A freemind is a cosmic traveler obsessed with the secrets of the universe; they have seen a thousand worlds and will see a thousand more before they pass into the great beyond. Their greatest tool is their mastery of cosmic magic; they are adept at opening gates, shifting to other planes, enduring harsh environments, and exploring the unknown. You must be born with the spark to become a freemind - a natural aptitude that allows you to traverse worlds by opening your minds to the secrets of the cosmos. A potential freemind is “awakened” by a mentor who tells them their first secret and from there they develop on their own.

Freeminds use cosmic energy, also known as kashoom, and slowly become one with the universe itself as they hone their craft by expanding their consciousness. They use this energy to perform “cosmic slips” that allow them to jump between realities and planes of existence. Freeminds wander the cosmos in this fashion, plumbing the deepest secrets it has to offer. This is a dangerous profession, though often a lucrative and deeply spiritually satisfying one.

The life of a freemind is not always so esoteric; a novice freemind might find work as a cosmic prospector on an elemental plane of earth, a guide for those looking to experience the forests of the fey, or even as a liaison between drow and demons who need to meet on a neutral plane.

Freeminds are frequently faced with death, a new way almost every day, and as a result those who can claim to call themselves “freeminds” are skilled combatants by necessity. They’ve learned every trick in the book to stay alive (tanning lotion alone is not enough to the plane of fire) and a few to keep their enemies at bay.

Hit Dice: D8.

Role: Freeminds are utilitarian characters who can gain access to places most can’t, make planar travel easy, deals exceptionally well with planar threats, and has some unique survival options. Freeminds are Intelligence based. They have a limited degree of mastery over psychic magic that can be helpful as well.

When to Use This Class: This class assumes that, in your game world, planar travel is a regular occurrence. This is a class that is very at home in a high magic setting but might not be appropriate for a low magic one.

Sidebar: What is Kashoom/cosmic Energy?
“Kashoom” is a concept introduced in Alternate Path: Ascetic Characters. It is the term for a universal “force”, a sort of cosmic energy that keeps the energy of the universe moving. You can think of it like the “Grand Unified Theory” in the real world- a singular, raw, source from which all energy is converted from. Other class from Little Red use this energy source: the kashun uses is more like a monk and the hermit uses it sort of like a cleric or wizard. A freemind is more an innate user of this energy; like a sorcerer or bard.

Alignment: Any

Starting Wealth: 4d6 x10 gp (average 140 gp.). In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills: The freemind’s class skills are Acrobatics (Dex), Appraise (Int), Climb (Str), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (geography) (Int), Knowledge (planes) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Survival (Wis), Swim (Str) and Use Magic Device (Cha).

Skill Ranks per Level: 6 + Int modifier.

Class Features

Table: The Freemind
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +0 +0 +2 +2 Cosmic slip (1 round/day), first secret
2nd +1 +0 +3 +3 Ethereal weapons
3rd +2 +1 +3 +3 Cosmic slip (2 rounds/day), cosmic secret
4th +3 +1 +4 +4 Cosmic jump, planar enforcement +1d6
5th +3 +1 +4 +4 Cosmic slip (3 rounds/day)
6th +4 +2 +5 +5 Planar adaptation
7th +5 +2 +5 +5 Cosmic slip (4 rounds/day), cosmic secret
8th +6/+1 +2 +6 +6 Jump without error, planar enforcement +2d6
9th +6/+1 +3 +6 +6 Cosmic slip (5 rounds/day)
10th +7/+2 +3 +7 +7 Ethereal weapons
11th +8/+3 +3 +7 +7 Cosmic slip (6 rounds/day), cosmic secret
12th +9/+4 +4 +8 +8 Gate, planar enforcement +3d6
13th +9/+4 +4 +8 +8 Cosmic slip (7 rounds/day)
14th +10/+5 +4 +9 +9 Cosmic centering, planar adaptation
15th +11/+6/+1 +5 +9 +9 Cosmic slip (8 rounds/day), cosmic secret
16th +12/+7/+2 +5 +10 +10 Cosmic centering, planar enforcement +4d6
17th +12/+7/+2 +5 +10 +10 Cosmic slip (9 rounds/day)
18th +13/+8/+3 +6 +11 +11 Cosmic centering
19th +14/+9/+4 +6 +11 +11
20th +15/+10/+5 +6 +12 +12 Center of the universe, planar enforcement +5d6

The following are the class features of the freemind.

Weapon and Armor Proficiency

The fremind is proficient with all simple and martial weapons and with both light and medium armor but not with heavy armor or shields.

Cosmic Slip (Sp)

Once per day a freemind can use their stored kashoom energy to “slip” as a free action, an ability that lets them go partially out of phase with our reality. This functions like an ethereal jaunt spell but lasts for only 1 round.

At each odd level after 1st, they can turn ethereal for an additional round (for a maximum of 10 rounds at 19th level), though these rounds need not be consecutive. The total number of rounds they may slip for per day is renewed after resting for 8 hours.

First Secret (Sp)

All freeminds are awakened to their calling with the gift of a cosmic secret. To this end, a freemind must take an awakening (see Little Red Goblin Game’s Alternate Path: Aesthetic Characters) at 1st level. If not using that optional system, a freemind does not gain this class feature.

Ethereal Weapons (Sp)

Starting at 2nd level, a freemind can channel their kashoom energy to give any weapon they hold the ghost touch property as a move action until the start of their next turn.

At 10th level they may do this as a swift action.

Cosmic Secret

At 3rd level and every 4 levels thereafter, a freemind has a great secret of the cosmos revealed to them. A list of cosmic secrets is available at the end of the class.

Cosmic Jump (Sp)

At 4th level, a freemind can fully jump to another plane via their use of kashoom. Functions like a plane shift spell and consumes 2 uses of the cosmic slip class feature.

