Base Class: Warlock
Cosmic warlocks gain their eldritch power from answering to entities of space, the constellations, planets, and moons. A warlock swearing fealty to a Cosmic patron typically believes they speak to gods, or god-like beings, but these entities are shrouded in mystery, their appearance incomprehensible and horrible, and their divine power is bestowed into the warlock from the stars and galaxies beyond.
Shooting Stars
Beginning at first level, you learn the eldritch blast cantrip if you don’t know it already. It doesn’t count against the number of warlock cantrips you know. When you cast eldritch blast, you can have it deal radiant damage instead of force damage.
Cosmic Spells
The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Cosmic Spells table, you thereafter always have the listed spells prepared.
Cosmic Spells
Warlock Level Spells
3 Magic Missile, Faerie Fire, Moonbeam, Scorching Ray
5 Blink, Spirit Guardians
7 Fire Shield, Wall of Fire
9 Flame Strike, Greater Restoration
Cosmic Guidance
You can speak, read, and write Celestial and Deep Speech. In addition, you learn the guidance cantrip. It doesn’t count against the number of warlock cantrips you know. Additionally, you may cast the spell augury once without expending a spell slot. You can’t do so again until you finish a long rest.
Orbit
Once per turn when you miss a creature with eldritch blast, the beam returns to you as an orbiting comet around your head. While you have an orbiting comet, you can absorb its energy to do the following:
Cosmic Power. Once on your turn when you cast eldritch blast, you can consume one orbiting comet to fire an additional beam.
Interception. You can use your reaction to intercept a melee or ranged attack, gaining resistance to the damage from that attack.
Lightspeed. As a bonus action, you can consume a comet to teleport 30 feet to an unoccupied space you can see.
You can have a maximum number of orbiting comets equal to your proficiency bonus. As long as you have comets, you glow with bright light out to 20 feet, and dim light for an additional 10 feet. The comets last until you finish a short or long rest, or until you dismiss them (no action required).
Meteoric Impact
Once per turn when you hit a creature with eldritch blast, you can cause the beam to explode. Each creature within 10 feet of the target must succeed on a Dexterity saving throw or take 3d6 fire damage.
The damage increases to 4d6 damage at 14th level, and to 5d6 damage at 17th level.
Supernova
Charged by the energy of the stars, you gain additional benefits from the otherworldly entities lurking in the deep void of space.
When you cast eldritch blast, you can fire one additional beam.
Whenever you score a critical hit with eldritch blast, you can use your Meteoric Impact feature an additional time that turn.
Cosmic Guidance
You can speak, read, and write Celestial and Deep Speech. In addition, you learn the guidance cantrip. It doesn’t count against the number of warlock cantrips you know. Additionally, you may cast the spell augury once without expending a spell slot. You can’t do so again until you finish a long rest. And you can communicate with your patron.
Level 3: Orbit
Once per turn when you miss a creature with eldritch blast, the beam returns to you as an orbiting comet around your head. While you have an orbiting comet, you can absorb its energy to do the following:
Cosmic Power. Once on your turn when you cast eldritch blast, you can consume one orbiting comet to fire an additional beam.
Interception. You can use your reaction to intercept a melee or ranged attack, gaining resistance to the damage from that attack.
Lightspeed. As a bonus action, you can consume a comet to teleport 30 feet to an unoccupied space you can see.
You can have a maximum number of orbiting comets equal to your proficiency bonus. As long as you have comets, you glow with bright light out to 20 feet, and dim light for an additional 10 feet. The comets last until you finish a short or long rest, or until you dismiss them (no action required).
Level 3: Cosmic Spells
The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Cosmic Spells table, you thereafter always have the listed spells prepared.
3 Magic Missile, Faerie Fire, Moonbeam, Scorching Ray
5 Blink, Spirit Guardians
7 Fire Shield, Wall of Fire
9 Flame Strike, Greater Restoration
Level 6: Shooting Stars
Beginning at first level, you learn the eldritch blast cantrip if you don’t know it already. It doesn’t count against the number of warlock cantrips you know. When you cast eldritch blast, you can have it deal radiant damage instead of force damage.
Level 6: Meteoric Impact
Once per turn when you hit a creature with eldritch blast, you can cause the beam to explode. Each creature within 10 feet of the target must succeed on a Dexterity saving throw or take 3d6 fire damage.
The damage increases to 4d6 damage at 14th level, and to 5d6 damage at 17th level.
Level 10: Supernova
Charged by the energy of the stars, you gain additional benefits from the otherworldly entities lurking in the deep void of space.
When you cast eldritch blast, you can fire one additional beam.
Whenever you score a critical hit with eldritch blast, you can use your Meteoric Impact feature an additional time that turn.
Level 10: Cosmic familiar
Your patron gives you the right to choose any type of animal and the magic find familiar this is will always be prepared, this familiar It can change shape freely, but its normal form will always be the form you chose for it, which in turn will always show outer space with its galaxies, stars, supernovas, nebulae And etc. It is immortal but disappears if you Faint or die, and will reappears when you take a long rest.
His turn will always be the turn after yours, regardless of anyone's initiative, you control his turn.
His attack changes depending on his current form, including the damage.
You can connect your senses with his, for example, hearing everything he hears. You can also cast spells through him remotely, but only if he is within a 30 foot radius.
It cannot transform into any type of weapon, but it can attack on its own.
It can fly regardless of the form it takes.
He can't transform into objects bigger than you, but he can transform into an animal of any size, as long as it's the original size of that species.
Level 14: Garden of Stars
By expending all the comets orbiting around you, you can create a stellar shield made up of the same number of stars as the comets expended, and each star protects you from up to 10d12 damage. Five-pointed stars that orbit around you. When they take all the damage they can withstand it Break in into 5 smaller homing stars that automatically move towards the enemy, Each one deals 1d6 damage Force damage and slashing damage
Level 14: Create Singularity
By expending all its comets orbiting around it and concentrating all its cosmic energy, it creates a singularity that attracts everything and everyone within a 1000 foot radius, dealing 8d12 force damage. Everything around him seems to begin to darken; hallucinations of stars and galaxies appear around him, beginning to accumulate an incalculable mass.
Everyone around you has to make safe guards of Dexterity and constitution. Otherwise, they will be drawn into the singularity, which has a 18 foot sphere.
Spend a level 9 Spell slot
Spend one action
It takes 3 turns to charge, And what if you suffer any kind of harm during that time The spell fails, and you must make a Dexterity and Constitution saving throw; otherwise you take 7d6 damage.
Your patron tells you about this spell at level 14, but you can only truly use it at level 20.
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