Homebrew Cosminoid Species Details

Culture: 

These Goblinoids managed to escape the feywilds before most of their kin. Unlike their shorter cousins these goblins were not subjected to the eugenics of the Hobgoblins and instead changed due to the nature of the cosmic void they inhabit. With a lack of needing to protect themselves from sunlight their skin lost its pigment, becoming a ghostly white while their eyes became like red clouded rubies. Instead of inhabiting worlds, most Cosminoids opt to make and live on cosmic ports that they have created for spelljammers to dock at between their destinations. Most live and work on these ports while others work as deckhands on spelljammers, or become pirates, waiting in lonesome stretches of the void before attacking with intense violence.

Lineage Traits:

Age: Cosminoids reach adulthood at 18-20 years old and are able to live well into their hundreds while living cosmically and have their life expectancy drastically reduced while living on a planet to their 50s-70s because their bodies are not built for living there anymore.

Physical Characteristics: Pigmentless Skin, hauntingly white from being out in the cosmic void for so long. Oftentimes Cosminoids teeth are sharp and jagged but well kept. Their hair ranges from being naturally black or white, but oftentimes Cosminoids will color their hair to any color within the spectrum of the rainbow.

Size: A Cosminoid’s average height is 5 feet tall (medium creature) and usually weigh around 130-140 pounds.

 

Cosminoid Traits

Being that Cosminoid are not traditional Goblins they share some features with their cousins, while also having some special traits and abilities.

Ability Score Modifier

"Character levels where options known" to 1, then add two options; one is your "Increase three scores ( +1 / +1 / +1 )" and the other is "Increase two scores ( +1 / +2 )".

Creature Type

You are a Humanoid. You are also considered a goblinoid for any prerequisite or effect that requires you to be a goblinoid.

Darkvision

You have superior vision in naturally dark and dim conditions. 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 can’t discern color in darkness, only shades of gray.

Adaptive Physiology

Due to your exposure to the cosmos you don’t suffer from exhaustion due to extreme heat or extreme cold. You can hold your breath for a number of minutes equal to double your CON modifier (minimum 1 minute).

Alien Mind

Your exposure to the cosmos has changed your mind enough that to most creatures you are more alien. You have advantage on saves against being charmed, and you have resistance to psychic damage.

Hyperstep

  • You are able to move rapidly between space and time. As a bonus action on your turn, you can move at hyperspeed up to 30 feet in a straight line without provoking opportunity attacks. This movement must begin on solid ground, cannot cross gaps of larger than 5 feet, and ends if you enter difficult terrain. Each creature you pass within 5 feet must succeed on a Constitution saving throw or take 1d6 thunder damage (DC = 8 + proficiency bonus + Strength or Dexterity modifier). You can use this feature a number of times equal to your Proficiency Bonus, and regain all uses after a long rest.
  • At level 5, you may add one 90-degree turn to your path, and difficult terrain no longer impedes your hyperstep.
  • At level 10, you may add a second 90-degree turn to your path, and your hyperstep can cross gaps of up to 10 feet.

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