Planar Enforcement (Sp)

The cosmos abhors creatures existing out of their own plane of existence for too long - it’s not “natural”. At 4th level, when a freemind successfully hits an outsider or extraplanar creature with an attack they can impart some of that cosmic displeasure, dealing an additional 1d6 force damage. This extra damage is 1d6 at 4th level, and increases by 1d6 every 4 freemind levels thereafter. A creature killed by this is forces the extraplanar creature back to its proper plane.

Should the freemind score a critical hit with this class feature, this extra damage is not multiplied but an extraplanar creature must make a Will save (DC 10 + 1/2 freemind level + Wisdom modifier) or be forced back to its proper plane.

Sidebar: Extraplanar Creatures

An extraplanar creature is defined as any creature not currently on its native plane of existence.

Planar Adaptation (Sp)

At 6th level, a freemind’s cosmic power allows them to exist comfortably on most planes. This functions as a planar adaptation spell, though the energy resistance they gain is instead equal to 10 + their freemind level. It shifts to whatever environment the freemind finds themselves in.

At 14th level this applies to any creature who dimensionally travels with a freemind. This effect lasts for 1 hour after travel. Additionally, a freemind may expend 1 use of their cosmic slip class feature to cast mass planar adaptation as a spell-like ability.

Jump Without Error

At 8th level, when using a plane shift or teleport spell, spell-like ability, or any other form of dimensional travel with a margin for error, the freemind always arrives exactly where they intend to. If the freemind attempts to jump to a location that does not exist or could result in a mishap the spell instead fails.

Gate (Sp)

At 12th level, a freemind can punch a hole to another dimension. This functions like a gate spell and consumes 3 uses of the cosmic slip class feature.

Cosmic Centering

At 14th level, a freemind can meditate for 1 minute to regain 3 uses of their cosmic slip class feature. At 16th level they can do this as a full round action and at 18th level this is a move action.

Center of the Universe

At 20th level, a freemind can use cosmic slip without it consuming a daily use. Other class features that expend daily uses of the cosmic slip class feature still consume the normal amount.

Cosmic Secrets

Air Essence (Su)

The freemind gains a fly speed equal to 1/2 their base movement speed with poor maneuverability. While on an air-dominant plane, this improves to a fly speed equal to their base movement speed with perfect maneuverability. A freemind must have visited an air-dominant plane prior to selecting this cosmic secret.

Beyond Ethics

The freemind gains a +1/4 class level insight bonus against spells with an alignment descriptor (chaos, evil, good, or law). Additionally, while on a plane that is strongly or mildly aligned to a particular alignment, the freemind always acts as though they matched the plane’s alignment. A freemind must have visited an alignment-aligned plane prior to selecting this cosmic secret.

Cosmic Conformity (Sp)

When the freemind travels to a different plane they may choose to assume the form of any Small or Medium creature of the humanoid type upon arrival, as per an alter self spell effect, so long as that form is suitable for blending in to the plane they find themselves on. This effect continues so long as they are on that plane and ends when they leave the plane. This also applies to exotic kinds of travel like traveling to alternate realities, time travel, etc.

Cosmic Speech (Sp)

The freemind learns all of the following languages; abyssal, aquan, auran, celestial, ignan, protean, and terran. Additionally, the freemind can spend 1 use of cosmic slip to cast tongues on themself as a spell-like ability.

Detached Soul (Su)

The freemind separates their soul from their body, observing it from about 10 feet away as nothing more than floating, invisible, ghost. If their body dies, even via something like a disintegrate spell, their soul does not and they can be resurrected as if they had a physical body. This different point of view also gives them a greater perceptive awareness of the area around them; granting them a +2 insight bonus to their AC against flanking attacks and attacks delivered against their flat-footed AC.

Earth Essence (Su)

The freemind gains the ability to breath underground without difficulty. Additionally, the freemind gains a 5 foot burrow speed. While on an earth-dominant plane this becomes a 10 foot burrow speed. A freemind must have visited an earth-dominant plane prior to selecting this cosmic secret.


As a full-round action the freemind can attempt to redirect the destination of an existing portal, gate, or similar extradimensional breach. They must make an opposed caster level check against the original caster, using their freemind level as their caster level. If successful, the freemind can change the plane the portal directs to. The freemind must concentrate to maintain this effect. The freemind must be at least 15th level to learn this cosmic secret.

Portal Gazing

The freemind can take 1 minute to look at a stationary window, mirror, or doorway and see through it as though it were a window looking through a corresponding location in another plane they’ve already visited.

The plane chosen must be designated when beginning to portal gaze. They can hear and see through this portal as though the portal was a sheet of glass. Creatures on that plane can likewise see and hear through the portal. Should anyone (including the freemind) interact with the portal in any way, the effect immediately ends. The portal blocks line of effect.

Unstoppable Slip (Su)

The freemind may spend a use of cosmic slip to make a saving throw against an ongoing effect that prevents extradimensional travel, such as dimensional anchor, even if such an effect normally wouldn’t allow for a saving throw.

Void Form (Su)

The freemind’s body can turn transparent in varying degrees. This can allow others to see inside their skin, see their skeleton, or blend into the background by regressing to nothing more than a 3D silhouette of a 2D representation of a field of stars against the black void of space. Slowing an ally their internals grants their ally a +4 circumstance bonus on Heal check made on the freemind. Turning their body into a starfield grants them a +4 circumstance bonus on Stealth checks in dark places but causes them to go blind.

Water Essence (Su)

The freemind gains the ability to breath underwater. Additionally, the freemind gains a swim speed equal to 1/2 their base movement speed. While on a water-dominant plane this swim speed is increased to their full base movement speed. A freemind must have visited a water-dominant plane prior to selecting this cosmic secret.

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