Homebrew Cosmic Species Details
What races of Gerhn call 'Cosmics' are not, in fact, such a creature: Instead, every Cosmic encountered is actually a 'Cosmic Minor'. Each Cosmic that walks Gerhn is a sliver of consciousness from the Great Cosmic, out beyond the Arcane Sea, that have come to inhabit Gerhn and learn the hows and whys of mortal creatures.
Cosmics are typically anywhere from 5'6 to 6'6 and feature dark grey skin the color of coal soot. When they choose to have hair, it seems to flow preternaturally off their scalp: Holding the color as black as the night's sky near the roots, and as bright as a white, yellow, or red star near the tips. Their eyes are without division in them: No pupil nor iris nor any other part typical of mortal races. Instead, they appear to be filled with strange, multicolored gasses that swirl when concentrating or experience small thunderstorms of coursing magic lightning or the combustion of tiny gaseous flames. Their colors typically mimic the expanse of galaxies in the sky: Bright pinks and reds to dark and rich purples and blues, but any color is feasible.
Cosmics are few and far between: They hold no townships or kingdoms and don't usually seem interested in obtaining such positions. They are insatiably curious, however, and delight themselves in engaging in mortal behaviors. In particular, they are known to love the sound of music, whether it's played poorly or masterfully, and will gorge themselves on drink and food, even though they have no physiological need to do so. They tend to long to belong to groups, and will often garb themselves in the fashions of the land they're in.
Cosmics are not born, so much as they come into being. Usually, a Cosmic will originate at a site of incredible magic, unseen by the caster that accidentally created them: They will slip away, then mimic the race of the Wizard or Sorcerer or Warlock that accidentally called upon so much energy as to split a piece of the Great Cosmic off of itself. Each Cosmic is simultaneously linked back to the Great Cosmic (lovingly referred to as Mother Dear by most of their kind), but are uncontrollably suspicious of their own species: Each sliver of the Cosmic Consciousness is competitive for their Creator's love, to the point of destroying the physical form and consuming the arcane essence of other Cosmics.
That isn't to say they cannot put aside these violent differences for the greater good. Cosmics have been known to work together- But doing so for too long can result in the accidental fusion of physical and metaphysical forms, anyway. Thus, Cosmics that adventure in groups often do so with the company of members of Mortal races that they find particularly likable, as having a focus object keeps them from returning to their natural, hivemind state, and allows them to remember their independence. Occasionally, this favoritism will turn to romantic relationships. Any offspring created with the involvement of a Cosmic takes on the traits of the other parent, save for the eyes and hair of its Cosmic parents: As well, they tend to have an intense, almost aching feeling of wanting-- An innate desire to return to the Mother Cosmic that does not recognize its grandchildren.
Cosmic Traits
Cosmics are intensely curious socialites with a desire to belong, and a natural disposition to the arcane arts.Otherworldly Charm
A Cosmic's natural disposition to socializing and fitting in lends itself to having a natural, likable charm, even in environments they don't fully know. A Cosmic gains a natural +2 to Charisma.
Magically Fueled
Cosmics do not need a Caloric Intake the way mortal races do: That is to say, they do not have a biological need to eat or drink, despite enjoying doing so. Instead, a Cosmic must absorb the magic of a noteworthy spell each day. This spell must be of at least 1/2 their total character level (so a Cosmic with 3 levels in rogue, 3 levels in fighter would need to experience a spell of at least 3rd level each day). It does not matter whether the Cosmic saves against the spell, or suffers its effect: They need only be the target of the spell.
Failure to expose oneself to this magic once per day will result in a level of exhaustion. After 3 days (72 hours), the Cosmic will become comatose as if in a Trance. If a Cosmic does not feed on magic for 5 days, they are reduced to 0 HP and are dead.
Spell Mimicry
Your hunger for knowledge is insatiable, and your understanding of the Arcane is unmatched. Once per Long Rest as a Bonus Action or Reaction, roll an Intelligence save against a caster's Spell Save DC. If you succeed, you may cast the most recent spell they've cast at its lowest possible level, so long as that level does not exceed your own maximum spell level or, if you are not a caster, 1/2 your total character level. If it would exceed these criteria, you are instead overloaded with Arcane magic to the point of damaging yourself: Roll a number of d6 equal to the spell's level, and take that much Force damage.
You may not ask the DM if the spell would exceed these criteria before making the attempt.
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