Homebrew Cosmic-Spawned Species Details

The cosmic-spawned are human-based planetouched, native outsiders that are infused with the touch of worlds beyond worlds, most often through descent from aberrations and other intelligent creatures coming from the Realmspace, parasites brought by comets or star spawn agents in the Prime Material plane, powerful cosmic entities from the Far Realm, or even the Elder Evils themselves, who had bred with humans at some point. Much like tieflings, the aberrant heritage from the cosmic-spawned may remain dormant for several generations, but it can awake on any newborn of a family at any given time.


While most look like normal humans at first glance, all of them manifest physical characteristics derived from their strange ancestor, some with slight features such as a faint glowing skin or bright eyes, and others more noticeable ones such as different and strange skull shapes or limbs from other abhorrent creatures.

Cosmic-Spawned Traits

Typical traits of cosmic spawned:

Ability Score Increase

Increase intelligence score by 2, and increase a different one by 1.

Size

Cosmic-spawned are typically over 6 feet tall, with some standing over 7 feet. Your size is Medium.

Speed

You have 30 ft of walking speed and 10 ft of flying speed.

Creature Type

You are a Humanoid, but for the purpose of being affected by certain spells, you are also considered an Aberration.

Darkvision

You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.

Limited Telepathy

You can create a telepathic connection and speak to any creature in your surroundings. Choose one creature you can see within 40 feet of you, and that can speak in a language the other knows in order to understand each other. You can maintain this bond for 1 minute, but the other creature cannot respond telepathically. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short rest.

Languages

You can speak, read, and write Common and Deep Speech, or one other language that you and your DM agree is appropriate for your character.

Subrace

You can choose among few different subraces including star-touched, moon-touched, comet-touched, void-touched, far-born

Star-Touched

Creatures originated from the birth of a new star, or from the last remnants of a dying one; some venture to speculate that they were originally created by deities such as Lathander or Celestian. Cosmic-spawned with heritage from stars usually present features such as bright eyes, luminous flowing hair, or being able to see sparks of light through their veins.


Heliacal Essence. You have proficiency in the Survival skill. Additionally, you can use your cosmic nature to enhance your abilities through light. Once per day, while you are standing in bright or dim light, you can roll an additional d20 for an attack roll or ability check, before the outcome is determined, and choose which of the d20s is used. Once you use this trait, you can't do so again until the next dawn.


Stellar Spellcasting. You know the Light cantrip. Starting at 3rd level, you can cast the Burning Hands spell with this trait, without requiring a material component. Starting 5th level, you can also cast the Flaming Sphere spell with this trait, without requiring a material component. Once you cast burning hands or flaming sphere with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level.

Moon-Touched

Creatures originated from the many natural satellites that orbit around the different planets of the Realmspace, some of them evolved from the lifeforms within the crusts of ice, others from visitors from other space civilizations drawn by the mysterious magic and calm found on moons. Cosmic-spawned with heritage from moons usually present features such as light skin tones varying from white to light blue and even pale yellow, usually silvery hair, or a faint skin glimmer when exposed to a full moon or eclipse.


Eclipse's Aspect. You have proficiency in the Stealth skill. Additionally, you can use your cosmic nature to enhance your abilities through darkness. Once per day, while you are standing in dim light or darkness, you can roll an additional d20 for a saving throw, before the outcome is determined, and choose which of the d20s is used. Instead, you can use this trait on yourself to reduce by one your exhaustion level. Once you use this trait, you can't do so again until the next dusk.


Orbital Spellcasting. You know the Guidance cantrip. Starting at 3rd level, you can cast the Feather Fall spell with this trait, without requiring a material component. Starting 5th level, you can also cast the Darkness spell with this trait, without requiring a material component. Once you cast feather fall or darkness with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level.

Comet-Touched

Creatures originated from comets and meteors that have travelled throughout outer space and eventually eroded or impacted a planet or satellite, spreading this way parasites or other lifeforms picked up in its orbit trajectory from space. Cosmic-spawned with heritage from comets usually present features such as patches or veins of different types of metal on their skin, being always cold to the touch or having a cold aura around them, or leaving a trail of luminous dust when running perceptible at night.


Dust Trail. You have proficiency in the Perception skill. Additionally, you can use your cosmic nature to propel yourself with the force of a meteor. You can add 1d4 whenever you roll for initiative. Furthermore, you can use your bonus action to increase your speed by 5 feet, and your movement doesn’t provoke opportunity attacks until the end of your turn. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.


Meteoroid Spellcasting. You know the Ray of Frost cantrip. Starting at 3rd level, you can cast the Magic Missile spell with this trait, without requiring a material component. Starting 5th level, you can also cast the Augury spell with this trait, without requiring a material component. Once you cast magic missile or augury with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level.

Void-Touched

Creatures surrounded by mystery, as nobody has been able to point out a definite provenance for them. The only thing scholars have discovered is that they can trace their origins to celestial objects close to cosmic vortices, black holes, and wormholes. Cosmic-spawned with heritage from the void usually present features such as translucent dark blue or white and other light colours, being faceless but yet being able to see, eat or hear; or to see their bodies slightly shifting in place sometimes.


Distort Space. You have proficiency in the Arcana skill. Additionally, you can use your cosmic nature to bend space around you, forcing an enemy to swap places in the case of danger. As a reaction, when you would be hit by an attack roll, choose a target within 20 feet of you that is Medium or smaller. That creature must make a Dexterity saving throw against your spell save DC, and if it fails or decides not to resist it, both of you exchange positions. If the original attack roll equals or exceeds the creature's AC, it receives the attack instead of you. At the start of your turn, your positions swap back again to your original ones. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.


Hollow Spellcasting. You know the Thaumaturgy cantrip. Starting at 3rd level, you can cast the Absorb Elements spell with this trait, without requiring a material component. Starting 5th level, you can also cast the Vortex Warp spell with this trait, without requiring a material component. Once you cast absorb elements or vortex warp with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level.

Far-Born

Creatures that lean closer to the aberrant nature of their ancestors. They are bigger, broader and tougher than the other cosmic-spawned subraces. Their origin can vary from being a direct descendant of an aberrant creature, to someone in your lineage making a pact in search for power with a powerful cosmic entity or an Elder Evil, tainting this way a family lineage with an unexpected aberrant humanoid. These cosmic-spawned with such an otherworldly heritage usually present features such as having more than two limbs that tend to be way more elongated than normal arms or legs, being able to dislocate their mouths to eat food in one go, or having animals like dogs to uncontrollably bark at them when they are near because of their unsettling presence.


Hulking Genetics. You have proficiency in the Intimidation skill. Additionally, thanks to your cosmic nature and aberrant physiology, you can force enemies to engage into close combat with you. As a bonus action, you may attempt to grapple a creature and pin it to you. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Furthermore, your eldritch physique makes shudder with horror even the bravest. Creatures within 5 feet of you have disadvantage on saving throws against being frightened.


Abhorrent Spellcasting. You know the Primal Savagery cantrip. Starting at 3rd level, you can cast the Arms of Hadar spell with this trait, without requiring a material component. Starting 5th level, you can also cast the Barkskin spell with this trait, without requiring a material component. Once you cast arms of hadar or barkskin with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level.

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