Cosmic Sage (5e Class)
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- 1 Cosmic Sage
- 1.1 Descent of the Chosen
- 1.2 Creating a Cosmic Sage
- 1.3 Class Features
- 1.4 Researcher Gifts
- 1.5 Conqueror Gifts
- 1.6 Influencer Gifts
- 1.7 Cosmic Sage Cantrip List
- 1.8 Multiclassing
Millennia ago, an asteroid fell upon a large village full of different races in a distant unnamed land. It caused minimal casualties, luckily. Over some time, the fauna and flora of the area begin to change into something very alien. An impassable wall forms around the town, isolating it from the outside world.
The terrified townspeople started becoming religious nuts, in hopes praying to the space rock will keep it from killing them. They formed cults and prayed for salvation from needless slaughter. Those who didn't pray or tried to bypass the wall and escape started dying like flies or mutating horrifically. The horrible thought solidified and cemented in the townspeople's minds: They must pray to this thing or die. For the rest of their lives.
After the passing of more time, a giant alien-like creature emerges from the asteroid, screaming in otherworldly speech. The asteroid had merely been its egg. It is soon discovered that the creature is from a species of aliens that can warp reality. They are sent out prior hatching onto foreign planets to study them. They do so by converting some local life into half alien subjects of the hatchling sent to the planet. They easily can be mistaken as gods.
After a good deal of time passed in the village, the walls mysteriously fell. Only a small population was left. They all emerged, changed, from their little sandbox. Their god had given them an order. 'Go forth, and show me this world through your eyes.' With powers granted to them by their faith, they ventured off to fulfill their duty.
Descent of the Chosen
You are one of those chosen by the alien life forms to lead their conquest and exploration of the world which you inhabit. You were granted amazing powers by their grace, allowing you to connect with the powers of the cosmos. And so you have been born again in the name of it. You owe the aliens for having given you this connection, but it is truly the Cosmos which has chosen you with its power.
Creating a Cosmic Sage
Like a cleric, a cosmic sage requires a belief in their source of power to truly be a cosmic sage. How had your character come in contact with their benefactor? To what degree do they owe their allegiance? Do they instead hunger for the cosmos alone, ignoring the alien middlemen? Your character should be someone with both capacity to believe and the desire to know more about the source of their powers. That is, the Cosmos itself.
- Quick Build
You can make a Cosmic Sage quickly by following these suggestions. First, Wisdom should be your highest score, followed by Strength. Second, choose the acolyte background. Third, choose a longsword, longbow and the scholar's pack for your equipment choices
As a Cosmic Sage you gain the following class features.
- Hit Points
Armor: light armor
Weapons: Simple and martial weapons
Tools: Mystic Tools, Navigator’s tools, Alchemist’s supplies, Woodcarver’s tools
Saving Throws: Wisdom, Strength
Skills: Choose two from Arcana, Insight, Perception, Religion, & History
You start with the following equipment, in addition to the equipment granted by your background:
- a melee weapon of your choice
- a ranged weapon of your choice, with 20 ammunition
- a pseudo religious trinket with an image of your god you made
- (a) a scholar's pack or (b) an explorer's pack
|Features||Spells Known||Cantrips Known||—Spell Slots per Spell Level—|
|1st||+2||Cosmic Staff, Spellcasting||2||3||2||—||—||—||—||—||—||—||—|
|3rd||+2||Gifts of the Deity Feature||4||3||4||2||—||—||—||—||—||—||—|
|4th||+2||Ability Score Improvement||5||3||4||3||—||—||—||—||—||—||—|
|6th||+3||Gifts of the Deity Feature||7||5||4||3||3||—||—||—||—||—||—|
|8th||+3||Ability Score Improvement||9||5||4||3||3||2||—||—||—||—||—|
|10th||+4||Gifts of the Deity Feature||11||7||4||3||3||3||2||—||—||—||—|
|12th||+4||Ability Score Improvement||12||7||4||3||3||3||2||1||—||—||—|
|14th||+5||Gifts of the Deity Feature||13||7||4||3||3||3||2||1||1||—||—|
|16th||+5||Ability Score Improvement||14||9||4||3||3||3||2||1||1||1||—|
|18th||+6||Gifts of the Deity Feature||15||9||4||3||3||3||3||1||1||1||1|
|19th||+6||Ability Score Improvement||15||9||4||3||3||3||3||2||1||1||1|
Starting at level 1, you carry a staff that labels you as a Cosmic Sage. It is constructed of exotic materials found from all along the reaches of the vast cosmos, giving it the unique ability to change its properties and output based on its surroundings.
This staff is the focus for all your spellcasting.
As a being attuned to the energies of the cosmos, you are an apt master of magic. Armed with your cosmic staff as your focus, you gain immense utility over the channels of energy that run about in the stars.
At 1st level, you know three cantrips which you may choose from the Cosmic Sage Cantrip List at the end of the class description. You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cosmic Sage table.
- Casting Spells
The Cosmic Sage table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a spell slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. You prepare each spell only once, imbuing it into your Cosmic Staff, which is the focus for all your magic. You can cast each as many times as your spell slots will allow.
