Cosmic Swordsman (5e Class)

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Cosmic Swordsman[edit]

A man stands on the peak of a mountain after a perilous journey to the top, only to find nothing. He then collapses, and finds himself in some sort of courtroom. He is then outfitted by mysterious beings with a sword, and is told to watch over the galaxy.

Call of the Cosmos[edit]

Guardians of the Cosmos who follow the will of the ones who granted them their almighty weapon, the cosmic swordsmen are forces to be reckoned with; as they control the forces of nature with minimal effort.

Creating a Cosmic Swordsman[edit]

Quick Build

You can make a Cosmic Swordsman quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Wisdom. Second, choose the Knight background. Third, choose any language.

Class Features

As a Cosmic Swordsman you gain the following class features.

Hit Points

Hit Dice: 1d10 per Cosmic Swordsman level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Cosmic Swordsman level after 1st

Proficiencies

Armor: Light Armor
Weapons: Melee weapons, Ranged Weapons
Tools: Any two sets of tools of your choice
Saving Throws: Strength, Wisdom
Skills: Athletics, Choose three from Aerobatics, Intimidation, Nature, Perception, Sleight of Hand, Stealth, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a hand crossbow with 20 bolts or (b) 4 daggers
  • An explorers pack
  • If you are using starting wealth, you have 3d4 x 5 gp in funds.

Table: The Cosmic Swordsman

Level Proficiency
Bonus
Features Deflection Points
1st +2 Cosmic Sword, Unarmored Defense, Baryon Block 1
2nd +2 Stardust Step, Lunar Lance 1
3rd +2 Swordsman Archetype, Cunning Action 2
4th +2 Ability Score Improvement 2
5th +3 Extra Attack 3
6th +3 Lunar Lance Improvement, Cosmic Climbing Claws 3
7th +3 Evasion, Gravitational Grapple 4
8th +3 Ability Score Improvement 4
9th +4 Swordsman Archetype Feature 5
10th +4 Lunar Lance Improvement, Slowed Descent 5
11th +4 Planetary Sword 6
12th +4 Ability Score Improvement 6
13th +5 Swordsman Archetype Feature, Baryon Block Upgrade 7
14th +5 Puresight 7
15th +5 Meson Mutation, Lepton Lift, Celestial Climbing Claws 8
16th +5 Ability Score Improvement 8
17th +6 Swordsman Archetype Feature, Baryon Block Upgrade 9
18th +6 Elusive, Universal Sword 9
19th +6 Ability Score Improvement 10
20th +6 Strength of the Chosen 10

Cosmic Sword[edit]

At 1st level, you gain a special Cosmic Sword from the guardians of the universe. This sword can assume any form you desire, always considered a two-handed magical melee weapon dealing 1d12 slashing damage with the finesse property. You begin attuning to it immediately upon wielding.

You can freely recall this weapon back to either your hand or its scabbard. When recalling, you can choose if it's pulled to the chosen area or if it teleports straight there.

Additionally, your Cosmic Sword has the ability of Cosmic Absorption. During a long rest, you can perform a ritual, attuning your cosmic essence to a held magic weapon. The absorbed weapon is destroyed, and your Cosmic Sword gains its properties until you perform the ritual again with a different magic weapon.

Unarmored Defense[edit]

Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

Baryon Block[edit]

At 1st level, upon starting the attuning process with the cosmic sword, your senses have been heightened and your reaction time has been increased. You gain the ability to deflect and block incoming attacks, that is represented by an amount of deflection points you have. Whenever you roll initiative, you gain a number of deflection points equal to the amount shown on the Deflection Points column on the Cosmic Swordsman table.

Whenever you are hit by a melee or ranged attack, you can spend 1 deflection point using a reaction to attempt to block the attack. Make an attack roll of your own. If your result equals or surpasses the result of the attack that hit you, you cause the attack to miss instead.

