buggy exoskeleton. Whenever you are not
failure, the attack against you is made with
wearing armor, you gain a natural AC equal to 10 + your
disadvantage.
Dexterity modifier + your Constitution modifier. Once
Spinneret Gland. Your saliva is filled with a
you reach 11th level, you can use a shield and still gain
sticky solution, created to stop prey in its tracks. After
this benefit.
you take the Attack action, you can use a bonus action
to spit at a creature within 30 feet. The target must

Project Cosmic pg. 23


make a Dexterity saving throw against your spell save Savage Hunter
DC. On a failure, the target is encased in webs and At 15th level, your otherworldly hunting
becomes restrained for 1 minute or until it or another culminates into one perfect blow, crippling your quarry
creature within 5 feet uses its action to cut the target before they ever dream of escape. Whenever you hit a
free. On a success, the creature’s space becomes creature with a weapon attack, you can deal 4d8
difficult terrain for 1 minute. additional psychic damage to the target. Once you do
Grasping Limb. You grow a tail or tentacle that so, the creature must make a Wisdom saving throw
has a strong crushing power. After you hit a creature against your spell save DC or become stunned for 1
within 10 feet of you with a weapon attack, you can minute. The creature can repeat its saving throw at the
attempt to Grapple the target with this limb as part of end of each of its turns. Once you use this feature, you
the same attack. You use your Wisdom modifier in place can’t use it again until you complete a long rest, unless
of your Strength modifier for grapple checks made with you expend a spell slot of 4th level or higher to do so
this limb. A creature grappled with this limb takes 2d6 again.
bludgeoning damage at the start of each of its turns
until it is freed.

Project Cosmic pg. 24


The Tree. If you do not move for 10 minutes,
Ranger—Star Augur
you gain 10 temporary hit points.
Created by: Babaganoosh
As a Star Augur, you have tapped into the power Beacon Strike
At 7th level, you learn the secrets of working
of the great constellations, turning your body into a
the light of distant stars into your weapons and
vessel of astral energies. The stars themselves guide your
ammunition. When you hit a creature with a weapon
actions and empower you, and you are destined to travel
attack, you can cause them to shine with bright
great distances to protect and collect their ancient lore.
starlight for one minute. While a creature is illuminated
Star Augur Magic by this effect, you have advantage on attacks made
Starting at 3rd level, you learn an additional against them and they can’t benefit from being
spell when you reach certain levels in this class, as invisible. At the end of an affected creature’s turn, they
shown in the Star Augur Spells table. The spell counts can make a Constitution saving throw, ending this effect
as a ranger spell for you, but it doesn’t count against the on a success.
number of ranger spells you know. You can only affect one creature at a time with
Star Augur Spells this effect. You can use this feature a number of times
Ranger Level Spell equal to your Wisdom modifier, regaining expended
3rd Magic Missile uses whenever you complete a short or long rest.
5th Augury
9th Hypnotic Pattern Project Constellation
13th Private Sanctum At 11th level, you learn how to activate and
17th Legend Lore project your traced constellation, expending it for a
Guide Star powerful, temporary effect. When you project a
At 3rd level, your attacks are aided by the stars. constellation, you lose its other effects.
When you miss with a weapon attack, you can use your The Wheel. As an action, you can project this
reaction to add your wisdom modifier to the attack roll, constellation to move up to 50 feet in a straight line.
potentially causing the attack to hit. Once you use this During this movement, you can move through other
feature, you must finish a short or long rest before you creature’s spaces without treating them as difficult
can use it again. terrain or provoking opportunity attacks. Each
creature in your path must make a Dexterity saving
Star Scribe throw. On a failure, a creature takes 4d10 force damage
At 3rd level, you unlock the power of and is knocked prone.
constellations. When you finish a short or long rest, you The Serpent. When you roll initiative, you can
can trace the pattern of a constellation on your body use your reaction to project this constellation and add
and gain the associated effects. You lose the benefits of +10 to the result.
any constellations you traced previously when you The Spear Bearer. When you roll initiative, you
trace a new one. can project this constellation. For the next minute, once
The Wheel. Your walking speed increases by 10 per turn you can push your enemies 10 feet away from
feet and you do not provoke opportunity attacks. you when you hit them with an attack.
The Serpent. You add your Wisdom modifier to The Tower. When you are forced to make a
Stealth, Sleight of Hand, and Deception checks. saving throw, you can use your reaction to project this
The Spear Bearer. You have advantage on constellation and add your Wisdom modifier to your
saving throws made to resist effects that cause the saving throw and the saving throws of any creatures
charmed, frightened, or stunned conditions. you designate within 20 feet.
The Tower. You add your Wisdom modifier to The Tree. If you spend 1 minute without
perception checks twice instead of once. moving, you can project this constellation to regain a

Project Cosmic pg. 25


number of hit points equal to half your hit point
maximum.

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.

Project Cosmic pg. 26


Rogue—Arcanist Crusher
Created by: Tradoseo Vivoke Nullify
When reaching 13th level, when you deal Sneak
Well aware of the dangers and temptations that
Attack damage, you can choose to forgo a number of
arise from magical power, you have trained yourself to
d6s from your Sneak Attack, up to an amount equal to
cull mages who step out of line and slay all beings who
your proficiency bonus. After the attack’s damage is
don’t belong in this plane.
dealt, the creature you hit can’t benefit from,
Self Taught concentrate on, or cast spells of a level equal to or less
At 3rd level, you gain proficiency with martial than the number of d6s you choose to forgo, until the
weapons, medium armor, and shields. end of its next turn.

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.

Project Cosmic pg. 27


Rogue—Hotshot Close Call
At 9th level, your unnatural ability to avoid
Created by: skimm_milk danger, and your reaction to it, shines through. As a
Art by: Abstrusity and skimm_milk reaction whenever you are missed with a melee attack,
you can attempt to disarm [Dungeon Master’s Guide pg.
271], grapple, or shove the attacker.
Additionally, you can use your Dexterity
modifier in place of your Strength modifier when
making an Athletics check to shove or grapple a target.

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.

Iconic Sidearm Trigger Finger


At 3rd level, you gain proficiency in Tinker’s At 17th level, you learn to perform near
Tools and the Blaster Pistol weapon. When you take the impossible miracles with a twitch of your finger. As an
Attack action while welding two Blaster Pistols, you can action on your first turn of each combat, you can make
use a bonus action to attack with the second. You don’t a ranged weapon attack against up to 6 creatures that
add your ability modifier to the damage of the bonus you can see. For each attack, you choose a number of
attack, unless that modifier is negative. d6s from your sneak attack pool to add to the damage
of the attack on a hit. The total number of d6s you add
Additionally, as part of a short or long rest, you can use
can't exceed the maximum number of sneak attack dice
Tinker’s Tools to create a Blaster Pistol, detailed below.
available to you.
Weapon Damage Weight Properties
Blaster Pistol 2d4 Force 2 lbs Range (30/120),
Light, Complex*
* Complex Weapons require proficiency to use. Otherwise, they
are inoperable.

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.

Additionally, you gain an extra way to use sneak attack.


You can use sneak attack if you attack a creature with a
weapon that you draw on the first round of combat, as
long as you don't have disadvantage on the attack roll.
All other rules for sneak attack still apply to you.

Project Cosmic pg. 28


Sorcerer—Neon Soul
Dividing Light Table
Created by: Hold Action and Tradoseo Vivoke d8 Color Damage Type
Your soul is a conduit for noble periodic elements 1 Red Fire
that are brilliantly illuminated by magic. The 2 Orange Radiant
ever-changing hues of arcane light radiate beneath your 3 Yellow Lightning
4 Green Acid
skin like a swirling nebula, cutting through even the
5 Blue Cold
murkiest gloom. 6 Indigo Psychic
7 Violet Necrotic
Neon Magic 8 Special Roll another d8 and add the number
You learn additional spells when you reach rolled to damage.
certain levels in this class, as shown on the Neon Spells
table. These spells count as sorcerer spells for you, but When you reach 3rd level in this class, you can spend
do not count against the number of sorcerer spells you sorcery points to deal additional damage whenever you
know. Whenever you gain a sorcerer level, you can hit with this attack. You roll an additional d8 for each
replace one spell you gained from this feature with point spent, up to a maximum of 4d8.
another of the same level. The new spell must be an
Chromatic Lensing
evocation or illusion spell from the sorcerer or wizard At 6th level, as a reaction when you are dealt
spell list. acid, cold, fire, lightning, necrotic, psychic, or radiant
Neon Spells damage, you can spend 2 sorcery points to gain
Sorcerer Level Spells resistance to the triggering damage type until the start
1st Color Spray, Faerie Fire
of your next turn. Your next attack or spell deals
3rd Flame Blade, Blur
5th Lightning Bolt, Hypnotic Pattern additional damage of the triggering type equal to the
7th Hallucinatory Terrain, Fire Shield damage you reduced with this reaction.
9th Mislead, Wall of Light
Hyperlight Form
Light Switch At 14th level, as an action, you can spend 5
When you take this bloodline at 1st level, you sorcery points to transform yourself, and anything you
learn the Light cantrip and you can cast it without are wearing or carrying, into a nebula of colorful vapor
requiring spell components as a bonus action. This for 1 minute, or until you dismiss the transformation as
spell does not count against the number of sorcerer an action, you become incapacitated, or you die.
cantrips you know. While transformed, your only method of
movement is a fly speed equal to your walking speed
Dividing Light and you can hover. This movement doesn’t provoke
At 1st level, as an action, you can project a beam
attacks of opportunity. You gain resistance to
of multicolored light from your body at another
non-magical damage and have advantage on Strength,
creature within 60 feet. You make a ranged spell attack,
Dexterity, and Constitution saving throws. You can
adding your Charisma modifier to attack and damage
enter and occupy the space of another creature. You can
rolls. On a hit, you deal a d8 damage to the target. The
pass through small holes, narrow openings, and even
damage type is determined by the number you rolled,
mere cracks, though you treat liquids as though they
as seen on the Dividing light table below.
are solid surfaces.
Whenever you roll more than one die for the
In this form, you can talk and manipulate
damage of this attack, you choose which die is used to
objects, and any object you are wearing or carrying
determine the damage type.
returns to normal if you decide to drop it. Also, you can
attack and cast spells as normal.

Project Cosmic pg. 29


Neon Nexus
At 18th level, whenever you cast a spell that
creates an area of bright or dim light, you can choose to
add one or more of the following effects to that spell for
its duration:
● Magical darkness within the light is suppressed.
● Whenever a hostile creature enters the light for
the first time or starts its turn there, that
creature must succeed a Constitution saving
throw against your spell save DC. On a failure,
the creature is blinded until the end of their
next turn.
● Creatures and objects within the light are
outlined and cannot benefit from being
invisible.

Project Cosmic pg. 30


Sorcerer—Limbo Walker Cerebral Labyrinth
Starting at 1st level, you become immune to
Created by: Kipp magic that allows other creatures to read your
Art by: Kipp thoughts, determine whether you are lying, force you to
Your soul is older than you thought before, it’s tell the truth, know your alignment, or know your
spent countless time wandering through the planes of creature type.
limbo, and now your mind has become a constant stream
of thoughts and visions from across space and time, some If a creature attempts to communicate with you
might call it insanity, some might even call it madness, telepathically, you can use your reaction to force that
but it is all you’ve ever known. creature to make an intelligence saving throw against
your spell save DC. On a failure, that creature takes
Limbo Spells psychic damage equal to half of your sorcerer level and
At 1st level, you learn additional spells when becomes unable to communicate telepathically for 1
you reach certain levels in this class, as shown on the minute, but it can still use spells and abilities that
Limbo Spells table. Each of these spells counts as a require telepathy.
sorcerer spell for you, but it doesn't count against the
number of sorcerer spells you know. Voice of the Many
Limbo Spells At 6th level, the voices in your head ring out
Sorcerer Level Spells and manifest. At the end of a long rest, you conjure a
1st Dissonant Whispers, Illusory Script familiar as if you cast the Find Familiar spell. You can
3rd Borrowed Knowledge, Crown of choose from the normal forms of the familiar or you
Madness can choose to conjure one small or smaller aberration,
5th Enemies Abound, Tongues elemental, or monstrosity of CR 1 or lower.
7th Confusion
9th Synaptic Static The familiar you conjure with this feature is an
11th Mental Prison aberration, instead of a celestial, fey, or fiend and lasts
13th Mirage Arcane until you dismiss it as an action or conjure a new one.

