Locus

"Out there, beyond the world, but
below the other planes of existance,
there exists an endlessly vast,
mysterious void called the cosmos.

Stars that are immeasurably bigger than our own
planet dot the sky, and events happen there on a
scale of which we have yet to comprehend.
And this cosmos coexists with the arcane weave
that intersects with our plane. Sometimes, when
these two meet, they produce... peculiar results."

-An unknown Arch Wizard, describing the
creation of Loci.


The creature known as the Locus appears human-like
in appearance, but even at a glance, it's easy to see
they're something utterly alien. Their bodies have
strange cosmic markings inscribed on them, and
they speak in a voice that reverberates gently in the air
around them. Such creatures are regarded with equal
parts fascination and fear. Most have to be very lucky
to come across one of these rare creatures, and those
luckier few who adventure with them often come back
with great stories to tell.

Cosmic Creations

A Locus is a product of a rare series of cosmic events coinsiding with rifts in the weave of magic. During
local solar system events, such as eclipses, meteor
showers and comet passes is when you're most likely
to see them pop up, as they tend to form more frequently during such events. While traveling to a planet, their bodies begin to form around their rocky center. When formed into a baby, they are encased in a cocoon that supplies them nutrients and protects them from the heat of re-entry and the elements of a planet until they're fully developed, upon which their rocky prison hatches. Their bodies are made up of a combination of syntheitc tissue and cosmic matter combined to form their physical body. They tend to feel very cool to the touch, and have a distinctly mysterious aura that follows them around everywhere they go.

Mysterious Omens

Loci tend to appear before or after certain events where the cosmos and the mysterious energy of the arcane weave intersect. Such events are usually an omen of some great change within the world. As such, the sighting of even one Locus is interpreted by most as a sign or an omen of a change in the world. Loci are sometimes the targets of bounties or chased out of towns due to their association with such signs or their strange and utterly alien appearance. Other times they're welcomed into these communities, usually because they assume they know more about these signs and future events than the average person would. They usually don't, but they're kept around either way.


Alien Construction

Locus biology is a strange and unique one. Their entire form is built around a core consisting of some kind of cosmic debris, such as a piece of a meteorite or an orb filled with plasma. Their skin can either be soft blue, light green, or gray. Their eyes glow softly, giving them cosmic heat vision, and are usually purple, blue or orange in color. Their hair is commonly milky white or dark gray, although it can be brown, black, green, blue or purple as well.

Locus Names

Locus naming conventions tend to fall in line with human and elf names. They tend to be named after cosmic events and celestial bodies more often than not, but you will see the odd Locus toting around a human or elven name from time to time.
Male Names: Neutrino, Donovan, Cosmo, Dash, Luan, Ernesto, Singular, Martin, Ray
Female Names: Viik, Mara, Apogee, Eclipse, Mona, Destiny, Sun, Patty, Leena, Shelby

Locus Traitssi

c As a Locus, your cosmic biology grants you several different traits interwoven in your body, powered by your core.
Ability Score Increase. Your Charisma ability score increases by 2.
Age. Loci are considered fully developed by around age 18, and can live for around 800-1,000 years.
Alignment. A Locus' alignment tends to vary depending on the nature of their creation, although morally they tend to vary on the alignment spectrum.. They tend to be chaotic if they were born from a galactic cataclysm, lawful if they were born from the birth of a star, and neutral if they were born from a cosmic fusion.
Size. Loci are generally moderately tall, being around 6-7 feet tall. Your size is medium.
Speed. Your base walking speed is 30 feet.
Heatsight. As a Locus, you have a second sight that relies purely on the heat of the world around you. While using heatsight, you see the world as a spectrum of reds, blues and yellows based on how hot or cold objects and creatures within 30 feet are around you. You can see invisible creatures, but only if you are aware of them and if they are not hidden from you.

You can switch between heatsight and your normal sight as a bonus action.
Cosmic Inheritance. Loci are built from the formation of astronomical and arcane events that intersect with each other. The circumstances by which this creation happens gives the Locus that spawned from it different traits than others. You can choose from Starbirth, or Fusion.
Languages. You can speak, read, and write Common and Deep Speech

Cataclysm

Loci born from a cosmic cataclysm are bestowed with great strength and thunderous pride. They are the harbingers of the very eventss that created them, or so people say. Cataclysm Loci tend to be drawn to conflict more than others of their species. As a Cataclysm Locus, you get the following traits.
Ability Score Increase. Your Strength score increases by 1.
Explosive Resistance. Cataclysm Loci are resilient against the sound that heralds destruction. You are resistant to thunder damage.
Nova Blast. You channel the power of a dying star through your body, and release a wave of thunderous energy to shatter your foes. Any creature within a 15 foot cube in front of you in a direction of your choosing must make a Strength saving throw. The DC for this save is 8 + your proficiency bonus + your strength modifier. If they fail the saving throw, they take 1d6 damage and are knocked prone. If they succeed, they take half that damage and are not knocked prone. This damage increases to 2d6 at 6th level, 3d6 at 11th level, and 4d6 at 16th level.