Stardust Step[edit]

Starting at 2nd level, when you are jumping, if you attack an enemy or inanimate object before you hit the ground, a grouping of stardust comes out of your sword and settles underneath your feet mid-air, this allows you to jump again with the effects of the Jump spell; there is no limit to how many times you can do this before touching the ground. If you manage to use Stardust Step before you hit the ground, then you do not receive fall damage.

In addition, your movement speed increases by 10 feet.

Lunar Lance[edit]

At 2nd level, you gain the ability to channel some of the sword's power and manually bring out some stardust, you focus it into a spear and throw it with all your might. As a bonus action, you can make a ranged attack against a creature within 60 feet. On a hit, you cause 1d8 force damage.

You can throw a Lunar Lance twice, and regain your uses after completing a short or a long rest.

Cunning Action[edit]

Starting at 3rd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

Swordsman Archetype[edit]

At 3rd level, you choose an archetype that your sword emulates in the exercise of your swordsman abilities: Form of the Terran, Form of the Gas Giant, Form of the Comet, and Form of the Star. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.

Ability Score Improvement[edit]

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.

Extra Attack[edit]

At 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Cosmic Climbing Claws[edit]

As your journey continues, you gain a slight control over gravity, and you find that you can climb on walls as if you were wearing climbing claws. When you reach 6th level, you gain a climbing speed equal to your movement speed, and you can freely hold onto walls.

Lunar Lance Improvement[edit]

When you reach 6th level, your Lunar Lance grows in power. It's damage increases in 1d8 (to a new total of 2d8), and you can use it four times between rests.

In addition, whenever you reduce a creature to 0 hit points using the Lunar Lance, you regain one use of this feature.

At 10th level, you gain an additional use of this feature between rests, to a total of five, and the damage increases by another 1d8 (3d8). Also, allies gain advantage on hitting that enemy. The advantage is removed upon either hitting another target, or the first target dying.

Evasion[edit]

Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as an ancient red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Gravitational Grapple[edit]

When you reach 7th level, you attune even further with the sword, and it grants you even more power over gravity. You can use this ability in the following manners:

  • You can pull yourself to anything within 60 feet, or, you can pull anything to yourself, but there are some conditions.
  • If it is a wall/ceiling, you are pulled to it and you latch onto it. If it is something suspended in the air like a lantern, you grapple onto it, go past it, and double your speed until you hit the ground.
  • If you use this ability on an enemy, you can grapple onto the enemy and attack it, you then choose to either land in front of them, or go your movement speed past them. If the target is large or greater, you can instead hold onto them without rolling to stay on unless attacked.
  • You can pull enemies towards you and attack them. The pulling attack only works on Large or smaller creatures. You can do this attack as a bonus action in combat and it does not provoke attacks of opportunity.

Slowed Descent[edit]

When you reach 10th level, you gain even more control over gravity and you gain the ability to fall slowly. You gain a gliding speed equal to your movement speed.

Planetary Sword[edit]

When you reach 11th level, the sword evolves in its abilities and gains the ability to somewhat slash through space. Due to this, it gains the reach property, the damage changes to a 2d10, you gain a +2 to Attack and Damage rolls, and the weapon gets critical hits on 19-20 rolls.

Baryon Block Upgrade[edit]

Starting at 13th level, you have advantage on your roll when blocking attacks and deflecting projectiles.

At 17th level, whenever you deflect a projectile, if the result of your roll equals or surpasses the attacker's AC, you reflect the projectile back at the attacker, causing its normal effects on him.

Puresight[edit]

When you reach 14th level, the sword heightens your senses immensely and grants you a limited access to the Astral Plane, due to your senses being heightened, you passively gain 30 feet of blindsight, and as a bonus action in combat, you can gain 30 feet of Truesight until the start of your next turn. You can use this ability a number of times equal to your Wisdom modifier, recharging after taking a long rest. Outside of combat, you can freely benefit from the Truesight ability.

