Cosmic Caster Image
Prerequisite: Charisma of 18 or Higher
 

You are selected as a conduit of the full Emotional Spectrum. A fragment of The Choice manifests as a living ring of psionic light, allowing you to reshape emotion into tangible cosmic force.

Your ring is not merely a weapon. It is an extension of your consciousness, capable of manipulating matter, energy, life, death, and the emotions of others. Its power is limited primarily by your willpower, emotional stability, and the strength of your connection to The Choice.

Cosmic Caster Ability. Your Cosmic Caster features use Charisma. Your Cosmic Caster save DC equals 8 + your Proficiency Bonus + your Charisma modifier. Your Cosmic Caster attack modifier equals your Proficiency Bonus + your Charisma modifier.

Emotional Surges. Unless a feature states otherwise, you can use only one Emotional Surge per turn. You regain all expended Emotional Surges when you finish a Long Rest.


Cosmic Ring

Your ring is a living manifestation of The Choice. It channels your emotional energy into physical constructs and cosmic abilities.

Your ring is bound to your soul and cannot be removed against your will while you are conscious. You can summon or dismiss it as a Bonus Action.

Your ring is capable of functioning in any environment, including the vacuum of space, underwater, and within hostile planes of existence.

If your ring is destroyed or becomes inactive, you lose access to your ring-based features until it is restored or recharged.


Cosmic Protection

Your ring automatically generates a protective aura of chromatic cosmic energy around you.

While your ring is functioning, you gain the following benefits:

  • Cosmic Resistance. You have Resistance to all damage.
  • Environmental Adaptation. You can breathe in any environment, including underwater and in the vacuum of space.
  • Temperature Immunity. You are immune to the harmful effects of extreme temperatures.
  • Cosmic Immunity. You are protected from the environmental effects of radiation and similar cosmic hazards.
  • Life Support. You do not require food, water, or sleep to survive, although you must still finish Long Rests to regain the benefits of resting.

Your Cosmic Protection is always active while your ring is functioning. It does not require Concentration.


Universal Translation

Your ring automatically translates languages and deciphers written communications.

You can understand any spoken language you hear and any written language you can see, provided the language has a conventional linguistic structure.

You can also communicate with creatures that do not share a language with you. This ability does not allow you to understand secret codes, magically encrypted messages, or nonlinguistic thoughts.


Cosmic Detection

Your ring can scan your surroundings and detect unusual energy signatures.

As an action, you can activate your ring's scanning function. For 10 minutes, you can detect the following within 5,000 miles of yourself:

  • The presence of living creatures.
  • The presence of magical objects and active magical effects.
  • The presence of energy sources, including electrical, thermal, and cosmic energy.
  • The presence of concealed or invisible creatures, provided they are not behind Total Cover.

You learn the general location of detected creatures and energy sources, but not their identities or exact capabilities.

You can distinguish between different categories of energy, but you cannot automatically identify a creature's statistics, intentions, or emotional state.

You can end this effect at any time without using an action.


Construct Manifestation

You can create and manipulate these constructs without using an action, provided they remain within 5,000 feet of you.

Your constructs can be as large as a 100-foot cube, and you can create multiple constructs simultaneously. They can perform simple tasks, attack enemies, defend allies, or manipulate objects.

You can also create constructs that imitate the functions of nonmagical machinery, such as vehicles, cranes, and mechanical arms.

The DM determines whether a construct can accomplish a particular task and whether its size or complexity requires an ability check.

Your constructs are solid, tangible manifestations of cosmic energy. They can interact with the physical world and can be used to restrain creatures, block attacks, or manipulate objects.


Emotional Spectrum

Your ring shifts color based on your dominant emotional state. Each emotion grants you a passive benefit and an Emotional Surge.


Green: Willpower

Willpower allows you to overcome fear, maintain control, and manifest constructs through sheer determination.

Passive: Unbreakable Will

You have Advantage on saving throws against being Charmed or Frightened.