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.

Project Cosmic pg. 31


Cascade of Convictions
Beginning at 18th level, as a reaction after you
take damage, you can envelop those around you with an
outburst of pure thought. Each creature within 30 feet
of you must succeed on an Intelligence saving throw
against your spell save DC or take 4d12 psychic
damage, or half as much on a successful save. Any
creature that fails its save by 5 or more has
disadvantage on checks made to maintain
concentration on a spell for 1 minute. Any creature that
fails its save by 10 or more is inflicted with an
Indefinite Madness [Dungeon Master's Guide pg. 260].
This effect is considered a spell for the purposes of
modifying it with metamagic.

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.

Project Cosmic pg. 32


Warlock—Otherworldly Patron:
Archmage Archmage’s Bestowment
At 6th level, you can channel your patron’s
Created by: Tradoseo Vivoke magic into an object to transform it into a powerful
You are an apprentice to a powerful Wizard who tool. As an action, you can touch a tiny object and turn
allows you to siphon some of their magical prowess to it into an arcane focus.
use as your own. Although your strength is secondhand, If you are ever more than 5 feet from this
it still proves to be useful along your adventures. arcane focus, you can use your bonus action to conjure
it into a free hand. You can also shunt the arcane focus
Expanded Spells
into an extradimensional space as a bonus action. The
Your link to your patron allows you to learn
arcane focus loses its magic if you use your action to
spells from the wizard class. Choose one school of
create another one or when you die.
magic from abjuration, conjuration, divination,
enchantment, evocation, illusion, necromancy, or Whenever you cast a warlock spell of 1st level or higher
transmutation. All wizard spells sharing that school of using this focus, you can choose one of the following
magic are added to your warlock spell list. effects to add to the spell:
● You can add your Charisma modifier to one
Additionally, whenever you complete a long rest, you
damage roll of the spell.
can choose one of the warlock spells you know and
● You can double the duration of a spell you cast
replace it with another spell of the same level from
that requires concentration.
your warlock spell list.
● You can teleport a willing target of the spell up
Occult Knowledge to 10 feet into an unoccupied space you can see.
Starting at 1st level, you can add half your
proficiency bonus (rounded down) to any Intelligence Pact Warding
At 10th level, you can beseech your patron for
skill check you make that doesn't already include your
protection. Whenever you spend a Pact Magic slot to
proficiency bonus.
cast a spell, you gain a number of temporary hit points
Arcane Legacy equal to your warlock level. While you have temporary
Also at 1st level, when you score a critical hit hit points granted by this feature, your concentration
with a spell attack against a creature, you can choose to on a spell or other effect can't be broken as a result of
forgo that critical hit to regain some of your expended taking damage.
magic. When you do so, you restore one expended
warlock spell slot instead of dealing damage with the Spell Detonation
At 14th level, at the end of a long rest you can
attack. Once you use this feature, you can’t do so again
choose three warlock spells you know with a casting
until you complete a short or long rest.
time of 1 action; one of 1st level, one of 2nd level, and
You gain one more use of this feature when you reach one of 3rd level. You lose the ability to cast these spells
10th level in this class. using your Pact Magic slots until you complete a long
rest. As an action on your turn, you can cast all three of
the selected spells simultaneously at their lowest level
without expending spell slots. If more than one spell
requires concentration, you choose which spell you
begin concentrating on. Once you use this action, you
can’t do so again until you complete a long rest.

Project Cosmic pg. 33


● As an action, you can spend any number of your
Warlock—Otherworldly Patron:
remaining essences, up to an amount equal to
Voidwalker your Charisma modifier, and direct them
toward a point you can see within 60 feet. Each
Created by: Tradoseo Vivoke
Art by: Abstrusity
creature within 5 feet of the point you chose
must make a Dexterity saving throw against
your spell save DC. On a failure, the creature
takes a d6 of damage for each essence spent.
The damage type you deal is fire for light
essences or cold for dark essences.

Once you use this feature, you can't do so again until


you complete a short or long rest.

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.

Project Cosmic pg. 34


Void. You create a 15-foot radius sphere of
magical darkness centered on the point for 1 minute.
The area inside this darkness is difficult terrain. Each
creature that starts its turn in the darkness must make
a Constitution saving throw against your spell save DC.
On a failed save, the creature takes 1d12 cold damage
and begins suffocating until it leaves the sphere, or half
as much on a success and it begins holding its breath
until it leaves the sphere.

Once you use this feature, you can’t do so again until


you complete a long rest.

Project Cosmic pg. 35


Wizard—Arcane Astrologist Starry Eye
At 6th level, as an action, you can create a
Created by: Tradoseo Vivoke sensor in an unoccupied space within 60 feet of you for
For years you have pondered what it is about the 1 hour. The sensor appears as a luminous, intangible
night sky that captivates your attention. It wasn’t until orb about the size of a fist. The sensor remains in place
you discovered that there is magic in the way galaxies for the duration, and it can't be attacked or otherwise
align that you found your answer. Through rigorous interacted with. You can see and hear from the sensor
study and contemplation, you’ve found a way to tap into as if you were in its space in addition to your own
this magic, opening your mind to the significance of the senses. As a bonus action on your turn, you can move
ever-brilliant stars. the sensor up to 30 feet in a direction you choose.
The sensor disappears if you are ever more
Bonus Cantrip
When you select this school at 2nd level, you than 1 mile away from it or if it is dispelled by magical
learn the Guidance cantrip, if you didn’t know it already. means. Once you create this sensor, you can’t do so
You can cast this cantrip on yourself before you begin again until you complete a long rest, unless you expend
copying a wizard spell into your spellbook to reduce a 3rd level spell slot or higher to do so again.
the time it takes to copy that spell by a number of hours Spatial Leyline
equal to a roll of a d4, to a minimum of 1 minute. Starting at 10th level, whenever you cast a spell
with an instantaneous duration while you have a Zodiac
Zodiac Zone
Also at 2nd level, you learn to channel a Zone active, you can choose one creature inside your
star-sign into a magical symbol that you conjure zone to be affected in addition to the spell’s usual
beneath your feet, enhancing your magic. When you targets. For example, if you cast the Fireball spell, the
cast a spell of 1st level or higher, you can create a 5-foot spell affects one creature you choose inside your Zodiac
radius magical zone centered on the space you occupy. Zone as if that creature were inside the radius of your
The zone lasts for 1 minute, until you move out of the Fireball spell.
zone, become incapacitated, or die. While you are Upon a Star
standing in this zone, you gain the following benefits: At 14th level, you can look to the stars to recall
● The zone sheds dim light out to a range of 10 knowledge on a whim. While you are standing in a
feet. Zodiac Zone, you can cast any wizard spell you know
● Once before the zone ends, when you cast a with a casting time of one action, even if it isn't
spell that can be cast with a higher-level spell prepared.
slot for an additional effect, you can increase
the spell’s effective level by 1, to a maximum of Additionally, when you start a combat with no uses of
9th level. For example, you can cast Magic Zodiac Zone remaining, you regain one use.
Missile as if you used a 2nd level spell slot by
spending a 1st level spell slot.
● Whenever you deal damage with a wizard
cantrip, it deals additional damage equal to
your Intelligence modifier.

After you create a Zodiac Zone, you can’t do so again


until you complete a short or long rest. You gain one
more use of this feature when you reach certain levels
in this class: 6th level (2 uses), 10th level (3 uses), and
14th level (4 uses).

Project Cosmic pg. 36


Wizard—Mystic Avatar Contact Casting
Also at 2nd level, you’ve learned to channel
Created by: Abstrusity your magic more powerfully through physical contact.
Art by: Abstrusity When you cast a wizard spell that targets only a single
creature and doesn’t have a range of self, you can
channel it directly through your touch, modifying the
spell in the following ways:
● The spell’s range becomes touch.
● If the spell requires a spell attack, that attack
becomes a melee spell attack, and it scores a
critical hit on a roll of 19 or 20.
The flesh and its frailty have always been a ● If the spell requires a target to make a saving
source of consternation for you. By analyzing the forms throw, the target has disadvantage on that
of creatures elemental and eldritch, you have learned to saving throw.
fuse magic directly with your flesh, turning your form
into a living conduit for the spells you’ve mastered, and Spell Stride
moving beyond the limitations of the physical. Starting at 6th level, you can use magical
energies to augment your mobility. After you cast a
Glyph of Resilience spell of 1st level or higher, you can immediately move a
When you select this school at 2nd level, you number of feet equal to 5 × the spell’s level without
inscribe a series of magical sigils on or within your using movement or provoking opportunity attacks, as
flesh that you can instinctually reconfigure to protect the spell’s excess magic pulses through your body.
yourself. As a reaction when you take damage, you can You can use this feature a number of times
grant yourself resistance to the triggering damage type equal to your proficiency bonus, regaining expended
until the start of your next turn and you choose to gain uses whenever you complete a long rest.
one of the following benefits for 1 minute:
● Your next attack deals additional damage of the Arcane Absorption
triggering type equal to the amount of damage Starting at 10th level, you’ve become
you reduced with this reaction, then this effect sufficiently connected to your own magic to feed off the
ends. destructive energy you create. You can choose to fail
● Your next ability check or saving throw gains a saving throws against spells you cast. When you do, you
bonus equal to the amount of damage you take no damage from that spell and gain a number of
reduced with this reaction, then this effect ends. temporary hit points equal to the damage dealt.
● You gain resistance to the triggering damage Additionally, you ignore any other effects the spell
type for the duration or until you lose would apply to you.
concentration (as if concentrating on a spell). Once you use this feature, you can’t do so again
until you complete a short or long rest.
You can use this feature twice, and regain all expended
uses whenever you complete a short or long rest. You Mystic Perfection
gain two additional uses of this feature when you reach At 14th level, the magic infused within your
certain levels in this class: 6th level (4 uses), 10th level form has taken on a life of its own, capable of sustaining
(6 uses), and 14th level (8 uses). you past the limits of your body. Whenever you start
your turn at 0 hit points, you regain a number of hit
points equal to twice your Wizard level. Once you do so,
you can't do so again until you complete a long rest. If
you have no use of this feature remaining, you can
expend a spell slot of 5th level or higher to do so again.

Project Cosmic pg. 37


Bestiary
Bone Clam
Aurora Eel Created by: Babaganoosh
Art by: Kipp
Created by: Babaganoosh
Bone clams grow on the husks of dead gods, and
Art by: Kipp
The aurora eel is a beautiful, ribbon-like creature will wait for years to snap their shells shut on an
that feeds on ambient psychic energies and tiny unsuspecting creature and take a meal. Their vise-like
parasites. Usually a peaceful creature, they nonetheless grip has been the end of many adventurers lured to their
have a powerful psychic defense mechanism. They are deaths by the clam’s shining false pearl.
often hunted for their void bladders, which can be
processed for psychically resonant extracts. Bone Clam Small Aberration, Unaligned
Armor Class 17 (natural armor)
Hit Points 22 (4d6+2)
Aurora Eel Tiny Aberration, Unaligned Speed 0 ft.

