Otherworldly Patron - Cosmic Being A young woman looks upward as she replenishes her waterskin by the river, her pale blue eyes taking in the glittering stars that dot the dimming horizon. The voice of her patron echoes within her mind, guiding her thoughts away from the loss of her ally. She grieves silently, but knows they will be at peace within the Astral Sea, exploring the worlds between worlds. Far across the world, a Tiefling who once stood at the forefront of an insane cult has his mind opened to worlds he could never otherwise know. A new creature, a being from the veils of reality shows him the grace of a sun. He embraces the elegance of this magnificent ball of cosmic fire with vigor and a warm smile. Space, Time and Composure Your patron is a creature of ethereal or corporeal nature that drifts in and out of reality as well as the different planes of existence. They exist only to explore and look upon the wonder of the universe, sometimes helping those in need. You have discovered knowledge of or have been noticed by one of these creatures, as such being chosen to have knowledge of Warlock magic given to you in exchange for simply sharing in its' love for the universe. A warlock who forms a pact with a cosmic being finds themselves constantly returning to a neutral state of calm and serenity. The beauty and vastness of the cosmos is forever on their mind, pushing them to look deeper into the true meaning of things, as well as looking upon the world with awe. A Cosmic being could be a Space Whale, a sentient Nebula, a star at the beginning of its lifetime, or an ageless galaxy endlessly floating across infinity. Calm and Methodical Making a pact with a patron of this kind is not a choice one often takes who has chaos in their heart. As such, a creature may not take Pact of the Cosmos while their alignment is "chaotic". Their alignment while in this pact is allowed to change over the course of the Warlock's journey. Your experience may change at your DM's discretion depending on which way your alignment shifts in your adventures. A Warlock with a Pact of the Cosmos commonly reveres both their patron and the limitless infinity of space and time. Thus, a creature's alignment while following this path will generally linger around the neutral side of things, as the universe is good and evil, capable of both. Polite and Studious A Warlock wishing to explore the cosmos will usually seek out books, scrolls, spells and other material of an otherworldly nature. This is not to be confused with sinister material, which could be linked to a Great Old One. A Warlock of the Cosmos will very rarely take part in subterfuge of innocents, opting instead to gain favour via patronage to a local temple, business or purveyor of special information. Whether they help or hinder allies seeking deception as a means to an end is up to them. Similarly, a Cosmic Patron will never force themselves or their will upon whom they have a pact. Though they may disagree with what their pact-holder might do, they will simply express their displeasure and perhaps offer a compromise. One can only speculate what happens if a Warlock upsets their Cosmic Patron to the extent of anger. The Old and the Beautiful Because of their similiarities, a Cosmic being and a Great Old One may dislike each other for one reason or another. This may be that a Warlock of the Cosmos is encroaching on knowledge of the Great Old One that it does not wish mortals outside of its' own Warlocks to know. Warlocks of the Cosmos are warned rather quickly by their patron if it detects knowledge of an Old One is near. They will not intervene however, if the Warlock decides to investigate. Expanded Spell List Your Cosmic entity lets you choose from an expanded list of spells when you learn a Warlock spell. The following spells are added to the Warlock spell list for you. Cosmos Expanded Spells Spell Level Spells 1st Detect Evil and Good, Cure Wounds 2nd Spiritual Weapon, Lesser Restoration 3rd Tongues, Dispel Magic 4th Death Ward, Sickening Radiance 5th Commune, Reincarnate Knowledge Delver At 1st level, your patron has gifted you the innate ability to find information in an almost supernatural way. Up to 1 + your Charisma bonus every long rest, you can gain advantage on a Charisma ability or skill check you make to get information out of another creature. At 3rd level upon taking a pact, this ability to manipulate your seeking of knowledge extends to your Wisdom (Insight) checks when discerning the truth from another creature. Protective Warding At 6th level, your patron bestows an innate capability to defend yourself against some harmful effects in your journey to enlightenment, allowing you access to a protective incantation that becomes stronger with your charismatic prowess. Up to a number of times equal to half of your Charisma modifier (rounded down), you can use your reaction to add your Charisma bonus to your AC when a creature hits you with an attack roll. This bonus applies to the attack triggering this feature and lasts until the end of your next turn.