Additionally, you have Advantage on ability checks made to maintain control of your constructs when another creature attempts to manipulate or destroy them.

Emotional Surge: Protective Will

Bonus Action

You create a protective barrier of green cosmic energy around yourself or one creature you can see within 120 feet.

The target gains 20 Temporary Hit Points plus your Charisma modifier (minimum of 1). These Temporary Hit Points last for 1 minute.

While these Temporary Hit Points remain, the target has Advantage on saving throws against being Frightened.

The barrier disappears when all its Temporary Hit Points are lost or when the duration ends.


Blue: Hope

Hope allows you to restore the spirits of your allies and empower them to overcome seemingly impossible odds.

Passive: Beacon of Hope

Allies within 100 feet of you have Advantage on Death Saving Throws and saving throws against being Frightened.

Emotional Surge: Hope's Radiance

Bonus Action

You release a 60-foot aura of blue cosmic energy centered on yourself. Choose any number of creatures within the aura.

Each chosen creature regains Hit Points equal to 2d8 + your Charisma modifier.

Additionally, each creature can immediately repeat one saving throw against being Poisoned, Frightened, Paralyzed, or Charmed, ending the corresponding condition on a success.

The aura lasts until the beginning of your next turn.


Red: Rage

Rage transforms your anger into destructive cosmic fire capable of overwhelming your enemies.

Passive: Burning Fury

Once per turn, when you hit a creature with a weapon attack or spell attack, you deal an additional 1d6 Fire damage.

Emotional Surge: Rage Incarnate

Action

You unleash an explosion of red cosmic fire. Each creature of your choice within 15 feet of you must make a Dexterity saving throw.

On a failed save, a creature takes 10d8 Fire damage and is knocked Prone. On a successful save, it takes half as much damage and isn't knocked Prone.

The flames spread around you but do not harm creatures you choose to exclude.


Yellow: Fear

Fear allows you to overwhelm the minds of your enemies and turn their own terror against them.

Passive: Aura of Terror

Creatures of your choice within 100 feet of you have Disadvantage on saving throws against being Frightened.

Emotional Surge: Manifest Fear

No Action

You unleash a wave of yellow cosmic energy that embodies the fears of those around you.

Each creature of your choice within 300 feet of you that can see you must make a Wisdom saving throw.

On a failed save, the creature becomes Frightened of you for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.


Violet: Love

Love allows you to create powerful emotional bonds and protect those who matter most to you.

Passive: Bonds of Love

While you are within 100 feet of an ally, you and that ally each gain a +1 bonus to AC.

This benefit applies to each ally within 100 feet of you, but a creature cannot gain this benefit more than once.

Emotional Surge: Eternal Bond

No Action

Choose one willing creature within 30 feet of you with whom you share a bond of affection.

Until the beginning of your next turn, whenever the bonded creature takes damage, the damage is halved. You take the remaining damage.

This damage transfer occurs after the target's Resistance or Vulnerability is applied, and you can take damage from this feature only once per instance of damage.


Orange: Avarice

Avarice allows you to seize the power of others, consume energy, and create manifestations of those you have claimed.

Passive: Conjure Sentry

You can use a Bonus Action to create a spectral duplicate of yourself in an unoccupied space within 30 feet.

The duplicate has your AC, and has Hit Points equal to half your Hit Point maximum. It can move and mimic your attacks, using your attack modifiers and dealing half the normal damage.

The duplicate acts immediately after your turn and obeys your telepathic commands. It cannot cast spells, activate magic items, or use your Emotional Surges.

Emotional Surge: Consume Energy

Bonus Action

You absorb energy from a magical object, construct, or other source of magical energy within 30 feet.

You regain expended spell slots with a combined level equal to half your Proficiency Bonus, rounded down. You must choose the spell slots you regain, and you cannot regain a spell slot of a level higher than you can normally cast.

For each level of spell slot restored, you gain 10 Temporary Hit Points. These Temporary Hit Points last for 1 minute.