Armor Class 13 STR DEX CON INT WIS CHA


Hit Points 2 (2d4 -1) 14 (+2) 2 (-4) 15 (+2) 2 (-4) 7(-2) 2 (-4)
Speed 20 ft., swim 30 ft.
Senses passive Perception 8
STR DEX CON INT WIS CHA Challenge ¼ (50 XP) — Proficiency Bonus +2
4 (-3) 17 (+3) 8 (-1) 2 (-4) 13 (+1) 2 (-4)
Astral Fauna. The Bone Clam doesn’t require air to breathe.
Senses passive Perception 11
Tempting lure. A mature Bone Clam grows and displays a
Challenge ⅛ (25 XP) — Proficiency Bonus +2 false pearl inside its mouth as a lure for prey.
Astral Fauna. The Aurora Eel doesn’t require air to breathe.
ACTIONS
Psychic Squeal. When the Aurora Eel takes damage, it emits
a blast of psychic energy in a 10 ft. radius. Creatures in the Clamp. Melee Weapon Attack: +4 to hit, reach 5 ft. hit: 9
area must succeed on a DC 9 Constitution saving throw or (2d6+2) piercing damage, and the target is grappled by the
take 4 (1d8) psychic damage. bone clam. The Bone Clam can only grapple one creature at
a time. The Bone Clam automatically hits if it uses this
ACTIONS attack on a target it has grappled.

Bite. Melee Weapon Attack: +0 to hit, reach 5 ft. hit: 1 REACTIONS


(1d4-3) piercing damage.
Lure Snap. The Bone Clam makes a clamp attack as a
reaction to its false pearl being touched.

Project Cosmic pg. 38


Cosmic Whale
Cosmic Whale Gargantuan Aberration, Unaligned
Created by: Pasta
Art by: Kipp Armor Class 17 (natural armor)
Found in the most remote spots of the Astral Hit Points 245 (14d20 + 98)
Plane and Limbo, cosmic whales are one of the rarest and Speed 0 ft., fly 90 ft. (hover), swim 90 ft.
most exotic species of fauna. They are often found in STR DEX CON INT WIS CHA
small familial groups, usually containing 2 to 4 adults 27 (+8) 8 (-1) 24 (+7) 4 (-3) 15 (+2) 2 (-4)
and between 0 and 5 young. Cosmic Whales are very
Damage Resistances Bludgeoning and Slashing from
protective of their young and won’t hesitate to attack non-magical attacks
when provoked, but prefer to stay far from any active Condition Immunities Prone, Grappled
regions of the Astral Plane where they are unlikely to be Senses darkvision 120 ft, passive Perception 12
disturbed. In Limbo, the Githzerai have learned how to Languages Cosmic Whale, telepathy 30 miles; but can’t speak
domesticate Cosmic Whales and use them as mounts to Challenge 14 (11,500 XP) — Proficiency Bonus +5
travel the plane, similar to the Githyanki and their
Astral Fauna. The Cosmic Whale doesn’t require air to breathe.
dragons.
Keen Senses. The Cosmic Whale has advantage on Wisdom
(Perception) checks that rely on hearing.
Siege Monster. The Cosmic Whale deals double damage to
objects and structures.

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.

Project Cosmic pg. 39


Gravity Elemental
Created by: Babaganoosh Gravity Elemental Large Elemental, Unaligned
Art by: Kipp
Gravity elementals are massive, dark-bodied Armor Class 16 (natural armor)
creatures that feed on the strands of light and gravity in Hit Points 123 (13d10+52)
the deep void. Often accompanied by inertia elementals, Speed fly 30 ft. (hover)
they are highly territorial, protecting their feeding STR DEX CON INT WIS CHA
grounds with unflinching ruthlessness. 19 (+4) 12 (+1) 18 (+4) 11 (+0) 10(+0) 5 (-3)

Saving Throws STR +7, CON +7


Damage Resistances Radiant, Bludgeoning, Slashing, and
Piercing from non-magical weapons
Damage Immunities Poison
Condition Immunities Exhaustion, Paralyzed, Petrified,
Poisoned, Unconscious
Senses blindsight 60ft., passive Perception 10
Challenge 7 (2,900 XP) — Proficiency Bonus +3

Immovable Object. The Gravity Elemental can’t be moved


against its will and its speed can’t be reduced.
Light Eater. Within 30 feet of the Gravity Elemental, bright
light is reduced to dim light, and dim light is reduced to
darkness.

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

Project Cosmic pg. 40


elemental.
Rift Makers. The behemoth can use its sickle to
cut holes through space, allowing it to teleport brief
Godskin Behemoth distances.
Created by: Tradoseo Vivoke, Derric Silverstone, & Undeen Sky Walkers. The behemoth transports itself
Art by: Tradoseo Vivoke across the astral sea in a peculiar way. Unlike any other
In the deepest reaches of the Astral Plane, the creature’s flight, it leaps from magical platforms it
Godskin Behemoths can be found feeding on the eternal creates under its feet, allowing it to propel itself through
bodies of dead gods. space.
The behemoth’s appearance is akin to an Strategic Hunters. The behemoth is a wise
emaciated canine with many eyes on either side of its hunter, despite its preference for prey that is already
head. It has four limbs with the front two ending in bony, dead. It will not choose to attack a creature larger or
long-fingered hands. It grips a crescent-shaped, more dangerous than itself, unless threatened. When it
gemstone blade that looks magically crafted from a large does hunt the living, it will watch its prey for hours from
space-rock. The behemoth is roughly 45-feet long from the shadows, waiting to pounce on any unsuspecting
head-to-tail, but only stands around 30-feet tall due to its creature while they are alone. If a fight breaks out and
hunched-over, feral posture. the behemoth is outnumbered, it will use teleportation
However, the most notable feature of the and rifts to isolate targets.
behemoth is its attire. It wears hide armor fashioned
from the skin of dead gods floating through the astral
plane.
Godhide Armor. The Godskin Behemoth wears
Godhide armor, granting it the benefits of the magic
item. If the behemoth is killed, its armor can be
harvested to create a suit of Godhide Armor for one
Large or smaller creature.

Project Cosmic pg. 41


Claw. Melee Weapon Attack: +16 to hit, reach 15 ft., Hit: 24
Godskin Behemoth Huge Aberration, Neutral Evil (3d10 + 8) slashing damage plus 11 (2d10) necrotic damage,
and the target is grappled and restrained (escape DC 24). The
Armor Class 21* (godhide armor; godhide resistance) behemoth can only have one creature grappled in each hand at
Hit Points 478 (29d12 + 290) a time.
Speed 60 ft., climb 40 ft., fly 60 ft.
Innate Spellcasting. The behemoth casts one of the following
STR DEX CON INT WIS CHA spells, requiring no spell components and using Wisdom as the
27 (+8) 18 (+4) 30 8 (-1) 25 (+7) 18 (+4) spellcasting ability (spell save DC 23, +15 to hit with spell
(+10) attack):
At will: Dimension Door, Dispel Magic, Pass Without Trace*
Saving Throws STR +16, CON +18, INT + 7, CHA +12 3/day each: Destructive Wave, Inflict Wounds (at 5th level,
Skills Perception +15, Stealth +22*, Survival +15 targeting self)
Damage Resistances Bludgeoning, Piercing, Slashing, 1/day each: Circle of Death, Fabricate, Harm
* = Cast before combat
Cold, Fire, Poison, Radiant
Damage Immunities Necrotic Vile Howl (Recharge 5-6). The behemoth unleashes a
Damage Vulnerabilities Force blood-curdling cry infused with necrotic energy. Other
Senses truesight 120 ft. — passive Perception 25 creatures within 60-feet of the behemoth must make a DC 20
Wisdom saving throw. On a failure, the creature takes 16
Languages Celestial, Deep Speech, Primordial
(3d10) necrotic damage and is frightened until the start of the
Challenge 25 (75,000 XP) — Proficiency Bonus +8 behemoth’s next turn. While a creature is frightened in this
way, it drops anything it is holding and is stunned.
Astral Fauna. The behemoth doesn’t require air to breathe.
Godhide Resistance* (3/Day). If the behemoth fails a saving LEGENDARY ACTIONS
throw, it can choose to succeed instead by draining some of the
magic from its armor. Whenever the behemoth uses a Godhide The behemoth can take 3 legendary actions, choosing from the
Resistance, its AC decreases by 1 until the use is regained. options below. Only one legendary action can be used at a time
and only at the end of another creature's turn. The behemoth
Magic Weapons. The behemoth’s weapon attacks are magical.
regains spent legendary actions at the start of its turn.
When the behemoth hits with any weapon, the weapon deals
an extra 11 (2d10) necrotic damage (included in the attack). Astral Rift (2 actions). The behemoth slashes the air with its
sickle to cast the Dimension Door spell, without requiring spell
Necrotic Absorption. Whenever the behemoth is subjected to
components.
necrotic damage, it takes no damage and instead regains a
number of hit points equal to the necrotic damage dealt. Fling. The behemoth throws a creature it has grappled with its
Claw. The creature must succeed on a DC 24 Dexterity saving
Siege Monster. The behemoth deals double damage to objects
throw or be hurled 60 feet in a direction of the behemoth's
and structures.
choice and land prone. The creature, along with any other
creature it collides with, takes 4 (1d8) bludgeoning damage for
ACTIONS every 10 feet it was thrown. On a success, the creature is
thrown half the distance and doesn’t land prone.
Multiattack. The behemoth casts one spell or uses Vile Howl,
then makes two weapon attacks using its Astral Sickle, Bite, or Swipe. The behemoth makes a Claw attack.
Claw in any combination.
Astral Sickle. Melee Weapon Attack: +16 to hit, reach 20 ft., Hit:
26 (4d8 + 8) slashing damage plus 11 (2d10) necrotic damage.
The target must make a DC 24 Strength saving throw. On a
failure, the creature is teleported into an unoccupied space up
to 60 feet from itself of the behemoth’s choice.
Bite. Melee Weapon Attack: + 16 to hit, reach 10 ft., Hit: 21 (3d8
+ 8) piercing damage plus 11 (2d10) necrotic damage. The
behemoth regains a number of hit points equal to the necrotic
damage dealt, provided it has less than half its maximum hit
points.

Project Cosmic pg. 42


Inertia Elemental
Created by: Babaganoosh Inertia Elemental Medium Elemental, Unaligned
Art by: Kipp
Inertia elementals manifest in many forms, but Armor Class 16 (natural armor)
the most common is that of a floating mass of rounded Hit Points 49 (5d10+15)
stone, surrounded by smaller fragments of similar Speed fly 20 ft. (hover)
composition. An inertia elemental emits a faint hum and STR DEX CON INT WIS CHA
often glows softly from within. 14 (+2) 12 (+1) 16 (+3) 5 (-3) 10(+0) 5 (-3)
Inertia elementals are attracted to gravity
Saving Throws STR +4, CON +5
elementals, feeding on the excess energy of their larger Damage Vulnerabilities Thunder
cousins. They are highly protective of a gravity elemental Damage Immunities Poison
they are following. Condition Immunities Exhaustion, Paralyzed, Petrified,
Poisoned, Unconscious
Senses blindsight 20ft., passive Perception 10
Challenge 3 (700 XP) — Proficiency Bonus +2

Immovable Object. The Inertia Elemental can’t be moved


against its will and its speed can’t be reduced.
False Appearance. The Inertia Elemental is indistinguishable
from a pile of rubble when not active.

