Cosmic Domain

The Cosmic domain deals with the mortal struggle to understand the infinite reaches of space and time. Gods of the cosmos are often among the oldest and most cryptic of the beings belonging to a pantheon, and are frequently described as outsiders or predecessor figures with little interest in mortal affairs. In many cases, they are not even considered deities. They have few worshipers, and are most often sought out by mortals seeking guides or oracles who can lead them to the deep secrets of existence - an impious and reckless ambition at best. In Thule, gods of the Cosmic domain generally consist of Great Old Ones who offer terrible knowledge in exchange for the service of their mortal pawns.

1st Level

 * Secret Knowledge:When you choose this domain, you learn dancing lights and ray of frost. You also gain proficiency in the Arcana skill.


 * Uncontrolled Perception: You can muddle the perceptions of attackers by giving them disorienting visions of other realities. When a creature hits you with a melee attack, you can use your combat reaction to cause the creature to make an Intelligence save.  On a failed save, the creature becomes disoriented until the end of its next turn.  While disoriented, the creature has tactical disadvantage on attack rolls and ability checks, but not saving throws.  You can use this feature a number of times equal to your Wisdom modifier (minimum 1) per day.

2nd Level

 * Turn Extraterrenes: You can use divine channeling to rebuke creatures with the extraterrene subtype. As an action, you brandish your holy symbol and invoke your cosmic patron.  Each extraterrene creature within 30 feet of you must make a Wisdom save.  If the creature fails the save, you turn it for 1 minute (or until it takes any damage).

6th Level

 * Sphere of Adaptation: You can use divine channeling to survive alien or hostile environments. As an action, you cause the environment within 10 feet of you to become tolerable for as long as you concentrate, up to 1 hour.  Creatures in the area ignore environmental conditions of extreme cold, extreme heat, high altitude, and poor air quality while they remain in the area.  They do not actually gain resistance to cold or fire, or the ability to survive vacuum.

8th Level

 * Potent Ray: Add your Wisdom modifier to damage you deal with ray of frost.

17th Level

 * Starry Wisdom: You gain resistance to psychic damage. You cannot become charmed or confused (for example, by the confusion