You cannot use this feature to absorb energy from an artifact or a creature unless the DM determines that the creature has an appropriate source of absorbable energy.


Indigo: Compassion

Compassion allows you to understand the suffering of others, share their pain, and even change the emotions of your enemies.

Passive: Shared Suffering

Once per turn, when you deal damage to a creature, you can choose another creature you can see within 30 feet of you. That creature regains Hit Points equal to half the damage dealt.

The healing cannot exceed the target's Hit Point maximum.

Emotional Surge: Empathic Embrace

Action

You project an overwhelming wave of compassion in a 60-foot radius centered on yourself.

Each hostile creature of your choice within the area must make a Wisdom saving throw.

On a failed save, the creature is Charmed by you for 1 minute. While Charmed in this way, the creature cannot willingly attack you or your allies unless it is attacked first or otherwise harmed by them.

The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.


Black: Death

Death allows you to manipulate the energies of the grave and summon constructs of necrotic energy.

Passive: Embrace of Death

You are immune to the Frightened and Charmed conditions and are immune to disease.

Emotional Surge: Dead Construct

Bonus Action

You summon a shadow construct in an unoccupied space within 30 feet of you. The construct lasts for 1 minute and obeys your telepathic commands.

The construct acts immediately after your turn. You can command it to move and attack using a Bonus Action. If you issue no command, it takes the Dodge action.

If your Charisma modifier is 0 or lower, the construct has 1 Hit Point per Proficiency Bonus instead.


White: Life

Life allows you to channel the entire Emotional Spectrum into the restoration of living creatures and the preservation of existence.

Passive: Radiance of Life

Hostile creatures of your choice that start their turn within 10 feet of you must make a Wisdom saving throw.

On a failed save, the creature has Disadvantage on its next attack roll before the end of its turn.

A creature that succeeds on this saving throw is immune to this effect for 24 hours.

Emotional Surge: Restoration of Life

Action

You channel the full spectrum of life energy into up to six creatures you can see within 30 feet.

You have a pool of 60 Hit Points to distribute among the chosen creatures. You can divide these Hit Points as you choose, restoring Hit Points to each creature up to its Hit Point maximum.

Additionally, if a chosen creature has 0 Hit Points, you can restore it to 1 Hit Point instead of healing it.

After using this Emotional Surge, you cannot use another Emotional Surge until you finish a Long Rest.


Construct Mastery

You have mastered the creation of solid-light constructs, allowing you to manifest weapons, creatures, machinery, and other objects through your imagination.

As an Action, you can create a construct in an unoccupied space within 120 feet of yourself. The construct can take any shape you imagine and lasts for 10 minutes, until it is destroyed, or until you dismiss it.

Your constructs obey your telepathic commands and can move independently of you. 

The construct acts immediately after your turn. You can command it telepathically without using an action. You can use a Bonus Action to command it to take the Attack action. If you issue no command, it takes the Dodge action.

The construct's damage increases when you reach certain character levels: 3d10 at level 11 and 4d10 at level 17.

If you create a construct while already at your maximum, you must dismiss one of your existing constructs.


Emotional Empathy

Your connection to The Choice allows you to perceive and understand the emotional states of other creatures.

Detect Thoughts. You can cast Detect Thoughts without expending a spell slot or requiring Material components. Once you cast it this way, you cannot do so again until you finish a Long Rest.

Calm Emotions. You can cast Calm Emotions without expending a spell slot or requiring Material components. Once you cast it this way, you cannot do so again until you finish a Long Rest.

Emotional Insight. When you succeed on an Insight check against a creature, you gain Advantage on attack rolls and ability checks made against that creature until the end of your next turn.

Emotional Bond. You always sense significant changes in the dominant emotional state of a creature with which you share a genuine emotional bond, regardless of distance or planar separation. This does not reveal its exact thoughts, location, or intentions.