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).

Project Cosmic pg. 43


Slingtail Swarm of Dagger Worms
Created by: Babaganoosh Created by: Babaganoosh
Art by: Kipp Art by: Kipp
Slingtails rove in large packs, constantly in One dagger worm is annoying. A swarm of a
search of food and trinkets. These lanky reptilians are hundred of these ravenous creatures can strip the flesh
flighty and easily startled by larger creatures. They are from a Zambuller in seconds.
curious and fascinated by shiny objects, which they use to
decorate their burrows and woo potential mates.
Swarm of Dagger Worms Medium swarm of Tiny
Aberrations, Unaligned
Slingtail Tiny Aberration, Unaligned Armor Class 13
Armor Class 11 (natural armor) Hit Points 22 (5d8)
Hit Points 1 (1d4 -1) Speed 10 ft., fly 30 ft.
Speed 30 ft.
STR DEX CON INT WIS CHA
5 (-3) 16 (+3) 9 (-1) 2 (-4) 14 (+2) 2 (-4)
STR DEX CON INT WIS CHA
7 (-1) 12 (+1) 8 (-1) 2 (-4) 10 (0) 2 (-4) Senses passive Perception 12
Senses darkvision 60 ft. Damage Resistances Piercing, Slashing
Challenge 0 (10 XP) — Proficiency Bonus +2 Condition Immunities Charmed, Frightened, Grappled,
Paralyzed, Petrified, Prone, Restrained
Astral Fauna. The Slingtail doesn’t require air to breathe. Challenge ½ (100 XP) — Proficiency Bonus +2

Astral Fauna. The Swarm of Dagger Worms doesn’t require air


ACTIONS to breathe.
Grab and Go. The Slingtail tries to grab an object weighing no Swarm. The swarm can occupy another creature’s space and
more than 2 lbs. being held or worn by a creature within 20 vice versa, and the swarm can move through any opening large
feet. The creature holding or wearing the item must make a enough for one Tiny dagger worm. The swarm can’t regain hit
DC 10 Strength saving throw. On a failure, the Slingtail grabs points or gain temporary hit points.
the object with their tail and can take its sling jump action as a
bonus action.
ACTIONS
Sling Jump. The Slingtail reaches out with its tail and grabs
onto a medium or larger object or surface up to 20 feet away Stabbing Bites. Melee Weapon Attack: +5 to hit, reach 5 ft. hit:
and pulls itself to that location. 17 (4d6+3) piercing damage, or 10 (2d6+3) piercing damage if
the swarm has half of its hit points or fewer. Additionally, 2d4
Tail Whip. Melee Weapon Attack: +1 to hit, reach 20 ft. hit: 1 dagger worms embed themselves in the target. For each
(1d4-1) slashing damage. If the target is tiny, it is grappled by embedded worm, the target takes 1 piercing damage at the end
the tail and pulled 15 feet toward the slingtail. of its turn until an action is taken to remove the worms by the
target or another creature that can reach them. One action
removes all embedded dagger worms.

Project Cosmic pg. 44


Starflayer Cortex
Starlight Consumption. A starflayer cortex
Created by: Abstrusity must feed off stars to sustain itself, separated as it is from
Art by: Abstrusity the divine power that once upheld it. A cortex typically
Even the gods are not immune to hubris, and a remains in the Far Realm for spans ranging from a year
mind need not be mortal to be driven mad. When a god to several decades until ready to feed, after which it will
of knowledge seeks to learn the deepest secrets of the Far approach a star and begin its month-long process of
Realm, that realm carves its mark into the divine consuming it. Though it does not destroy stars entirely,
intellect. If that inquiry is not checked, the knowledge its poorly-understood process of feeding leaves the light
comes at a terrible price, as the eldritch truths of the Far of a star dim, flickering, and replete with a profound
Realm corrupt the intellect of the divine, tearing it from sense of wrongness. Echoes of the stars it has fed upon
its station. The realization of its fall is enough to shatter follow it, their ragged, wavering light lashing out in
a divinity’s mind, and from these moments of profane accordance with the cortex’s will.
tragedy, a starflayer cortex can arise. Voice of Horrors. The presence of such a being is
A starflayer cortex appears as a colossal brain, far from subtle. When a cortex leaves the Far Realm to
about 40 feet in diameter and in height, with glowing feed, powerful creatures and magic users can faintly
tendrils flowing from where the brainstem once met its perceive the incoherent gibberings of the deity’s
body. A singular eye of jagged light shines from the front maddened shell echoing through the Weave.
of the brain, while the echoes of ruined stars trail in its Twisted Secrets. Despite the ruin its
wake. consumption of outer knowledge has brought on itself,
Fallen Divinity. Despite its ruined, mad nature, the cortex’s unique perspective of the divine and eldritch
the cortex is acutely aware of what it has lost, and will may hold powerful insights. Those who listen for long
seek to debase other deities to its level after having fed enough to its whispers can catch a glimpse of knowledge
on sufficient power. After consuming enough stars, it will available nowhere else in existence, though separating
strike against things held sacred by other gods, defiling something coherent from the cortex’s mutterings is a
temples, destroying sanctuary cities, task of titanic proportions.
and driving the faithful to
death or madness.

Project Cosmic pg. 45


its former divinity through its central eye, assaulting the minds
Starflayer Cortex Gargantuan Aberration, Chaotic Evil of creatures before it. Each creature in a 60-foot cone
originating from the cortex must make a DC 26 Intelligence
Armor Class 19 (natural armor) saving throw. On a failure, the creature takes 18 (4d8) psychic
Hit Points 479 (33d12 + 264) damage, and becomes charmed or frightened by the cortex (the
Speed 0 ft, fly 45 ft (hover) creature’s choice) until the end of its next turn.

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

Project Cosmic pg. 46


Tumbler Waterbear Colossus
Created by: Babaganoosh Created by: Kipp
Art by: Kipp Art by: Kipp
Tiny and covered in soft, rubbery tendrils, Bred for their size, the largest of Waterbears that
tumblers are found throughout the astral realm. They could feasibly exist, the Waterbear colossus is
are widely considered dangerous pests, because of their inconceivably massive to most of its kind, though to us
incredibly fast reproductive cycle and voracious it’s no larger than the common shrew.
appetites. After they consume all the food in a location,
they go into hibernation and drift off into the void.
Tumblers that are lucky enough to find new homes Waterbear Colossus Tiny Beast, Unaligned
before they die of starvation begin the cycle again.
Armor Class 6 (Natural Armor)
Neutered tumblers are quite affectionate and often kept Hit Points 11 (1d4+9)
as pets by elites who can afford to keep them well-fed. Speed 5 ft., 5 ft. flying (hover)

STR DEX CON INT WIS CHA


2 (-4) 3 (-4) 28 (+9) 3 (-4) 1 (-5) 1 (-5)
Tumbler Tiny Aberration, Unaligned
Senses blindsight 15ft., darkvision 150 ft., passive
Armor Class 12 (natural armor) Perception 11
Hit Points 1 (1d4 -2) Damage Vulnerabilities Slashing
Speed 10 ft. Damage Resistances Cold, Fire, Radiant
Damage Immunities Psychic
STR DEX CON INT WIS CHA Condition Immunities Charmed, Frightened, Paralyzed,
4 (-3) 15 (+2) 6 (-2) 2 (-4) 13 (+1) 2 (-4) Poison, Prone
Senses passive Perception 11 Languages Understands Common, Goblin, and Ursen but
Challenge 0 (10 XP) — Proficiency Bonus +2 can't speak
Challenge ¼ (50 XP) — Proficiency Bonus +2
Astral Fauna. The Tumbler doesn’t require air to breathe.
Astral Fauna. The Waterbear doesn’t require air to breathe.
Hibernator. The Tumbler can go into a state of hibernation,
appearing to be dead. It can survive in this state without Simple Biology. If the Waterbear moves at least 300 feet in
food or water for 10 years. a day, it gathers enough nutrients to survive the day.
Gorge. The Tumbler can eat up to 20 lbs. of food in 1 Hibernator. When this creature is reduced to 0 hit points or
minute. is killed outright by a spell or similar effect, if its body isn’t
destroyed, it is placed into a dormant state called Stasis. The
stasis ends when the creature is submerged in water,
ACTIONS receives magical healing, or once 100 days have passed.
Bite. Melee Weapon Attack: +0 to hit, reach 5 ft. hit: 1 When the stasis ends, the creature returns to life with all of
(1d4-2) piercing damage. its hit points.
Aimless Floating. The Waterbear floats up to its movement
speed in a random direction on each of its turns. Roll a d6 to
determine the direction: 1, North; 2, South; 3, East; 4, West;
5, Up; 6, Down. If the direction is blocked the Waterbear
Colossus doesn't move

ACTIONS
Bite. Melee Weapon Attack: +0 to hit, reach 5 ft. hit: 1
(1d4-2) piercing damage.

Project Cosmic pg. 47


Species (Player Races) Size. Aescera are between 4 and 10 feet tall and average
about 400 pounds. Your size is Medium.

Speed. Your base walking speed is 30 feet. You have a


Cosmic Aescera climb speed equal to your walking speed.
Created by: Kipp
Languages. You can speak, read, and write Common
Art by: Kipp
and Druidic. Additionally you can speak telepathically
As meteors slam down, pieces of the ground are
to any other Aescera that you can see within 60 feet.
lost to the sky forever, and on occasion, those pieces
contain the slightest bit of life. After crashing on a lifeless Thick Bark. The seed you once came from was the only
planet with rich soil, and with no competition, one lucky thing to survive the fiery entry onto the planet's
seed began to prosper and over time, gain sentience. surface. You have resistance to fire damage.
Communities began to form, nations rose and fell, and
after many years they figured out how to travel into the Citrus Fruit. You grow magical fruit from your head. As
stars, and now the Aescera exist as one of the widest an action, you can remove a fruit and throw it at a
spread organisms in the Astral plane. creature within 30 feet. You make a ranged weapon
attack using your Strength or Dexterity modifier for the
Cosmic Aescera Traits attack roll (whichever is higher). On a hit, the acid
Ability Scores. Choose one of: (a) Choose any +2; begins to coat their wounds, the target regains 1d4 hit
choose any other +1 (b) Choose any +1; choose any points or takes 1d6 acid damage (your choice).
other +1; choose any other +1
(Quick Build) Constitution +2; Wisdom +1 You have a number of fruit equal to your proficiency
bonus and you regrow any expended fruit whenever
Creature Type. You are a plant. you complete a long rest.
Age. The Aescera reach adulthood around the age of 20, Photosynthesis. Due to your plant-based physiology,
and can live to be 120 years old. you gain the following benefits:
● You don’t need to sleep and magic can’t put you
to sleep.
● When you take a long rest, you must spend at
least 6 hours in an inactive, motionless state,
instead of sleeping. In this state, you appear
inert, but aren’t unconscious.
● You don't need food to survive, but you need to
consume twice the necessary amount of water
throughout the day.
● If you spend the duration of a short rest in
direct sunlight, you gain 1d6 + your proficiency
bonus temporary hit points. If you spend at
least 4 hours during a long rest in direct
sunlight, you gain 2d6 + your proficiency bonus
temporary hit points.

Project Cosmic pg. 48


Dustborn
Created by: Quelqu'un d'autre
Art by: Kipp
“Life breaks free. Life expands to new territories.
Painfully, perhaps even dangerously. But life finds a way.”
-Michael Crichton
Dustborn come to life when small
agglomerations of stardust—the universal component of
everything—gains sentience after major arcane
perturbations of the cosmos. Their bodies are humanoid
in shape but also translucent with faux organs made of
scattered stardust. More than just making them sparkle
in the light, this stardust maintains the dustborn's
otherworldly connection to all matter and allows them to
sense any disturbance in their immediate surroundings.
After their birth, dustborn often drift for years in
the void before reaching civilization. As a result, they
tend to be calm and prone to daydreaming.

