Choosing Rite
Spotting a child that has been Chosen by Kophos is incredibly difficult, until Kophos decides it is time to reveal it to those who are curious. Before their Choosing, aspects of Kophos tend to bleed into the child. They are more distant than others their age, more quiet and restrained. Some would say more disciplined. They rarely have troubles, and even more rarely voice concern over these same troubles. Most parents or caretakers would hardly complain over something like this, which makes finding Keepers so difficult. But before long, typically before the age of sixteen, Kophos will make his Chosen known. They will begin to glow with starlight, magically emitting a color of light that most present have never seen before. This is the truest and most explicit sign of a Keeper.
Description
Chosen by Kophos, Keepers are as strange and distant as the stars themselves. You are often disconnected from the present, but in the rare moments you are paying attention, you frequently offer wisdom beyond your years. You have an uncanny affinity for astronomy. You distance yourself from problems and— sometimes to your detriment— people as well. This distance allows you an impersonal insight into complicated problems and situations, but it also makes you seem more than a little peculiar.
Keeper Traits
Distant, Circumspect, Strange
- Skill Proficiencies: Nature, Perception
- Tool Proficiencies: None
- Languages: You learn two additional exotic language of your choice: Abyssal, Celestial, Draconic, Deep Speech, Infernal, Primordial, Sylvan, or Undercommon.
- Equipment: A set of common clothes, a telescope with which to view the stars, and a belt pouch containing 15 gp.
Celestial Knowledge
At 1st level, whenever you make an Intelligence (Nature) check related to constellations or other celestial bodies, your proficiency bonus is doubled. When you become a Champion of Kophos, you can also add your Wisdom modifier to the check.
Brilliant Incandescence
Additionally at 1st level, your connection to the stars extends beyond the simple admiration or knowledge. As an action, you can channel this connection to shed daylight in a radius of 30 feet, and bright light for an additional 15 feet. This light lasts for 1 hour, until you are Incapacitated, or when you choose to end it as a bonus action. Once you use this action, you can't use it again until you finish a long rest. At 8th level, this light becomes sunlight.
Astral Bolt
At 5th level, you can channel astral energy into your palm and launch it towards a creature within 60 feet of you. As an action, make a ranged spell attack using your Wisdom as your spellcasting ability. On a hit, the creature takes void damage equal to your half of your character level (rounded down) of d10s. Once you use this action, you can’t use it again until you finish a long rest.
Reticence
At 8th level, you can harness your innate caution more effectively. If you are frightened, charmed, maddened, deafened, or blinded you can use a bonus action to end it.
Cosmic Infusion
At 10th level, you can infuse a weapon of your choice with cosmic energy. After concentrating for 10 minutes, a weapon of your choice that you can touch becomes enchanted with your choice of radiant or void damage. The weapon deals an additional 3d8 damage of the chosen type. This infusion lasts for 1 hour. Once you infuse a weapon in this way, you cannot do so again until you finish a long rest.
Keeper of the Heavens
When you become a Champion of Kophos, you can select one of the following constellations, gaining benefits depending on the constellation. You cannot change your choice of constellation once you choose it when you become a Champion of Kophos.
- Twin Stars. As a bonus action, choose an ally within 60 feet. You and this ally become bonded for 1 hour. While you are within a 30-foot radius of one another, you both gain resistance to all damage types. Once you use this action, you can’t use it again until you finish a long rest.
- The Serpent. You grow a pair of fangs. As an action, you can attempt to bite a creature and inject them with venom. Make a melee weapon attack using your Dexterity. On a hit, the creature takes 4d4 piercing damage and must make a Constitution saving throw versus your Wisdom, taking 10d8 poison damage and becoming poisoned on a failure, or half as much and not becoming poisoned on a success. Once you use this action 3 times, you can’t do so again until you finish a long rest.
- The Bolt. Your walking speed increases by 20 feet. Additionally, when you take the Dash action, you can empower it with lightning. You transform into a bolt of lightning, forming a line 5 feet wide that extends out to your Dash distance. Each creature in the line must make a Dexterity saving throw using your Wisdom as your spellcasting ability, taking 12d8 lightning damage on a failed save, and half as much on a successful one. Once you use this action, you can’t use it again until you finish a short rest.
- The Infernum. You gain a 9th-level spell slot. You learn one spell from the wizard spell list. Your spellcasting ability for it is Wisdom. When you finish a long rest, you can change your chosen spell.
- The Cliff. You can use your bonus action to turn invisible, as if affected by greater invisibility. This invisibility lasts for up to 1 hour, or until you choose to end it as a bonus action. You can use this action a number of times equal to your Wisdom modifier, and you regain all uses when you finish a long rest.
- The Current. You gain a swimming speed of 60 feet, can breathe underwater, and survive the pressures of the deep ocean. When you are near a surface of water ranging from a puddle to an ocean, you can use an action dive into it. Regardless of its original depth, the water will make enough room for you to fit in. As an action, you can explosively burst out of the water. All creatures within a 20-foot radius of your exit point must make a Dexterity saving throw, using your Wisdom as your spellcasting ability, taking 4d10 bludgeoning damage on a failure and being knocked prone on a failure, or half as much damage and not being knocked prone on a success. Once you use this action 3 times, you can’t do so again until you finish a long rest.
- The Giant. Your maximum health becomes the maximum value of your die for every level you have gained. For example, if you are a 10th level barbarian, your maximum health becomes equal to 120 + your Constitution modifier X your barbarian level. You gain advantage on Strength saving throws and ability checks. When you take damage, you can roll a d10, reducing the amount of damage you take equal to the result of the die.