Once you use this feature, you cannot use it again until you complete a short or long rest.
Cataclysmic Magic. You get the sonic snap cantrip and may cast it at will. At level 3, you learn the thunderwave spell and may cast it once per long rest without expending a spell slot. Charisma is your spellcasting ability for these spells.
Cataclysmic Bravery. Being born from destruction has made Cataclysm Loci much more numb to fear than the average person. You get advantage on saving throws made to resist being frightened.

Starbirth.

Some Loci are formed during the birth of a star or other event of cosmic creation. These beings, known as Starbirth Loci, are resilient and stalwart people. They are generally put in charge of defense or as a bulwark between civilization and certain doom. A Starbirth locus is regarded as an omen of prosperity. As a Starbirth Locus, you get the following traits.
Ability Score Increase. Your Constitution score increases by 1.
Solar Resistance. Be it favor from the gods or a natural resistance to creation energy, Creation Loci are resistant to radiant damage.
Starlight Ray. You can shoot a ray of pure starlight from your hand at enemies. Any creature within a 15 foot cone of you in a direction of your choosing must succeed a Constitution saving throw. The DC for this save is 8 + your proficiency bonus + your Constitution modifier. If they fail the saving throw, they take 1d6 radiant damage and are blinded until the end of your next turn. If they succeed, they take half the damage and are not blinded. This damage increases to 2d6 at 6th level, 3d6 at 11th level, and 4d6 at 16th level.

Once you use this feature, you cannot use it again until you complete a short or long rest.
Starbirth Magic. You get the astrochemistry cantrip and may cast it at will. At level 3, you get the Faerie Fire spell, and may cast it once per long rest without expending a spell slot. Charisma is your spellcasting ability for these spells.


Arcane Cunning. When you make an Arcana check to discern the location of a source of magic, magical technology and items, or the origin of magical terminology, you are considered proficient in the Arcana skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

Fusion

Fusion Loci have been created as a direct result of fusion or fission on a cosmic scale. They're speedy and quick witted people with a lust for adventure, and are often nomadic. Their creation is purported to be a prefix to a major change in the world. As a Fusion Locus, you get the following traits.
Ability Score Increase. Your Dexterity score increases by 1.
Cosmic Resistance. The strange and entirely alien cosmic makeup of a Fusion Locus and their speedy nature seems to bestow in them the ability to shrug off the most potent magical energy. You have resistance to lightning damage.
Galactic Beam. You can fire a beam of cosmic lightning from your eyes. Any creature within a 30 foot line that's 5 feet wide must succeed a Dexterity saving throw. The DC for this save is 8 + your proficiency bonus + your Dexterity modifier. If they fail, they take 1d6 lightning damage and are stunned until the end of your next turn. If they succeed, they take half the damage and are not stunned. This damage increases to 2d6 at 6th level, 3d6 at 11th level, and 4d6 at 16th level.

Once you use this feature, you cannot use it again until you complete a short or long rest.
Fusion Magic. You get the fusion pulse cantrip, and may cast it at will. At level 3, you learn the chromatic orb spell, and may cast it once per long rest without expending a spell slot. Charisma is your spellcasting ability for these spells.
Galactic Luck. Fusion Loci seem to be some of the luckiest creatures around. Some say their cosmic makeup has blessed them with a certain amount of luck that comes forth at just the right time. When you roll a 1 on an attack roll, ability check, or saving throw, you can re-roll the die once and must use the new roll.

Sonic Snap

evocation cantrip


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S
  • Duration: Instantaneous

You snap your fingers and create a burst of cataclysmic energy at a point of your choosing within range. Each creature within 5 feet of the point must make a Constitution saving throw or take 1d6 thunder damage.

The damage of this spell increases by 1d6 at 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Astrochemistry

transmutation cantrip


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, S, M (a pinch of firefly dust)
  • Duration: Up to 1 hour

You create a mysterious spectacle of harmless cosmic effects that last for the duration of the spell. These effects include the following:

  • You can create a small projection of an aurora within range. It sheds dim light within a 10 foot radius and glows various colors. Creatures can pass through the projection without being harmed, as the projection simply passes through their body.
  • You can illuminate parts of your body in a color of your choosing, either making your eyes glow, forming rays of light from your hand, or causing your steps to flash brightly. Each glow casts dim light in a 5 foot radius around you.
  • You can heat up or chill a 20 foot square area within range, depending on the weather. This temperature is comfortable and pleasant, and cannot be lowered or raised enough to cause discomfort or harm.
  • You can create a small hologram of a cosmic body or a solar system in motion. This visual can be no bigger than a 5 foot cube in diameter, and objects can pass through it unharmed. It casts dim light in a 5 foot radius around it.

You can have up to two of these effects going at once during the duration of this spell.

Fusion Pulse

conjuration cantrip


  • Casting Time: 1 action
  • Range: 15 feet
  • Components: V, S
  • Duration: Instantaneous

You extend your hand and speak a cosmic word of power. You then clench your fist, forcing together a fusion of a miniature pulsar in a 5 foot square of your choosing in range that streaks towards a creature and explodes. A creature in this square must make a Strength saving throw. If the creature fails, it takes d6 force damage and has disadvantage on the next saving throw it makes before the end of its next turn.

The damage of this spell increases by 1d6 at 5th level (2d6), 11th level (3d6), and 17th level (4d6).