Dustborn Traits Spatial Awareness. You have blindsight with a range of


Ability Scores. Choose one of: (a) Choose any +2; 10 feet. Within that range, you can effectively see
choose any other +1 (b) Choose any +1; choose any anything that isn't behind total cover, even if you're
other +1; choose any other +1 blinded or in darkness. Moreover, you can see an
(Quick Build) Wisdom +2; Constitution +1 invisible creature within that range, unless the creature
Age. The Dustborn reach adulthood around the age of successfully hides from you.
20, and can live to be 1000 years old. Astral Resilience. You don't need to eat, drink, or
Creature Type. You are a humanoid. breathe.

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.

Project Cosmic pg. 49


● You can spend 4 hours unconscious when
taking a long rest, instead of sleeping.

This effect ends if the object or creature takes damage,


in which case you take the same amount of damage as
force damage and reappear in an unoccupied space
within 10 ft of it. You can’t use this feature if you are
grappled or restrained.

Project Cosmic pg. 50


Psy-Starred Lineage
Created by: Derric Silverstone
Art by: Kipp
Psy-Starred creatures have had a psionic crystal
embedded into their forehead, granting them strange
new abilities.

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

Creature Type. You are a humanoid.

Size. You are Medium or Small (choose when you select


this lineage).

Speed. Your walking speed is 30 feet.

Languages. You can speak, read, and write Common


and one other language of your choice.

Ancestral Legacy. If you replace a species with this


lineage, you can keep the following elements of that
species: any skill proficiencies you gained from it and
any climbing, flying, or swimming speed you gained
from it. Psion’s Spells. You know the mind sliver cantrip.
If you don’t keep any of those elements or you Starting at 3rd level, you can cast the hideous laughter
choose this lineage at character creation, you gain spell with this trait. Starting at 5th level, you can also
proficiency in two skills of your choice. cast the mind spike spell with this trait. Once you cast
hideous laughter or mind spike with this trait, you can’t
Mind Crystal. You have resistance to Psychic damage.
cast that spell with it again until you finish a long rest.
As a bonus action, you can focus on your Mind Crystal
You can also cast either of those spells using any spell
and light it. It sheds bright light for 10 feet, and dim
slots you have of the appropriate level.
light for another 10 feet. The Mind Crystal remains lit
until you use a bonus action to extinguish it. Intelligence, Wisdom, or Charisma is your spellcasting
ability for these spells when you cast them with this
Opened Mind. You have telepathy out to a range of 10
trait (choose when you select this race).
feet. Whenever you make an Insight check against a
creature in this area, you can add a d6 to the result as
your mind’s crystal lights up to probe the target.

Project Cosmic pg. 51


Speed. Your walking speed is 30 feet.
Sky Child
Languages. You can speak, read, and write Common,
Created by: Derric Silverstone
Art by: Kipp
Deep Speech, and one other language.
Sky Children tend to look similar to humans with Darkvision. You can see in dim light within 60 feet of
slightly paler skin and hair and often have you as if it were bright light, and in darkness as if it
metallic-looking eyes. They are divided into two subraces were dim light. You can’t discern color in darkness, only
based on the identity of their heavenly ancestor: Star shades of gray.
Child and Void Child.
Innate Spellcasting. Starting at 3rd level, you can cast
Sky Child Traits the Magic Missile spell once with this trait. Starting at
Ability Scores. Choose one of: (a) Choose any +2; 5th level, you can cast the Detect Thoughts spell with
choose any other +1 (b) Choose any +1; choose any this trait. Once you cast Magic Missile or Detect
other +1; choose any other +1 Thoughts with this trait, you can’t cast that spell with it
(Quick Build) +2 Wisdom; +1 Charisma again until you finish a long rest. You can also cast
either of those spells using any spell slots you have of
Age. Sky Children mature at about the same rate as
the appropriate level.
humans and reach adulthood in their late teens. They
Intelligence, Wisdom, or Charisma is your
live somewhat longer than humans do, up to 250 years.
spellcasting ability for these spells when you cast them
Creature Type. You are a humanoid. with this trait (choose when you select this race).
Size. Your size is Medium or Small (choose when you Star Child
select this species). The infinity of the cosmos and the complex
patterns of the stars have imprinted on your mind. Star
Children tend to be somewhat arrogant in their
knowledge and prefer the solitude of contemplation over
the company of others.

Thought Weapon. You know the Mind Sliver cantrip


and you gain proficiency in the Insight skill. Your
spellcasting ability for this spell is the ability you chose
for your Innate Spellcasting trait.

Steel Mind. You are immune to magic that allows other


creatures to read your thoughts, determine whether
you are lying, know your alignment, or know your
creature type. Creatures can telepathically
communicate with you only if you allow it.

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.

Silence Speaker. You know the Message cantrip and


you gain proficiency in the Stealth skill. Your
spellcasting ability for this spell is the ability you chose
for your Innate Spellcasting trait.

Project Cosmic pg. 52


Nightwalker. While you are in dim light or darkness,
you gain the following benefits:
● Your weight is halved.
● Your jump distance is doubled.
● You can reduce any fall damage you take by an
amount equal to 5 times your proficiency
bonus.

Project Cosmic pg. 53


Speed. Your base walking speed is 30 feet.
Swarmling
Creature Type. You are a Monstrosity.
Created by: Tradoseo Vivoke
Art by: Kipp Languages. You can speak, read, and write Common.
A Swarmling is a humanoid-shaped swarm of
bugs that shares a collective consciousness and Immutable. You have advantage on saving throws
personality. They have the ability to disguise themself as made against spells or effects that would change your
a normal humanoid, but after some investigating, it form, such as the Polymorph spell.
becomes clear there is something more sinister afoot. Swarm Form. As an action, you can disperse yourself
Swarmling Traits into a swarm of bugs until you use a bonus action to
Ability Scores. Choose one of: (a) Choose any +2; revert back to your original form. While in this form,
choose any other +1 (b) Choose any +1; choose any you gain the following benefits:
other +1; choose any other +1 ● Your movement speed is halved and you can
(Quick Build) Strength +1; Dexterity +1; Constitution +1 squeeze through a space as narrow as 1 inch
wide. When you reach 3rd level, you gain a
Age. You reach maturity around 2 years old and can live climb speed equal to half your walking speed.
up to around 100 years of age. At 5th level, you gain a fly speed equal to half
your walking speed.
Alignment. A Swarmling is usually chaotic and rarely
● You can’t be grappled, restrained, or knocked
abides by the laws of civilization.
prone.
Size. Your size is Medium or Small (choose when you ● You can enter and occupy the space of another
select this species). creature. While you are sharing a space with
another creature, your swarm can bite that
creature, which counts as an unarmed strike.
You add your Constitution, instead of your
Strength modifier, to the attack and damage
rolls when you attack with this bite. It deals 2d4
piercing damage on a hit, or 1d4 piercing
damage if you are at half your hit points or
fewer on a hit.
● You can’t talk or manipulate objects, preventing
you from making attacks with weapons or
performing verbal or somatic components for
spells.

You can remain in this form for a number of minutes


equal to your proficiency bonus, all at once or in
shorter intervals, each using a minimum of 1 minute. If
you are transformed when the duration expires, your
form reverts automatically at the start of your next
turn. You regain any expended minutes whenever you
complete a long rest.

Unsettling. You are proficient in the Intimidation skill.

Project Cosmic pg. 54


Swarmling Flaw. You can choose a flaw to gain or
determine it randomly by rolling a d10, as shown on
the Swarmling Flaw table below.
Swarmling Flaw
d10 Flaw
1 Bees. While you're angered, the buzzing of tiny
wings can be heard from you.
2 Beetles. Your thoughts are very simple and it
takes a few tries before you realize something is
impossible.
3 Butterflies. You have an insatiable craving for
anything sweet.
4 Crickets. Your prolonged silences are
interrupted by the sounds of chirping.
5 Fireflies. Sometimes when you talk, parts of
you start to flicker and glow.
6 Flies. Sometimes a group of bugs will separate
from you, fly around, and then return.
7 Moths. You are easily distracted by bright lights
and pretty colors.
8 Roaches. The smell of rotting food or meat is
alluring, rather than repulsive.
9 Spiders. You are obsessed with tying up
anything you can get your hands on.
10 Worms. You smell like a moldy bag of dirt and
compost.

Project Cosmic pg. 55


Ursen
Created by: Tradoseo Vivoke
Art by: Kipp
The Ursen are a strong species of intelligent,
bipedal bears that prefer to live in tribes. The Ursen are
renowned for their physical might and tough warriors..

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

Age. Ursen reaches maturity around 12 years old and


can live up to around 80 years of age.

Alignment. Ursen are usually faithful to the strict


rulings within their tribe, making them Lawful.

Size. Ursen are quite big in stature, usually standing


between 7 to 8 feet tall. Your size is medium.

Random Height and Weight.


Base Base Height Weight
Height Weight Modifier Modifier
6’6” 205 lbs. 2d12” × 1d8 lbs Arctic
Speed. Your walking speed is 30 feet. Arctic Acclimated. You have resistance to cold damage
and you ignore difficult terrain created by ice or snow.
Creature Type. You are a humanoid. You can tolerate temperatures as low as -50 degrees
Languages. You can speak, read, and write Common, Fahrenheit without any additional protection.
Ursen, and one language of your choice. Icy Retribution. Whenever you take damage from a
Ursen Claws. You have sharp claws on each hand that creature you can see while you have temporary hit
can be used to make unarmed attacks. Attacks made points, that creature also takes an amount of cold
with your claws deal 1d6 + your Strength modifier damage equal to your proficiency bonus.
slashing damage.
Forest
Deep Sleeper. If you spend at least 8 hours sleeping Deceptively Quick. Your movement speed is increased
during a long rest, you can roll a number of d6s equal to to 35 feet. While you have temporary hit points, you can
your proficiency bonus. You gain temporary hit points take the Dash action as a bonus action on your turn and
equal to the total total rolled. your movement is unaffected by non-magical difficult
terrain.
Keen Senses. You gain proficiency in the Perception
skill. Also, you can detect whether a substance is edible Terrain Trained. You gain a climb speed or a swim
or poisonous through smell. speed equal to your walking speed (choose when you
select this species).
Subspecies. Choose one subspecies from Arctic, Forest,
Jungle, and Monstrous.

Project Cosmic pg. 56


Jungle
Rebounding Flesh. Once per turn whenever you are hit
with a melee attack, you can push the attacker 5 feet
away from you, provided that it is one size larger than
you or smaller.

Thick Skin. While you have temporary hit points, you


gain a +1 bonus to your AC.

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.

Feathers and Frenzy. While you have temporary hit


points, you can use a bonus action to leap upward a
number of feet equal to 5 × your proficiency bonus
without provoking attacks of opportunity. After this
leap, you can glide 5 feet horizontally for every 5 feet
you fall. If you fall 30 feet or less after this leap, you
take no damage from the fall.

