Cosmic Emissary
About this class
The Cosmic Emissary is a being who either comes from space, or acts as a diplomat on behalf of an entity from space. The job of a Cosmic Emissary is to seek unity with this planet, and the planet they speak for. They often align themselves with people of this planet who have similar goals. They are curious about what this world has to offer, and just as excited to learn about this planet, as they are to share information about the planet they represent. Or at least, what they know of it.
Domains
Grace
Starting stats
Hope feature
Class features
-
Cosmic Generation
At the beginning of a session, roll a d12, and record the result. During the course of the session, whenever you roll the result on one of your Duality Dice, you, or another person within Close Range, may gain an additional Hope. You also gain an additional Hope during a Rest.
-
A Light in the Void
You may gain a Hope, or clear a Stress whenever you succeed with Fear a number of times per rest equal to your Proficiency.
Class items
- A bit of space debris.
- An earthly knick-knack.
Character questions
Background prompts
- Are you from the cosmos, or were you just granted the ability of the cosmos?
- What about this planet do you find just simply fascinating?
- You spend a considerable effort trying to control your power. What happens if you lose control?
Connection prompts
- You’ve heard people talk of me, and my usual abilities, before we met. What did they say?
- The true extent of my power remains unknown. Does that frighten you?
- When you look at me, and look at the cosmos, what similarities do you find?
Subclass cards
Printable via header menu
Weaver
Foundation
SPELLCAST TRAIT: Instinct
Rending Attack: When you make an attack, you may mark a Stress to make an attack against another target within range of your weapon using the same attack roll.
Cosmic Vibrations: You may spend a Hope to help an ally within Close range after they have made their roll.
Weaver
Specialization
Orbital Weave: Gain a permanent +1 to your Evasion. Whenever a creature misses you with an attack, you may Spend a Hope to force them to make a reaction roll. On a failure they take 3d6 damage of the damage type they deal.
Cosmic Scale: When you roll the number for your Cosmic Generation ability, but ultimately roll with Fear, you may clear a Stress.
Weaver
Mastery
Brilliant Weave: Whenever you make a successful attack roll, you may spend any number of Hope to force the creature to make a reaction roll (16.) On a failure, they become vulnerable until the GM spends a number of Fear equal to the number of Hope you spent to use this ability.
Cosmic Knight
Foundation
SPELLCAST TRAIT: Presence
Reverb: Gain an additional Hit Point slot. When you mark a Hit Point from an enemy’s effect, mark a Stress. Until you take a rest, or use this ability again, you gain a bonus to attack and damage rolls equal to the Attack modifier of the enemy that hit you.
Cosmic Knight
Specialization
Unity: When you Help an ally, you may clear a Stress.
Starry Strike: Whenever your Reverb is activated, and you miss an attack, you may mark a Stress to give yourself advantage on the roll.
Cosmic Knight
Mastery
Dream Knight: Whenever you cause an enemy to mark their last Hit Point, you, and all your allies, gain a Hope.
Cosmic Combatant: Once per session, when you roll the number for your Cosmic Generation, you may treat the result as a Critical Success.
Parasite
Foundation
SPELLCAST TRAIT: Instinct
Living Armor: Gain a permanent +1 Armor Slot. Whenever you mark an Armor Slot, you may gain a bonus to your next attack and damage roll equal to your Tier.
Pick Apart: Whenever you make a successful attack, spend a Hope to clear an Armor Slot.
Parasite
Specialization
Self-Repair: When you use your Pick Apart ability, you may mark a Stress to clear a Hit Point.
Break Apart: When you use your Pick Apart ability, you may spend an extra Hope to add 1d10 to the damage roll.
Parasite
Mastery
Deadly Armor: Gain +1 Armor Slot. Whenever you use your Living Armor ability, you also gain advantage on your next attack roll.
Dual Hope: You may roll 2d12 when rolling for Cosmic Generation, and choose which number you want to use. If you roll matching numbers, treat it as a critical success.
Cosmic Emissary
The Cosmic Emissary is a being who either comes from space, or acts as a diplomat on behalf of an entity from space. The job of a Cosmic Emissary is to seek unity with this planet, and the planet they speak for. They often align themselves with people of this planet who have similar goals. They are curious about what this world has to offer, and just as excited to learn about this planet, as they are to share information about the planet they represent. Or at least, what they know of it.
Domains
Grace + Star
Starting Evasion
10
Starting Hit Points
5
Class Items
- • A bit of space debris.
- • An earthly knick-knack.
Cosmic Emissary’s Hope Feature
Cosmic Outpour : Spend 3 Hope. Until your next rest, when you gain a Hope, all allies gain a Hope as well.
Class Features
Cosmic Generation
At the beginning of a session, roll a d12, and record the result. During the course of the session, whenever you roll the result on one of your Duality Dice, you, or another person within Close Range, may gain an additional Hope. You also gain an additional Hope during a Rest.
A Light in the Void
You may gain a Hope, or clear a Stress whenever you succeed with Fear a number of times per rest equal to your Proficiency.
Cosmic Emissary Subclasses
Choose either the Weaver or Cosmic Knight subclass.
Weaver
Play as the Weaver to use your cosmic abilities to push your limits.
Spellcast Trait
Instinct
Foundation Features
Rending Attack: When you make an attack, you may mark a Stress to make an attack against another target within range of your weapon using the same attack roll.
Cosmic Vibrations: You may spend a Hope to help an ally within Close range after they have made their roll.
Specialization Feature
Orbital Weave: Gain a permanent +1 to your Evasion. Whenever a creature misses you with an attack, you may Spend a Hope to force them to make a reaction roll. On a failure they take 3d6 damage of the damage type they deal.
Cosmic Scale: When you roll the number for your Cosmic Generation ability, but ultimately roll with Fear, you may clear a Stress.
Mastery Feature
Brilliant Weave: Whenever you make a successful attack roll, you may spend any number of Hope to force the creature to make a reaction roll (16.) On a failure, they become vulnerable until the GM spends a number of Fear equal to the number of Hope you spent to use this ability.
Cosmic Knight
Play as the Cosmic Knight to power yourself up with your enemy's attacks.
Spellcast Trait
Presence
Foundation Features
Reverb: Gain an additional Hit Point slot. When you mark a Hit Point from an enemy’s effect, mark a Stress. Until you take a rest, or use this ability again, you gain a bonus to attack and damage rolls equal to the Attack modifier of the enemy that hit you.
Specialization Feature
Unity: When you Help an ally, you may clear a Stress.
Starry Strike: Whenever your Reverb is activated, and you miss an attack, you may mark a Stress to give yourself advantage on the roll.
Mastery Feature
Dream Knight: Whenever you cause an enemy to mark their last Hit Point, you, and all your allies, gain a Hope.
Cosmic Combatant: Once per session, when you roll the number for your Cosmic Generation, you may treat the result as a Critical Success.
Background Questions
Answer any of the following, or create your own.
- • Are you from the cosmos, or were you just granted the ability of the cosmos?
- • What about this planet do you find just simply fascinating?
- • You spend a considerable effort trying to control your power. What happens if you lose control?
Connections
Ask one of the following, or improvise.
- • You’ve heard people talk of me, and my usual abilities, before we met. What did they say?
- • The true extent of my power remains unknown. Does that frighten you?
- • When you look at me, and look at the cosmos, what similarities do you find?
Discussion
Be thoughtful and kind.
Remember to be respectful. Comments are moderated and should add to the discussion.