Alternatively, you may instead use this feature to add half of your Charisma modifier (rounded down) to any ability check, attack roll or saving throw. Spatial Postponement At 10th level, your patron gives you a means of manipulating the fabric of space for use with your spells. Once per short or long rest, you can use a bonus action to summon an 'entry' portal in a space at least 2ft in front of you. You may use your action to fire a spell through the portal as part of the , targeting a creature within the spells' capabilities (range and number of targets) and your line of sight. The entry portal does not provide cover and can be seen through as normal, though everything on the opposite side of the viewer is seen as a strange undulating image. At the start of your next turn, you can use your bonus action to open a number of 'exit' portals equal to the targets of your original casting of the spell. Each target must have at least 5ft of space behind them for the portal to be able to form without obstruction. If you do not use your bonus action to summon an exit portal, Spatial Postponement is used up and disperses. Make any required attack and damage rolls for your spell used as part of this feature, recording any failed attack rolls. A successful attack roll is treated as the spell acting as intended. Any failed attack roll forces creatures in a line from the entry portal towards where you originally cast the spell from must make a Dexterity saving throw or be struck by the spell as it is fired back through the portal. A failed attack roll creates a line of fire originating from the Entry Portal up to 30 feet. Any creature in this line of fire must make a Dexterity Saving Throw versus your Spell Save DC or be struck by the spell, which has backfired and been launched back through the Entry Portal. Cosmic Transcendence At 14th level, you have become so well-versed in the magic of the universe that your Cosmic Patron has given you an almost-impossible to achieve means to look beyond the veil of time and space. Your patron has also given you the capability to empower your Eldritch Blast cantrip with an intense concentration of magical essence. This feature gives you two variations to choose from when using it. Limitless Observation Once per short or long rest, you can look into the future or the past after a ten minute casting time to cast the Scrying spell as you would normally, but now you have the capability to extend your reach across the universe. There may be consequences to your scrying across the planes. Looking into the Nine Hells for instance may cause you to see a torturous scene of maddening horror. Peering into the glorious citadels of Elysium may temporarily blind you with radiance never meant to be looked upon by mortals. When using Cosmic Transcendence as a Scrying feature, you may increase the Save DC of this ability up to your spellcasting modifier (Charisma). If you choose a location to look upon, you may move your vision up to 30ft from the arrival point. Incomprehensible Magic Once per short or long rest, you can supercharge your next Eldritch Blast with an immense surge of energy as your body is sillhoutted by an apparition of the very patron you serve. See the table below for your options. Supercharge Options Options Effects Overload Magic Each attack roll is made with advantage, amount of blasts is doubled Coalesce Magic Spend a Warlock spell slot, the damage for each blast increases by 1d10 for each spell slot level of 1st or higher Fulminate Magic Each creature within 10ft of your intended targets must make a Dexterity saving throw, taking half damage on a success. Converse Magic Heal yourself equal to the d10 dice of each blast you are capable of firing 50% health or lower: Pyrrhic Magic You fall unconscious (stabilised), expending all remaining spell slots and health points, add 1d4 for every health point spent, add 1d10 for each spell slot spent

Cosmic Invocations The nature of your patron gives you access to stranger and more mysterious benefits in addition to the existing Eldritch Invocations. Certain spells that these Invocations allow you to cast are modified by the magic of your patron. You may choose and replace these Invocations as you would a standard Warlock. Noumenon Pre-requisite: 5th level You can cast Nondetection once per short or long rest using a Warlock spell slot. This spell is modified by your patron, allowing you to spend a second Warlock spell slot to choose a second creature to be affected by Nondetection. Strange Things Pre-requisite: 7th level You can cast Evard's Black Tentacles once per short or long rest without expending a spell slot or material components. This spell is modified by your patron's magic, warping the area it effects by instead creating a 30ft radius circle centered on a point you choose that you can see within range and changing both of the 3d6 bludgeoning damage instances instead to cold damage Planetary Breathing Pre-requisite: 10th level You can cast Commune with Nature once every short or long rest by expending a Warlock Spell slot. This spell is modified by your patron's magic. If you know a creatures' name or species, you are given its accurate whereabouts within the spell's 3 mile radius. Empyrean Blast Pre-requisite: Eldritch Blast Cantrip When you cast Eldritch Blast, you may re-roll one of the damage dice of one of the beams from the casting of the spell, taking the higher result. Astral Strike Pre-requisite: 3rd level, Pact Boon A number of times equal to 1 + your Charisma bonus, you can force a creature that hits you with an attack to attempt a Charisma Saving throw. On a failure, roll the damage dice for your Eldritch Blast. The target of this feature takes that damage. Pact Boon Option - Pact of The Cosmos At 3rd level, you may choose this pact of The Cosmos for your boon, instead of the options provided in the Player's Handbook. When you gain this pact boon, your patron gives you an artifact of power, with a small dim glowing orb affixed to it that denotes your ownership. This artifact becomes your spell focus, can have its form manipulated by you and can be affected by the Identify spell. When you obtain this Artifact, you must attune to it on a short or long rest. It counts against the number of attuned items you can carry. Using an Action and a telepathic incantation, you can shape your Cosmic Artifact into an object or a weapon as extravagant or mundane as you like, provided you are proficient in using the form it takes. Your Cosmic Artifact is completely weightless while you are carrying it, or a Strength (Athletics) check from another creature attempting to carry it. On a success, the creature is aware of it as a magical artifact item. You know its location at all times, unless you are under the effects of the Demiplane spell or a banishment effect. If it is being hidden by the effects of Nondetection or a Banishment effect, you must succeed on a Charisma check. On a success, you know the name and race of the creature hiding it from you, as well as the plane of existence both the creature and item are on. Cosmic Artifact - Weapon Form Attunement, Unique, Artifact Attack: 1 action

1 action Range: Special

Special Components: Somatic

Somatic Duration: Until destroyed, reclaimed by Patron or abandoned (at which point it is reclaimed by Patron)

Until destroyed, reclaimed by Patron or abandoned (at which point it is reclaimed by Patron) Requirements: Charisma 14 or higher, Warlock pact of the Cosmos, proficiency with weapon form

Charisma 14 or higher, Warlock pact of the Cosmos, proficiency with weapon form Attack components: Warlock spell attack modifier, Eldritch Blast cantrip Your Cosmic Artifact has the same range limitations as the weapon form it takes. If your Cosmic Artifact is in the form of a ranged weapon, you must have an object to hold ammunition consistent with your Artifacts' weapon type, but do not require physical ammunition. Instead, you create the required ammunition with your Cosmic abilities. This ammunition is always an ethereal glowing blue object, and is considered magical ammunition. Your attacks when using your Cosmic Artifact are counted as spell attacks, and thus are rolled as though you are making one. On a hit, use damage dice equal to your Eldritch Blast cantrip appropriate to your level. If you have Eldritch Invocations that alter your Eldritch Blast, you may choose one to affect an attack with your Cosmic Artifact.