Project Cosmic pg. 57


spell slot. Once you cast either of these spells in
Feats this way, you can't cast that spell in this way
again until you finish a long rest. You can also
cast these spells using spell slots you have of
Aerial Ace the appropriate level. The spells' spellcasting
Created by: Tradoseo Vivoke ability is the ability increased by this feat.
Prerequisites: Dexterity 13 or higher
You’ve honed your reflexes and have mastered Gravity Deviant
aerial maneuvers. You gain the following benefits:
● Increase your Dexterity or Wisdom score by 1, Created by: Tradoseo Vivoke
to a maximum of 20. You have studied the physical nature or magical
● While you have a flying speed, your flying speed influence that generates gravity and have learned
increases by 10 feet. Also, as a bonus action on methods to defy its laws, granting you the following
your turn while you are flying, you can begin benefits:
moving unpredictably. Until the start of your ● You gain proficiency in the Acrobatics skill. If
next turn, any ranged attack rolls made against you were already proficient, your proficiency
you have disadvantage. These benefits apply to bonus is doubled for any ability check you make
any flying creature you are mounted on or any using the proficiency.
flying vehicle you control. ● Being Weightless doesn’t impose disadvantage
on your melee attack rolls.
● As a bonus action on your turn, you can make
Aquan Touched yourself Weightless until the end of your turn. If
Created by: Tradoseo Vivoke you end your turn in the air, you harmlessly fall
Your exposure to the elemental plane of water back to the ground. You can use this bonus
has changed you, granting you the following benefits: action a number of times equal to your
● Increase your Intelligence, Wisdom, or proficiency bonus, regaining expended uses
Charisma score by 1, to a maximum of 20. whenever you complete a long rest.
● You learn the Create or Destroy Water and Hold
Person spells. You can cast each of these spells Ignan Touched
without expending a spell slot. Once you cast
either of these spells in this way, you can't cast Created by: Tradoseo Vivoke
that spell in this way again until you finish a Your exposure to the elemental plane of fire has
long rest. You can also cast these spells using changed you, granting you the following benefits:
spell slots you have of the appropriate level. The ● Increase your Intelligence, Wisdom, or
spells' spellcasting ability is the ability Charisma score by 1, to a maximum of 20.
increased by this feat. ● You learn the Burning Hands and Flame Blade
spells. You can cast each of these spells without
expending a spell slot. Once you cast either of
Auran Touched these spells in this way, you can't cast that spell
Created by: Tradoseo Vivoke in this way again until you finish a long rest. You
Your exposure to the elemental plane of air has can also cast these spells using spell slots you
changed you, granting you the following benefits: have of the appropriate level. The spells'
● Increase your Intelligence, Wisdom, or spellcasting ability is the ability increased by
Charisma score by 1, to a maximum of 20. this feat.
● You learn the Jump and Shatter spells. You can
cast each of these spells without expending a

Project Cosmic pg. 58


spells is your Intelligence, Wisdom, or Charisma
Magnificent Metabolism
(choose when you take this feat).
Created by: Tradoseo Vivoke
Your body has developed or has been changed Terran Touched
to enhance your metabolic functions. You gain the
following benefits: Created by: Tradoseo Vivoke
● Increase your Constitution score by 1, to a Your exposure to the elemental plane of earth
maximum of 20. has changed you, granting you the following benefits:
● You can spend half the necessary amount of ● Increase your Intelligence, Wisdom, or
hours sleeping or meditating during a long rest Charisma score by 1, to a maximum of 20.
to gain the rest's benefits. ● You learn the Earth Tremor and Spike Growth
● You have advantage on Constitution saving spells. You can cast each of these spells without
throws made to resist suffering a level of expending a spell slot. Once you cast either of
exhaustion. these spells in this way, you can't cast that spell
● If you consume the necessary amount of food in this way again until you finish a long rest. You
and water needed for the day, you regain all can also cast these spells using spell slots you
expended hit dice whenever you complete your have of the appropriate level. The spells'
next long rest, instead of only half. spellcasting ability is the ability increased by
this feat.
Primal Touched
Unguarded Body
Created by: Tradoseo Vivoke
Your exposure to primordial magic has changed Created by: Tradoseo Vivoke
you, granting you the following benefits: Through magical means or excessive training,
● Increase your Constitution or Wisdom score by you gain the ability to protect yourself without
1, to a maximum of 20. requiring armor. While you are not wearing armor or
● You learn the Primal Savagery cantrip. You also wielding a shield, your AC equals 10 + your Dexterity
learn the Animal Friendship spell, which you can modifier + your proficiency bonus.
cast once without expending a spell slot. Once
you cast Animal Friendship in this way, you can’t Void Touched
cast the spell again until you complete a long
Created by: Babaganoosh
rest. You can also cast this spell using spell slots
Prerequisites: The ability to cast spells
you have of the appropriate level. The
You learn the Void Gaze cantrip. You also learn
spellcasting ability of these spells is the ability
the Anchor and Hook spells, each of which you can cast
increased with this feat.
once without spending a spell slot. Once you cast
Anchor or Hook in this way, you can’t do so again until
Star Touched you finish a long rest. You can also cast these spells
Created by: Babaganoosh using spell slots you have of the appropriate level.
Prerequisites: The ability to cast spells These spells use your Intelligence, Wisdom, or
You learn the Hearty Radiance cantrip. You also Charisma for the spellcasting ability (choose when you
learn the Star Mote and Vapor Cloak spells, each of take this feat).
which you can cast once without spending a spell slot.
Once you cast Star Mote or Vapor Cloak in this way, you
can’t do so again until you finish a long rest. You can
also cast these spells using spell slots you have of the
appropriate level. The spellcasting ability of these
Project Cosmic pg. 59
Charm of Sage Resistance
Supernatural Blessings
Created by: Tradoseo Vivoke
and Charms You gain a +1, +2, or +3 bonus to AC
(determined by the DM). As a reaction whenever you
fail a saving throw made to resist a spell, you can
Blessing of the Elder Brain choose to succeed instead. When you do so—and each
day at dusk—the AC bonus granted by this charm
Created by: Tradoseo Vivoke
decreases by 1. Once the bonus to your AC from this
The top of your cranium distends to fit your
effect reaches 0, this charm ends.
enlarged brain. You gain resistance to psychic damage.
In addition, you can cast the Sending spell once without
returning any components. You regain the ability to cast Charm of the Chrysalis
this spell when you finish a long rest. Created by: Tradoseo Vivoke
Immediately after you die, you are returned
Blessing of the Elemental Avatar back to life as if the Reincarnate spell was cast on you.
Your new body bursts from the inside of your previous
Created by: Tradoseo Vivoke
one, then this charm ends.
Whenever you channel magic, primordial
energy glows behind your eyes and through your skin.
You learn the Control Flames, Gust, Mold Earth, and
Shape Water cantrips. The spellcasting ability of these
spells is your Constitution. Whenever you deal damage
Epic Boons
with a spell, you can change the damage type that the
spell deals to acid, bludgeoning, cold, fire, lightning, Boon of Giantkin
piercing, or thunder damage (choose when you cast the
Created by: Tradoseo Vivoke
spell).
You become a Large creature. Whenever you
deal damage with a melee weapon, you deal an extra
Solar Blessing 1d6 bludgeoning damage on a hit.
Created by: Tradoseo Vivoke
You radiate the heat of a fiery sun, creating a Boon of the Astromancer
shimmering cloak of protective magic around you. You
Created by: Tradoseo Vivoke
gain resistance to cold damage. Also, any creature
You gain a 1st, 2nd, and 3rd level spell slot, in
within 5 feet of you that hits you with a melee attack
addition to any spell slots you already have. Also, you
takes 1d6 fire damage.
learn the Vapor Cloak, Star Mote, and Comet Trail spells.
The spellcasting ability for these spells is your
Void Blessing Intelligence, Wisdom, or Charisma (your choice).
Created by: Tradoseo Vivoke
Even in darkness, you can sense the presence of Boon of the Blazing Soul
life twinkling like a star in the night sky. You gain
Created by: Tradoseo Vivoke
blindsight out to a range of 30 feet. You also gain a +2
You have immunity to fire damage. You can also
bonus on Wisdom (Perception) checks to detect
cast Investiture of Flame (save DC 15) at will, without
creatures inside the range of your blindsight.
using a spell slot or any components.

Project Cosmic pg. 60


Boon of the Gale Soul
Created by: Tradoseo Vivoke
You take no damage from falling and if you fall
10 or more feet, you can travel 10 feet horizontally for
every 5 feet you fall. You can cast Gust of Wind and
Investiture of Wind (save DC 15) at will, without using a
spell slot or any components.

Boon of the Stone Soul


Created by: Tradoseo Vivoke
You have immunity to the petrified condition.
You can also cast Investiture of Stone (save DC 15) at
will, without using a spell slot or any components.

Boon of the Wave Soul


Created by: Tradoseo Vivoke
You can cast Create/Destroy Water and
Investiture of Ice (save DC 15) at will, without using a
spell slot or any components.

Project Cosmic pg. 61


Void Gaze
Spells Created by: Babaganoosh
Conjuration Cantrip
Casting time: 1 Action
0 Cantrips Range: 90 Feet
Duration: Instantaneous
Gravity Trick
Created by: Abstrusity Components: V, S, M (a pinch of coal dust)
Evocation Cantrip Your eyes flash with the infinite darkness of the
Casting time: 1 Action void, boring into the psyche of a creature you can see
Range: Touch within range. The target must make a Wisdom saving
Duration: Concentration, up to 1 minute throw. On a failure, the target takes 1d6 psychic damage
Components: S, M (a moonstone) and falls prone.
You touch a Tiny object weighing 5 pounds or At Higher Levels. This spell’s damage increases by 1d6
less, temporarily flattening its connection to spacetime. when you reach 5th level (2d6), 11th level (3d6), and
For the duration, the object is Weightless and 17th level (4d6).
unaffected by gravity. The object can be thrown to Classes: Cleric, Druid, Ranger, Sorcerer, Warlock, Wizard
attack a creature or fired from an applicable weapon,
and doesn’t impose disadvantage when used to attack
at long range in this way.
Alternatively, if you throw the object in a 1st level
direction rather than at a specific target, it flies
harmlessly in that direction up to 100 feet each round, Glassy Path
until the spell ends. Created by: Abstrusity
Classes: Artificer, Sorcerer, Wizard Level 1 Conjuration
Casting time: 1 Action
Range: 10 feet
Hearty Radiance
Created by: Tradoseo Vivoke
Duration: Concentration, up to 10 minutes
Transmutation Cantrip Components: V, S, M (a square pane of glass or crystal)
Casting time: 1 Action A thin, translucent path forms beneath the feet
Range: Self (15-foot line) of a willing creature within range, tangible only to that
Duration: Instantaneous creature. For the duration, if the target moves into a
Components: S, M (a spell focus or weapon worth at space that would cause it to fall, it can stand on and
least 1 sp) move horizontally across that space as though it were
You can channel the positive energy of your life solid ground instead.
force through the object used in this casting and project In an area with no gravity or minimal gravity,
it forward. A 20-foot long and 5-foot wide spiraling the path exerts a gravitational force sufficient to allow
beam of radiance is shot in a direction you choose. Each the creature to walk as normal.
creature in the line must make a Dexterity saving The path can be disrupted by damage to the
throw. On a failure, the creature takes 1d6 radiant area below the creature’s feet. The path has an AC of 12,
damage. If you have more than half your total hit points 20 hit points, and vulnerability to bludgeoning and
remaining, the line’s length is doubled (40-foot long). thunder damage. When reduced to 0 hit points, the
At Higher Levels. This spell’s damage increases by a d6 path breaks and the spell ends for that creature.
whenever you reach 5th level (2d6), 11th level (3d6), At Higher Levels. When you cast this spell
and 17th level (4d6). using a spell slot of 2nd level or higher, you can target
Classes: Artificer, Bard, Cleric, Sorcerer, Wizard an additional creature for each slot level above 1st.
Classes: Artificer, Cleric, Ranger, Wizard

