Racial Features:
Fey Ancestry. You have advantage on saving throws you make to avoid or end the charmed condition on yourself.
Class Features.
Cosmic Points. You have 6 cosmic points per long rest.
Technique - Cosmic Infusion. When you hit with an unarmed strike or a cosmos strike you can spend 1 Cosmic Point, if you do, the attack deals additional damage equal to your wisdom modifier of the same type of the attack. Awaken: The extra damage lasts 1 minute.
Technique - Nebula Chain. Whenever you attack with a whip you can spend 1 Cosmic Point, if you do, until the end of your turn, whenever you hit a creature with a whip, that creature must succeed on a strength saving throw or become grappled while you are within 10 feet of them (Escape DC 14). While grappled this way the creature is restrained. You can grapple up to 3 creatures this way. Awaken: For the next minute, each creature grappled by your whip takes 1d8 lightning damage at the end of your turn.
Extra Attack. You can make two attacks in any combination of unarmed or cosmos strikes.
Whip. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 5 (1d8 + 4) slashing damage.
Unarmed Strike. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 5 (1d6 - 1) bludgeoning damage.
Cosmos Strike. Ranged Spell Attack: +6 to hit, range 30 ft., one target. Hit: 7 (1d6 + 4) lightning damage.
Whip (Cosmic Infusion). Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (1d8 + 7) slashing damage.
Unarmed Strike (Cosmic Infusion). Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.
Cosmos Strike (Cosmic Infusion). Ranged Spell Attack: +6 to hit, range 30 ft., one target. Hit: 12 (1d6 + 6) lightning damage.
Technique - Nebula Storm. As an action, you can spend 2 Cosmic Points to extend your cosmos into an 10 feet radius for one minute. Whenever an enemy creature enters the area for the first time on a turn or starts its turn there, it must make a DC 14 Wisdom saving throw. On a failed save, the creature takes 10 (3d6) lightning damage. On a successful save, the creature takes half as much damage. Awaken: Whenever a creature attempts to move out of the area, that creature must succeed on a DC 14 Strength saving throw or have their speed reduced to 0 until the end of the turn.
Fey Step (3/day). As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see, or you can touch one willing creature within 5 feet of you. That creature then teleports instead of you, appearing in an unoccupied space of your choice that you can see within 30 feet of you.
Technique - Share Cosmos. As a bonus action, you can spend 1 Cosmic Point to sacrifice some of your health to mend another creature’s injuries. You take 9 (2d8) necrotic damage, which can’t be reduced in any way, and one creature of your choice that you can see within 30 feet of you regains a number of hit points equal to twice the necrotic damage you take. Awaken: The target's AC increases by 1 for the next minute.
Technique - Loyalty Shield. Whenever an ally within 5 feet of you would take damage, you can spend 1 Cosmic Point to use your reaction to extend your cosmos to them for a moment. You grant a +3 bonus to the target’s AC against that attack roll, potentially causing it to miss. Awaken: You have advantage on attacks against the attacker for the next minute.
Previous Versions
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8/9/2023 9:10:52 PM
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Coming Soon
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