Meson Mutation[edit]

When you reach 15th level, your sword mutates your already existing abilities and modifies them. Stardust Step and Slowed Descent fuse into the new ability called Lepton Lift. In addition to this, the ability Cosmic Climbing Claws receives an upgrade.

Lepton Lift

The stardust that normally resides near your feet upon using Stardust Step instead passively surrounds your entire body, allowing for flight. You lose the gliding speed from Slowed Descent, but gain a flying speed equal to your movement speed x 2.

Celestial Climbing Claws

You can grant the feature Cosmic Climbing Claws to a number of creatures equal to your proficiency bonus once per long rest.

Elusive[edit]

Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t incapacitated.

Universal Sword[edit]

The sword has finished its own evolution, and it increases in its damage for the last time. When you reach 18th level, its damage dice is now 3d8, you gain a +3 to Attack and Damage rolls.

Also, you get critical hits with this weapon if you roll 18-20.

Strength of the Chosen[edit]

You have fully attuned to your sword through your journey and it grants you the last ability it can; the Strength of the Chosen. At 20th level, if you do not actively deal damage for a round in combat, your next attack action does triple damage. If it is a critical hit, the effect stacks, and it becomes six times the normal damage. You gain use of this ability again once your turn ends and you wait a round in combat without attacking.

In addition, your Dexterity and Wisdom scores increase by 2. Your maximum for those scores is now 22.

Form of the Terran[edit]

Cosmic Swordsmen who follow this path are typically ones who keep their teammates close and healing them, sacrificing potential damage output for healing abilities.

Holy Lance

At 3rd level, you gain the ability to infuse your lunar spear with positive energy, healing the creature hit by it. When you throw the lunar spear, you can choose to do it without making an attack roll. If you do so, the target regains 1d8 + your Wisdom modifier hit points, instead of taking damage. The amount of dice rolled increases, as your Lunar Spear damage dice increases.

In addition, you can use your Holy Lance without spending your Lunar Spear uses. You can do so a number of times equal to your proficiency bonus, regaining your uses after finishing a long rest.

Sea of Life

At 9th level, when you kill a number of enemies equal to 20 - your proficiency bonus - your Wisdom modifier, you can freely cast the Raise Dead spell. However, if you do not kill the amount of enemies listed before a long rest, the counter resets. This ability has charges equal to your proficiency bonus.

Gaia’s Guidance

At 13th level, you can cast any healing spell with no cost at 5th level. And any spell of lower level is raised to 4th level. Rather than requiring a spell slot, you instead have charges on how many times you can do this. Your number of charges is equal to your proficiency bonus. You gain charges back after completing a long rest.

Wisdom is your spellcasting ability for spells cast with this feature.

Atmosphere of Alleviation

At 17th level, you passively surround yourself in a breathable atmosphere that reaches out 15 feet, which means you or anyone within it no longer needs to breathe. You also gain resistance to non-magical slashing, piercing, and bludgeoning damage.

Form of the Gas Giant[edit]

Cosmic Swordsmen who follow this path typically focus on increasing their abilities in combat, as well as nullifying any attempts to harm their allies by swiftly ending their foes.

Haywire Hydrogen

At 3rd level, your movement speed increases in 10 feet.

In addition, you gain the ability to overcharge your normal limits, gaining an extra action for one turn in combat. You regain the use of this ability after completing a short or long rest.

Spiraling Sulfur

At 9th level, you can use an action to disrupt enemies by reducing their AC by your proficiency bonus. You have an amount of charges equal to your dexterity modifier + 2 (minimum of 1). You can target a number of enemies per charge with this ability equal to your wisdom modifier + 2.

Neutralizing Neon

At 13th level, if an ally you can see has any sort of negative condition, you can clear it. You gain an amount of charges equal to your wisdom modifier +2, if you have proficiency with Medicine, then you add your proficiency modifier to the number of charges. You regain charges for this ability after a long rest.

Eye of the Storm

At 17th level, when 3 or more enemies are within 20 feet of you, your senses are focused, and because of this, enemies gain disadvantage when attacking you, you gain advantage to hitting them, and you gain 1 AC.