Project Cosmic pg. 62


Vapor Cloak Hook
Created by: Babaganoosh Created by: Babaganoosh
Level 1 Conjuration Level 2 Evocation
Casting time: 1 Action Casting time: 1 Action
Range: Touch Range: 120 Feet
Duration: 8 hours Duration: Concentration, up to 1 minute
Components: V, S, M (a vial of mercury) Components: V, S, M (an iron hook)
A thin current of warm air flows around a You manipulate waves and threads of gravity to
creature you touch. The current of air is breathable and pull at a creature or object you can see in range. The
constantly renews itself, providing all the air necessary target must make a Strength saving throw. On a failure,
to sustain a creature for the duration of the spell. The they are pulled 20 feet toward you or pushed 20 feet
air is not affected if the creature is submerged in water away from you.
or other airless environments. On subsequent turns, you can use your action to target
At Higher Levels. When you cast this spell using a spell a new creature or object with this effect.
slot of 2nd level or higher, you can target an additional Classes: Bard, Cleric, Paladin, Wizard
creature for each slot level above 1st.
Classes: Artificer, Cleric, Druid, Ranger, Sorcerer, Star Mote
Warlock, Wizard Created by: Babaganoosh
Level 2 Evocation
Casting time: 1 Action
Range: 120 Feet
2nd level Duration: Instantaneous
Components: V, S, M (a silver ring)
Anchor A tiny speck of brilliant starlight streaks out at a
Created by: Babaganoosh target you can see in range. Make a ranged spell attack
Level 2 Conjuration against the target. On a hit, you deal 2d10 radiant
Casting time: 1 Action damage, and the target must make a Constitution
Range: 60 Feet (15 ft. radius) saving throw. On a failure, they are blinded for 1
Duration: Concentration, up to 1 minute minute.
Components: V, S, M (an iron ball) A creature blinded by this spell can repeat their saving
The pull of gravity intensifies around a point throw at the end of each of their turns, ending the effect
you choose within range. That point becomes the on a success.
center of gravity for a 15-foot radius centered on the At Higher Levels. When you cast this spell using a spell
point. Creatures that start their turn in the area or slot of 3rd level or higher, the damage you deal on a hit
enter it for the first time on their turn must make a is increased by 1d10 for each spell slot level above 2nd.
Strength saving throw. On a failure, they fall toward the Classes: Bard, Cleric, Paladin, Sorcerer, Warlock, Wizard
point until the start of their next turn. Unsecured
objects in the area fall toward the point.
Classes: Artificer, Bard, Sorcerer, Warlock, Wizard

Project Cosmic pg. 63


3rd level 4th level
Comet Tail Aurora
Created by: Babaganoosh Created by: Babaganoosh
Level 3 Conjuration Level 4 Conjuration
Casting time: 1 action Casting time: 1 action
Range: Self Range: 60 Feet (30 ft. cube)
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute
Components: V, S, M (a vial of smoke) Components: V, S, M (a pinch of gem dust)
A halo of freezing vapor surrounds and Brilliant, swirling lights weave through a
energizes you. Your walking speed increases by 10 feet. 30-foot cube centered on a point within range.
When you move at least 20 feet in a straight line and Creatures that start their turn in the cube’s area or
end your movement within 5 feet of a creature, you can enter it for the first time on their turn must make a
use your bonus action to force them to make a Constitution saving throw. On a failure, they are blinded
Dexterity saving throw. On a failure, the creature takes until this spell ends.
4d6 cold damage, or half as much on a success. Creatures blinded by this spell can repeat their
At Higher Levels. When you cast this spell using a spell saving throw at the end of their turns, ending the effect
slot of 4th level or higher, the damage you deal is on a success.
increased by 1d6 for each spell slot level above 3rd. Classes: Cleric, Druid, Ranger, Sorcerer, Wizard
Classes: Druid, Ranger, Sorcerer, Wizard
Misty Gaol
Created by: Tradoseo Vivoke
Crush Level 4 Abjuration
Created by: Babaganoosh
Casting Time: 1 action
Level 3 Evocation
Range: 10 feet (15 ft. radius sphere)
Casting time: 1 Action
Duration: Concentration, up to 1 minute
Range: 60 Feet
Components: S, M (a silver lockbox worth 50 gp filled
Duration: Concentration, up to 1 minute
with water)
Components: V, S, M (a preserved crow talon)
You toss the lockbox used in part of this casting
Fingers of invisible energy reach out and
on the ground in an unoccupied space within range,
attempt to grab a creature you can see in range. The
then the box opens and creates a 15 foot radius sphere
target must make a Strength saving throw. On a failure,
of swirling, silvery mist centered on the lockbox. You
they are restrained and take 4d6 bludgeoning damage.
and one other creature of your choice inside the sphere
On subsequent turns, you can use your bonus action to
are protected by the mist. All other creatures inside the
squeeze the target again, dealing 4d6 bludgeoning
area must make a Strength saving throw or be moved to
damage. An affected creature or another creature that
the nearest unoccupied space outside the sphere (a
can touch them can make a Strength check against your
creature can choose to fail). If the protected target is
spell save DC, ending the spell on a success.
unwilling, it can try to close the lockbox whenever you
At Higher Levels. When you cast this spell using a spell
cast the spell—and as an action on subsequent
slot of 4th level or higher, the damage you deal is
turns—by making a Strength check against your spell
increased by 1d6 for each spell slot level above 3rd.
save DC, ending the spell on a success.
Classes: Druid, Ranger, Sorcerer, Warlock
The sphere’s surface is opaque, blocking vision
into or out of the sphere. The edge of the mist prevents
any outside creature or object from entering the area,
and creatures protected by the mist can’t leave the area
for the duration of the spell.
Classes: Artificer, Paladin, Ranger
Project Cosmic pg. 64
5th level 6th level
Entropic Degeneration Gravity Shroud
Created by: Abstrusity Created by: Babaganoosh
Level 5 Transmutation Level 6 Conjuration
Casting time: 1 action Casting time: 1 action
Range: 30 feet Range: Self
Duration: Instantaneous Duration: Concentration, up to 1 minute
Components: V, S, M (a pinch of marble or glass dust) Components: V, S, M (an iron figurine of a hand)
You unleash a torrent of entropic force against a You bend gravity to your will and wrap yourself
creature within range. The target must make a with its ebb and flow like a cloak. You gain the following
Constitution saving throw. On a failure, the target takes benefits for the duration of the spell:
4d8 force damage and 4d8 necrotic damage, or half as ● You take no damage from falling, and if you
much damage on a success. begin falling, you can use your reaction to stop
On a failed save, the target’s form is rendered yourself and hover in place until the end of your
unstable. Whenever that creature makes an attack roll, next turn instead.
ability check, or saving throw, that creature suffers a -1 ● You can carry objects or creatures weighing up
penalty to the roll, or a -2 penalty if it has half its hit to 2000 pounds without effort.
points or fewer. This effect lasts until the target ● As an action, you can force a creature you can
completes a long rest. see within 60 feet to make a Strength saving
At Higher Levels. When you cast this spell using a spell throw. On a failure, their movement speed is
slot of 6th level or higher, the force and necrotic reduced to 0 until the end of your next turn.
damage you deal increases by 1d8 for each slot level ● When you are hit with a melee attack, you can
above 5th. use your reaction to force the attacker to make
Classes: Sorcerer, Warlock a Strength saving throw. On a failure, you can
push them 20 feet in any direction.
Void Bones Classes: Cleric, Sorcerer, Warlock, Wizard
Created by: Babaganoosh
Level 5 Transmutation
Casting time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes
Components: V, S, M (a piece of coal)
You infuse your body with the darkness of the
void and gain the following benefits for the duration:
● When a creature moves within 5 feet of you for
the first time on its turn or starts their turn
there, it must succeed on a Constitution saving
throw or take 10 psychic damage.
● You can’t be paralyzed, stunned, or moved
against your will.
● As an action you can touch a creature and force
it to make a Constitution saving throw. On a
failure, it takes 5d8 psychic damage and is
paralyzed until the start of your next turn.
Classes: Paladin, Sorcerer, Warlock
Project Cosmic pg. 65
7th level Rock Storm
Created by: Babaganoosh
Permanence Level 7 Evocation
Created by: Tradoseo Vivoke Casting time: 1 action
Level 7 Enchantment Range: 120 feet (40 ft. cube)
Casting time: 1 minute Duration: Instantaneous
Range: Touch (Self, see below) Components: V, S, M (a handful of stones)
Duration: Concentration, up to 12 hours You summon a hail of boulders to crush your
Components: V, S, M (a slab of obsidian glass worth enemies. Choose a 40-foot cube in range and designate
1000 gp per level of the chosen spell, which is one side of the cube as the direction the boulders will
consumed by the spell) hurtle in. Creatures in the area must make a Dexterity
This spell makes another spell’s duration saving throw. On a failure, they take 10d10 bludgeoning
permanent. When you cast this spell, you touch a damage and are pushed 20 feet toward the side of the
creature or object and gain knowledge of each spell cube you designated. On a success they take half as
affecting the target. You choose one spell affecting the much damage and are not pushed.
target with a duration of 1 minute or longer and extend Classes: Cleric, Sorcerer, Warlock, Wizard
its effect by the duration of this spell. If you maintain
concentration for the full duration of this spell, the 8th level
effects become permanent or until it is dispelled by the
Dispel Magic spell, an anti-magic field, or similar effect. Comet
Alternatively, when you cast this spell, you can Created by: Babaganoosh
also cast one spell that you know with a duration of 1 Level 8 Evocation
minute or longer on yourself, expending an additional Casting time: 1 action
spell slot of an appropriate level for the selected spell. Range: 300 feet (50 ft. radius)
The additional spell's duration becomes that of Duration: Instantaneous
Permanence. If you maintain concentration on this spell Components: V, S, M (a platinum sphere worth at least
for the full duration, its effect becomes permanent. The 100 gp)
permanent spell can be ended if you dismiss it as an A massive comet streaks down and explodes at
action or you die. If your permanent spell is dispelled a point you designate in range. Creatures within a
by the Dispel Magic spell, an anti-magic field, or similar 50-foot radius of that point must make a Dexterity
effect, the effects of the permanent spell are suppressed saving throw. On a failure, they take 10d6 bludgeoning
until you complete a long rest. damage and 10d6 cold damage, and they are pushed 30
A creature can only be affected by one feet away from the point of impact, knocked prone, and
Permanence effect at a time and the level of the are stunned until the start of your next turn. On a
permanent spell can’t exceed the target’s proficiency success, they take half as much damage and are not
bonus. pushed, knocked prone, or stunned.
Classes: Bard, Cleric, Sorcerer, Wizard. Classes: Cleric, Sorcerer, Warlock, Wizard