Spectrum Overdrive

Your connection to The Choice temporarily transcends the ordinary limitations of the Emotional Spectrum. When your life is threatened, your ring can unleash an overwhelming surge of cosmic energy.

When you are reduced to 0 Hit Points but not killed outright, or when you fail a Death Saving Throw, you can activate Spectrum Overdrive without using an action.

For 1 minute, you gain the following benefits:

  • Absolute Invulnerability. You are immune to all damage.
  • Cosmic Flight. You gain a Fly Speed of 3,000,000 feet and can hover.
  • Unlimited Constructs. You can create an unlimited number of constructs using your Construct and Construct Mastery features. Creating and commanding them requires no action.
  • Spellcasting. Once per round, you can cast any spell of 5th level or lower without expending a spell slot or providing Material components. You must still provide any required verbal or somatic components.

Your constructs created during Spectrum Overdrive do not count against your normal maximum.

When Spectrum Overdrive ends, you fall Unconscious at 0 Hit Points. You cannot activate this feature again for 7 days.

If you are still at 0 Hit Points when the effect ends, you begin making Death Saving Throws as normal.


Nova of the Spectrum

You channel the full Emotional Spectrum through your ring and unleash an extraordinary explosion of cosmic energy. The Nova of the Spectrum represents the combined power of every emotion, capable of devastating enemies and restoring life on an enormous scale.

Activation: Action

Recharge: 24 hours

Requirement: An active Cosmic Power Battery

As an action, you unleash a cataclysmic wave of multicolored cosmic energy. Choose a point you can see within 5,000 feet. The energy expands in a sphere with a radius of up to 10,000 feet, centered on that point.

Each creature of your choice within the area must make a Charisma saving throw against your Cosmic Caster save DC + 6.

Failed Saving Throw. A creature takes 4,000d20 Force damage and becomes Blinded, Deafened, and Stunned for 1 minute.

Successful Saving Throw. A creature takes half as much damage and suffers none of the conditions. This damage ignores Resistance and Immunity to Force damage.

Restoration of the Spectrum. After releasing the Nova, you and up to 10 creatures of your choice regain 300 Hit Points each. All conditions, poisons, and diseases affecting those creatures end.

Cosmic Shield. You and the creatures healed by this feature are shielded from all damage until the beginning of your next turn.

Environmental Annihilation. Nonmagical terrain within the affected area is reduced to starlight dust. Magical structures and artifacts are unaffected unless the DM determines otherwise.

Battery Depletion. After using this feature, your Cosmic Power Battery becomes inert for 24 hours. Your ring becomes inactive, suppressing all ring-based abilities until the Battery has recharged.


The Choice

The Choice manifests as a quiet consciousness within your mind. It is neither benevolent nor cruel. It observes your decisions, tests your emotional integrity, and evaluates your relationship with the full Emotional Spectrum.

The Choice does not demand that you always act kindly, courageously, or selflessly. Instead, it demands that you acknowledge your emotions and make your own choices rather than surrendering to fear, anger, or any other single emotion.

Emotional Integrity

When you act in accordance with your genuine emotions, even when those emotions are painful or contradictory, your bond with The Choice strengthens.

When you deliberately suppress or deny your emotions, your bond may weaken. The DM determines when your actions meaningfully affect your relationship with The Choice.

The Choice's Judgment

If you repeatedly deny your emotions or attempt to use the ring in ways that contradict your true self, The Choice may begin to withdraw its power.

The Choice can communicate with you telepathically, offer guidance, challenge your decisions, or refuse to cooperate with certain actions.

Severed Connection

If you completely deny your emotional nature or abandon your responsibility as a conduit of the spectrum, The Choice may abandon you.

If this happens, your ring becomes inactive, and you lose access to all features that require it. The DM determines what actions or circumstances might restore your connection.

The Choice is not a master. It does not control your actions or dictate which emotions you should feel. Its purpose is to ensure that you remain the one making the choices.

 

Cosmic Caster Image

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