Form of the Comet[edit]

Cosmic Swordsmen who follow this path typically work on outmaneuvering their opponents and catching them off guard.

Flash Freeze

At 3rd level, you can use a bonus action to quickly freeze a surface you are in contact with. You can generate the following effects:

  • You cover the blade of your sword with ice, causing an additional 1d6 cold damage with the next successful attack with it until the end of this turn.
  • You cover an area of 10 feet around you with a layer of ice, lasting until the start of your next turn, turning that area into difficult terrain. When you hit a creature standing on the ice, that creature must succeed on a Dexterity saving throw (DC 8 + your proficiency bonus + your Dexterity modifier) or slips on the ice, falling prone.
  • You freeze a 5-foot cube of water, provided that there are no creatures in it. The water unfreezes in 1 hour. You can have up to two 5-foot cube of water frozen at the same time, and can dismiss any of those cubes as an action or a bonus action.
Frost Flank

At 9th level, you are no longer affected by non-magical difficult terrain, or magical difficult terrain that comes from ice or snow.

You can also use a reaction to dodge away from an enemy’s melee attack, causing it to miss, while coating a 5-foot radius around you with ice, turning it into difficult terrain for 1 minute. You can use this ability an amount of times equal to twice your Dexterity modifier (minimum of two) before needing to take a short or long rest.

Glacial Guise

At 13th level, you gain the ability to cast a spell from any spell slot, of 2nd-level or lower, that causes cold damage. Wisdom is your spellcasting ability for this spell, and once you do so, you can't do it again until you finish a long rest, unless you spend 1 deflection point to do so again.

In addition, you gain resistance to cold damage.

Polar Protection

At 17th level, you use an action to target any creature within 60 feet (including yourself) and coat them in ice, increasing their armor class by their proficiency bonus. However, if they are unwilling, they must make a constitution saving throw. The DC is the spell save DC. They still have the ability to move unless you say otherwise, if you say otherwise, then they are frozen in place. This effect lasts until someone else is targeted with this ability, or the target dies. If they are targeted with an attack that does fire damage, and it pierces the armor class, then the creature that has Polar Protection applied on, loses the benefits. If the targeted creature has a bonus less than yours, use yours instead. This ability can only be used once per short rest.

Form of the Star[edit]

Cosmic Swordsmen who follow this path typically follow this path for its immense destructive capabilities, focusing on power and nothing else.

Sun Spear

At 3rd level, when you use Baryon Block, you gain either 2d4 fire damage to your next attack action, or, you can add 1d4 fire damage and 1d4 force damage to your next use of Lunar Lance. This effect can stack a number of times equal to your wisdom modifier.

Solar Flare

At 9th level, as a bonus action, you gain a boost of energy resulting in a tendril of flame bursting from your sword. This tendril gains a turn in the initiative order. It may attack on its turn to deal 2d8 fire damage, or it can use an opportunity attack against any enemy that comes within 15 feet of you for 2d12 fire damage. Its opportunity attack does not consume your reaction. The tendril lasts for 1 minute. If this ability is activated and there are enemies that are within 15 feet of you, they take 1d6 fire damage due to the initial casting of the ability. You can use this ability a number of times equal to your proficiency bonus. You regain charges for this ability after a long rest.

Planetary Heating

At 13th level, you gain resistance to fire damage, if you are already resistant, you gain immunity. Additionally, if an enemy comes within 5 feet of you or starts their turn there, they take fire damage equal to your proficiency modifier x your wisdom modifier. This takes effect again after the end of your turn.

Supernova

At 17th level, you can use your bonus action to release all of your magic energy as an explosion, dealing your total hit points in damage to anyone within 30 feet of you; and setting you to 0 hit points until healed or otherwise stated. You can use this ability once, regaining use of it after taking a long rest. This damage counts as force damage.

Multiclassing[edit]

You cannot multiclass into this class.

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