Project Cosmic pg. 66


Pocket Monster 9th level
Created by: Tradoseo Vivoke
Level 8 Transmutation Star Heart
Casting time: 1 action Created by: Babaganoosh
Range: 30 feet Level 9 Transmutation
Duration: Concentration, up to 1 minute Casting time: 1 action
Components: S, M (a tiny metal vessel worth at least Range: Self
200 gp) Duration: Concentration, up to 10 minutes
You throw the object used as the material Components: V, S, M (metal ore from a space rock
component of this casting at a monster you wish to worth 500 gp)
capture. You make a ranged spell attack against an You tap into the power of a star and pour its
aberration, celestial, elemental, dragon, fey, fiend, boundless energy into your mortal body. You gain the
monstrosity, ooze, or undead creature within the range following benefits for the duration of the spell:
of this spell. On a hit, the target is forced into a ● You gain immunity to cold and radiant damage
demiplane inside of the vessel and it becomes and can’t be blinded.
incapacitated. ● You gain a flying speed of 60 feet and can hover.
For the duration of the spell, the target makes a ● When another creature moves to within 15 feet
Constitution saving throw at the end of each of its of you for the first time on its turn or starts its
turns. The target has disadvantage on this saving throw turn within 15 feet of you, it must make a
if it has half its maximum hit points remaining or fewer. Constitution saving throw. On a failure, they
If the target succeeds on three of these saves, it is freed take 5d8 radiant damage and are blinded until
from the vessel, and the spell ends. If the target fails the end of their next turn.
three of these saves, it becomes trapped inside the ● When you cast this spell and as an action on
demiplane until it is released, the vessel is targeted by subsequent turns, you can hurl a star fragment
Dispel Magic or a similar effect, or once you die. While at a point within 200 feet of you and explode it.
affected by this spell, the target doesn't need to breathe, Creatures within 30 feet of the exploding
eat, or drink, and it doesn't age. Divination spells can't fragment must make a Dexterity saving throw.
locate or perceive the target. On a failure, they take 6d12 radiant damage. On
As an action, a creature holding the vessel can a success, they take half as much damage.
open it, causing the trapped target to appear in an ● You cast bright light in a 100-foot radius.
unoccupied space of the creature’s choice within 30 Classes: Sorcerer, Warlock
feet of the vessel.
Classes: Bard, Sorcerer, Warlock, Wizard

Project Cosmic pg. 67


Magic Items
4 Glass Plum For the duration, Rare
Astral Fruit everything but your eyes
and mouth becomes
Created by: Kipp, Tradoseo Vivoke transparent, granting
Wonderous Item (Food, Consumable), Rarity Varies you a +10 bonus on
These magical fruits were cultivated in the Dexterity (Stealth)
realm between realms. As a result, each fruit is infused checks to avoid being
seen.
with diverse magical effects and has the ability to
5 Pulsing For the duration, your Rare
transform the creature that consumes it. Some effects Cherry eyes glow red. You gain
are beneficial, while others are harmful. A Remove darkvision out to a range
Curse spell, Greater Restoration spell, or similar effect of 120 ft, but you can
can dispel this magic, ending the fruit’s effects. only discern colors as
A creature holding a fruit can use its action to shades of red. You can’t
see any creature, but you
eat one fruit at a time or feed it to a willing creature
can still see objects that a
within its reach. Once the fruit is consumed, the creature is wearing or
creature gains an associated effect determined by the carrying.
type of fruit consumed for 1 hour unless specified 6 Rusty For the duration, your Very Rare
otherwise, as seen below. Your DM can choose the type Pome skin feels smooth and
of fruit or determine it randomly by rolling a d8. rejuvenated. Creatures
Fruit Type have disadvantage on
Wisdom (Insight) checks
d8 Fruit Effect Rarity
against you, and you gain
1 Crustalum For 10 hours, you are Common
a +5 bonus to Charisma
Melon convinced that
(Deception), Charisma
everything you consume
(Performance), and
tastes like cake.
Charisma (Persuasion)
2 Astral For the duration, the Uncommon
checks.
Berry creature appears as a
7 Waxy For the duration, you Very Rare
cloud of chromatic vapor
Gourd suffer from the poisoned
and gains resistance to
condition. While
all non-magical damage.
poisoned in this way, you
Once the creature moves,
transform into a Gray
takes an action or bonus
Ooze. You retain your
action, or is dealt
Intelligence, Wisdom,
damage, this effect ends.
and Charisma, and you
3 Igneous For the duration, the Uncommon
can still speak, in a
Pepper creature can use its
garbled unintelligible
action to cast the
manner.
Burning Hands spell (DC
8 Golden You become gilded in a Legendary
13) from their mouth,
Morsel thick layer of gold. For
requiring no somatic
the duration, you are
components. Each time
petrified. Once this effect
this spell is cast in this
ends, 4d20 times 500 gp
way, the caster takes 1d4
worth of golden ore
fire damage as their
breaks off of your body
mouth burns.
and falls to the ground
around you.

Project Cosmic pg. 68


Astronomer’s Ring
Created by: Derric Silverstone
Art by: Skimm_Milk
Ring, very rare (requires attunement)
While you are wearing this ring, the light of the
stars shines to your eyes. You have darkvision out to a
range of 30 feet, or if you already have darkvision, it is
extended by 30 feet.
Once per day while wearing this ring, you can
use an action to summon a Large spectral guardian,
which appears and hovers for 8 hours in an unoccupied
space of your choice that you can see within 30 feet.
The guardian occupies that space and takes the form of
one of the following constellations: Revenant, Magi, or
Phoenix.
The Revenant. Any creature hostile to you that
moves to a space within 10 feet of the guardian for the
first time on a turn must succeed on a DC 16 Dexterity
saving throw. The creature takes 20 radiant damage on Axe of Astronomy
a failed save, or half as much damage on a successful
one. The guardian vanishes when it has dealt a total of Created by: Derric Silverstone
60 damage. Art by: Skimm_Milk
The Magi. The area within 30 feet of the Weapon (greataxe), very rare (requires attunement)
guardian is covered with a low webbing of light. This dark-steel greataxe has 10 bright stars
Whenever a creature enters the area, you are alerted embedded into the blade along its sinuous, curved
with a ping in your mind, which awakens you if you are edge. You have a +1 bonus to attack and damage rolls
sleeping. A creature moving through the area must made with this magic weapon.
spend 4 feet of movement for every 1 foot it moves. As an action, you can use the axe to cast the
Additionally, the area is filled with bright light, and it Dancing Lights cantrip. When you cast the spell in this
sheds dim light for 30 feet around it. way, you can use a bonus action to make the lights
The Phoenix. When a creature friendly to you adopt the shape of the current moon’s phase for the
moves to a space within 10 feet of the guardian, they duration.
can use their bonus action to regain 15 hit points from As a bonus action, while you are holding the
the guardian. The guardian vanishes when it has axe, you can remove one of the stars on the blade and
provided a total of 60 points of healing. launch it at a creature you choose within 120 feet of
you. Make a ranged spell attack with a +7 to hit. On a
hit, the target takes 4d12 radiant damage.
When this axe is found, it typically is missing
1d10-1 stars. If the axe is bathed in the light of stars
during a new moon for 8 consecutive hours, it regains
1d4 removed stars. When the last star is removed, the
axe loses its magic.

Project Cosmic pg. 69


Blade of Cosmic Hunger
Created by: Abstrusity
Art by: Abstrusity
Weapon (longsword), very rare (requires attunement by
a creature with a Strength of 13 or higher)

This longsword is composed of dark matter in a


constant state of flux. Faint lights can be seen flickering
in its inky surface. Despite its almost liquid appearance,
it is extremely heavy, weighing 20 pounds. You gain a
+2 bonus to attack and damage rolls made with this
weapon.
While holding the weapon, you can focus your
will on the devouring gravity of the blade and use an
action to attempt to draw in creatures in a 60-foot cone.
Each creature in that area must make a Strength saving
throw (DC 17). On a failed save, it is pulled up to 30 feet
closer to you and takes 2d6 force damage and 2d6 cold
or radiant damage (your choice). On a successful save,
it takes half as much damage and isn’t pulled. If this
ability pulls one or more creatures into your reach, you
can use a bonus action to immediately make a melee
attack with this sword against one of those creatures.
Once this action is used, it can’t be used again until the
next dawn.

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.

Project Cosmic pg. 70


iJug
Created by: Steph Bowen
Art by: Kipp
Wondrous item, very rare
Legend says a mage once had the brilliant idea of
squeezing a Beholder into an Alchemy Jug! This, and the
subsequent smear on the wall, is the result.
This purple jug is covered in multicolored glass
eyes. It's made entirely of ceramic and without any
visible opening. It appears to hold a gallon of liquid.
When shaken, the sounds of sloshing can be heard
inside.
You can use an action to poke one of the colored
eyes on the jug, which will produce tears of the type
determined by the table below. That liquid will then
pour out, up to 2 gallons per minute. The tears can be
caught and placed in a vial or similar container.
Once the jug starts producing a liquid, it cannot
produce a different one, or more of the same after
reaching its maximum, until the next day.
iChart
Eye Liquid Note
Black Basic Poison, 8 oz
Blue Fresh Water, 2 gal
Green Olive Oil, 8 oz
Orange Potion of Levitation This potion, if imbibed,
causes a creature to gain
the benefits of a Levitate
spell for up to 10 minutes.
Purple Potion of This potion, if imbibed, Meteoric Gauntlet
Telekinesis causes a creature to gain
the benefits of the Created by: Abstrusity
Telekinesis spell, but you Art by: Abstrusity
can target only objects that Wondrous item, rare (requires attunement)
aren’t being worn or This reddish, durable gauntlet is roughly
carried.
shaped from the heart of a fallen meteor. Echoes of its
Red Blood, 8 oz
Yellow Potion of This potion, if imbibed, fiery descent remain in the metal, leaving it perpetually
Clairvoyance causes a creature to gain warm to the touch. While wearing the gauntlet, you
the benefits of a have resistance to fire damage.
Clairvoyance spell. Once per turn, when you grapple a creature or
White Mayonnaise, 2 gal deal damage with an unarmed attack, you can deal an
additional 1d8 fire damage to the target.
As a bonus action, you can channel the cosmic
momentum in the gauntlet to fling yourself up to 60
feet in a straight line. Once you do so, you can’t do so
again until the next dawn.

Project Cosmic pg. 71


Starmetal Shield Voyager’s Beacon
Created by: Pasta, Tradoseo Vivoke Created by: Abstrusity
Art by: Skimm_Milk Art by: Abstrusity
Armor (shield), rare (requires attunement by a creature Wondrous item, uncommon
with a Strength of 15 or higher) This handheld lantern is made of pitted, ancient
This metal shield is incredibly dense, weighing iron, with an oversized blue crystal suspended by magic
50 pounds in total, and is enchanted with highly beneath its outstretched arm.
compressed magic. While you are wielding this shield, A small wisp of bright yellow light dances
you can use your reaction to become the target of any within the crystal, radiating bright light in a 45-foot
melee attack made by a creature within 5-feet of you or radius and dim light for an additional 45 feet. While
any ranged attack targeting a creature within 5-feet of holding the lantern, you can use a bonus action and
you. speak the command word etched into the metal to
cause this light to fade or reappear.
While you are Weightless or in an area with no
gravity, focusing on the lantern allows you to direct its
movement, pulling yourself behind it. If you are holding
the lit lantern in such an area, you have a flying speed of
20 feet and can hover.

Project Cosmic pg. 72


Weapon of Stars
Created by: Tradoseo Vivoke
Art by: Skimm_Milk
Weapon (any weapon), legendary (requires attunement)
This weapon is forged from black adamantine
metal and obsidian glass. You gain a +2 bonus to attack
and damage rolls made with this weapon.
Six bright, glowing stars are located on this
weapon. While you are holding the weapon, you can
use an action to pull off one of the stars and use it to
cast the Magic Missile spell at 3rd level.
As a bonus action, you can remove 3 of the stars
to cast the Banishing Smite spell. Regardless of the
target’s native plane, it is sent to a random location in
the Astral Plane. While there, the target is
incapacitated. It remains there until the spell ends, at
which point the target reappears in the space it left or
in the nearest unoccupied space if that space is
occupied.
Daily at dusk, 1d6 removed stars reappear on
the weapon.

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.

Movement. A creature can use an action to push off


something heavier than itself and move up to its
walking, flying, or swimming speed in a straight line.
The creature continues along this course, moving in a
straight line at its speed on each of its turns until
something stops it or changes its trajectory.

Project Cosmic pg. 73

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