Warlock
Base Class: Warlock

Warlocks who have made a pact with Cosmos, do not do so willingly, instead, mortals who come into contact with an item or area that has been graced by the energies of Cosmos, A celestite sword or a long destroyed temple. Said mortal would immediately pass out and experience violent hallucinations and pass out cold. Images of great vastness and strange alien marble decor would flood the mind after a while, the mortal would see an image of Cosmos standing at an unfathomable height, they would tell the mortal of their sole wish and proceed to force them into this pact.

In return for finding rare and alien artefacts, often made of celestite, Cosmos would grant the Warlock great power, to most mortals the power is irresistible, although some wish to continue a normal life, and can do so, as long they don’t speak of what they saw on the day they made their pact.

 

*Note, This is for a special homebrew campaign and the character of Cosmos does not exist in any vanilla DnD setting.

Expanded Spell List

Cosmos lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Cosmos Expanded Spells
Spell Level Spells

1st

guiding Bolt, sleep

2nd

augury, hold Person

3rd

counterspell, bestow curse, remove curse

4th

banishment, divination

5th

dominate person, hold monster

Celestite Pact

When you choose this patron at lvl 1, you immediately gain access to your lvl 3 pact feature, at level 3 you do not gain an additional pact option. Depending on the way you discovered Cosmos, the DM may choose what pact option you get.

These versions have additional properties,

  • Pact of the Blade: Your pact of the blade weapon, deals untyped damage, and has its critical threat range increased by 1. (19-20 at base)
  • Pact of the Tome: You gain one additional spell slot per long rest.
  • Pact of the Chain: Your pact of the chain creature can be summoned and disappear with no material components as a bonus action. (you still need components to change its form) additionally as long as you and your familiar are on the same plane of existence, you may telepathically communicate and perceive through its senses.
Celestite Pact of the Blade

You can choose the form that this melee weapon takes each time you create it (see the Weapons section for weapon options). You are proficient with it while you wield it. This weapon deals untyped damage so no target is resistant, immune, or vulnerable to the damage, additionally the critical threat range of the weapon is increased by 1.

Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.

You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.

Celestite Pact of the Chain

You learn the find familiar spell and can cast it as a ritual. The spell doesn’t count against your number of spells known. You don't need spell components to cast this spell.

When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite. Additionally as long as you and your familiar are on te same plane of existence than you can both telepathically communicate and you can take an action to perceive through his sense for up to a minute.

Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack with its reaction.

Celestite Pact of the Tome

Your patron gives you a grimoire called a Celestite Book of Shadows. When you gain this feature, choose three cantrips from any class’s spell list (the three needn’t be from the same list). While the book is on your person, you can cast those cantrips at will. They don’t count against your number of cantrips known. If they don’t appear on the warlock spell list, they are nonetheless warlock spells for you. Additionally, you have 1 extra spell slot per long rest.

If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.

Time Rupture

Whenever something moves within 30ft of you (whether it be an arrow or a person) you can use your reaction or bonus action to slow the object or speed the object up by a factor of 2 (an arrow could go half as fast or twice as fast, range would be affected and so would damage, in some cases the object could miss) The effect lasts for up to a minute, but can be cancelled at any time, this effect requires concentration.

Example Uses

  • Slowing Incoming enemies
  • Speeding up your charge or retreat
  • Reducing damage or the chance to dodge from an incoming attack
  • Slowing down an enemies reactions, allowing for advantage against them

You can use this feature a number of times equal to your charisma modifier (to a minimum of 1) and the uses replenish after a short or long rest.

At Higher levels this becomes more potent, at 11th level the range increases by 30ft and you can choose a spot within range and center a 15ft sphere of the same effect on that point. At 17th level the range increases by an additional 30ft and the diameter of the sphere also increases by 15ft.

Cosmic Returning

At 10th level You gain the ability to manipulate time to a limited degree, as a bonus action, you can rewind six seconds, those six seconds do not necessarily pan out the same way, although creatures are not consciously aware that time has gone backwards, players do not need to make the same decisions that they would have before.

You can do this a number of times equal to your charisma modifier per short rest.

Vorpal Consumption

At 14th level, your mastery of the Universe allows you to banish a creature from the world. As an action you can begin casting a spell, this spell takes your concentration to cast but doesn't have any effect until the entire spell is complete. During this concentration, any action, bonus action, reaction or otherwise none movement action, you take must be taken at disadvantage. The concentration lasts 1 minute, at the end of the concentration a target within 60ft. of you and within line of sight instantly takes 250 damage, this damage can not be reduced by any means. You may use this feature a number of times equal to your charisma modifier minus 2.

Previous Versions

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