- Learning Spells of 1st Level and Higher
Each time you gain access to a new level of spell, you learn a single spell chosen from the bard or wizard spell list of the appropriate level.
- Spellcasting Ability
You use Wisdom as your spellcasting ability for your Cosmic Sage spells.
Spell save DC = 8 + Proficiency bonus + Wisdom Modifier
Spell attack modifier = Proficiency bonus + Wisdom Modifier
Starting 2nd level, your staff reacts to nearby weapons by absorbing them and their properties. You may expend one hour to perform a ritual, uninterrupted, through which your staff engulfs and absorbs a nonmagical weapon. The staff then takes on the properties of the absorbed weapon, but remains your focus. Your staff can only be combined with one weapon at a time. You may perform another ritual to fuse the staff with another weapon, which will eject the previous weapon without damaging it. The staff then takes on the properties of this new weapon, losing all that of the previous.
Creator Deity Gifts
Alien deities have different goals upon creating their subjects and gift them with abilities based on these goals. "At 3rd level, you chose a <!-insert name of subclass feature i.e. path, archetype, discipline, etc.->. Choose between Conqueror, Researcher, and Influencer, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, 14th and 18th levels."
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Starting level 17, you are marked as a cosmic sage further by a tattoo on your body that covers your body entirely at your whim, commemorating your beginning as an ascended being, completely connected as one with the cosmos. You may select where on the body the tattoo is placed. By expending a bonus action, the tattoo activates and instantly covers your body. For 1D4 rounds, you are considered under the effects of Invisibility. This feature can only be activated in darkness.
Starting level 20, your deities have recognized you and can now be called upon as aid. You may expend an action to call upon your deity and invoke one of following effects upon summoning their aid:
- Cosmic Restructuring
You and all creatures friendly to you within 120 feet of your location regain up to half of your respective hit point maximums. If any of you have any diseases, or are blind or deafened, these conditions are removed.
- Cosmic Might
Your damage dies are multiplied by 5 for the amount of turns equal your Strength modifier.
- Cosmic Mentes
- Cosmic Erase
You may select up to X amount of creatures within 60 feet of you, X being equal to half your your Wisdom modifier, rounded down with a minimum of 1. The selected creatures instantly die if they have 100 or less hit points. They are otherwise unaffected.
- Field of Conversion
You may select up to three creatures of CR10 or lower within 120 feet of you and forcefully turn them into cosmic sprites. Cosmic sprites have the same features and ability scores as an aboleth. They shall obey your verbal commands for turns equal your Wisdom modifier. After the duration ends, these creatures are instantly destroyed.
You may only select one of the above effects every time you use this feature. You may use this feature once, regaining use after finishing a long rest.
Researcher deities prioritize the longevity of their subjects so they can collect as much information about the world they land on as possible. The gifts they give their subjects are meant to prioritize self preservation and to keep their subjects in top form to gather information at all times.
Starting at 3rd level, you receive your First gift of the deity. With your advanced eyes gifted to you by a spatial deity you have superior vision in dark and dim Conditions. You can see in dim light within 60 feet of you as if it were bright light, and in Darkness as if it were dim light. If you already have darkvision, the range is instead increased by an additional 30 feet.
Starting at 6th level, you receive the Second gift of the deity. Beginning 6th level, you have advantage on saving throws against being moved against your will, knocked prone, and mind altering spells.
- True Aim
At 10th level, you are endowed the Third gift of the deity. Starting 10th level, your advanced mind lets you focus your aim to a higher degree. By expending a bonus action, you gain advantage on ranged spell attack rolls. You may use this feature equal times your Wisdom modifier, regaining use after finishing a long rest
At 14th level, you get the Fourth gift of the deity. Beginning 14th level, you no longer need to sleep. Instead, you meditate deeply, remaining semiconscious, for 4 hours a day. While meditating, you are still aware of your surroundings within 30 feet as if you were awake and can instantly wake up if you so wish. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
- Soul Grenade
At 18th level, you get the Fifth and final Gift of the Deity. With this final gift, beginning 18th level, you can fire a sphere of soul energy, dealing 1d10 in either fire, force, lightning, or radiant damage (your choice) to a single target up to 120 feet away as a bonus action. The sphere remains where it landed for 1 minute, emitting bright light for 10 feet and dim light for the next 10 feet after.
Cosmic Sage Cantrip List
You may learn from all of the spells on the basic Cosmic Sage cantrip list. The Cosmic Sage's cantrips are largely renamed versions of existing magic.
- Minor Solar Flare
- Ray of Cosmic Cold
- Solar Shot
- Comet Shards
- Solar Illusion
- Minor Reality Warp
- Minor Arc
- Strike of Night
- Spatial Barrier
- Gravity Well
- Night Cover
- Volatile Dust Rune
- Staff Strike
- Staff Extend
- Cloak of Night
- Night Walk
Prerequisites. To qualify for multiclassing into the Cosmic Sage class, you must meet these prerequisites: Wisdom 18
Proficiencies. When you multiclass into the Cosmic Sage class class, you gain the following proficiencies: simple and martial weapons, three Wisdom skills of your choice