Demigod, 3rd Variant (5e Race)
Demigod[edit]
That's what being a demigod was all about, not quite belonging in the mortal world or on the Outer Plane but trying to make peace with both sides of their nature.
Demigods look like members of their mortal lineage, although they tend to have more ideal bodies due to their godly parentage, epitomizing the height of their mortal species, and usually have traits carried from their godly parent. This can range from simple physical characteristics such as common eye or hair color; to similar facial shape or voice. However, the biggest giveaway of their divine origin is the bright red, almost golden-colored blood that runs through their veins that resembles a godly ichor.
Never Ordinary[edit]
While most people exist complacently somewhere between good and evil, content to putter along in their dull lives exhibiting neither great heroism nor dastardly villainy, a demigod is never ordinary to anything more than passing observation. They may indeed go many years at a time without doing anything noteworthy, but they infallibly either prove themselves the most selfless and noble of saints or the most depraved and demonic of persons. Being as they have a far greater capacity for good or ill than mortals, there is ultimately little in way of grey about their personalities.
Out of Place[edit]
Few can understand the strange dynamic a demigod has with their godly parent so for a demigod to seek out others of its kind is not uncommon despite the uniqueness of their kind. However, of all the races that exist within the world, the Aasimar are a people with whom demigods feel the greatest connection. Their celestial origins along with this shared sense of conflicted purpose cause them to be largely understanding of each other and as such demigods feel the greatest sense of community in these societies. A sense that often becomes lost to them in their early teens when they begin to manifest their divine powers.
Chronicle[edit]
For as long as there have been gods, there have been the half-blood children of them. Though often the result of a direct union of a deity and a mortal, however, different circumstances may cause a demigod to be born in another way. Demigods often grow to become great heroes or terrible villains. The tales of individual demigods are told in legend, that is their history. Such legends are Achilles, the hero of the great Trojan war, the famed Heracles and his many exploits, Karna, the son of the Sun god Surya, Bragi, son of Odin, and so on. Each forged a legend of themselves through their great and not-so-great deeds and it is by the legends they live on.
Direct Link[edit]
In the way, a cleric has a connection to his or her deity a demigod has that same connection with a more personal touch. Whereas a god may be distant from their cleric only giving them occasional pushes in the right direction, a god may appear before their child more instantly to grant insights into their quests and may even perform miracles the demigod wouldn't be able to do themselves. However, while there are demigods that are close enough to their godly parents to request such things there are demigods who despise or even hate their parents as well as those whose godly parents haven't even acknowledged the divine blood that courses through them. Normally the first meeting of a demigod and their parent sets the tone for the relationship and it is up to your Dungeon Master to determine the nature of the relationship. Your Dungeon Master may roll on the Parentage Table instead if they wish.
Parentage Table[edit]
d20 | First Encounter | Example Encounter |
---|---|---|
1 | You did something that violated your parents' dogma and they reacted angrily. | Asger, son of Thor, used his gift of strength to murder an innocent man. As his body dropped to the floor a bolt of lightning from the heavens hit him perfectly, not enough to kill him but enough to scar him physically and emotionally, the anger, knowledge, and disappointment of his father flowing through him. |
2-5 | Your parent has never acknowledged you and you found out about their existence and your connection to them in some other way. | While wandering the forest, Penelope, daughter of Pan, found herself surrounded by pixies who whispered and teased the secret of her father to her as they braided and decorated the shocked girl with the fauna of the forest. |
6-9 | You were protected or saved in some minor way by your parent, but otherwise, you were not acknowledged up until that point. | Nina, daughter of Sobek, fell into the crocodile-infested waters, struggling to get out he found himself surrounded by the beasts and in their eyes, a golden iris met his and he knew he was safe, as their snaps and croaks joined together his mind was filled with the truth of his parentage. |
10-12 | Your parent sent some form of messenger to you to tell you of your parentage. | Nico, son of Kelevmor, stood over the corpse of his uncle, the grieving faces of his family stood around him and just before you could turn to leave, everything around him seems to stop and his uncle's corpse spoke, frozen in shock Nico listened as the spirit spoke of the task it has been given and of Nico's connection to the Judge of the Damned, Kelevmor. |
13-15 | Your parent appeared before you in some sort of dream or vision. | Amar, son of Oghma, walked and wandered the halls of the library, reading the spines of books as he passed them hoping to find something to sate his desire for knowledge, and there, much to his want, was a title that made him stop in his tracks, "Amar: Something to get you thinking beyond this little library". Amer, naturally curious, picked up the book and when he opened it he found himself elsewhere, floating above a scene watching how Oghma, God of Knowledge, and his mother met, and just like the book promised his mind was opened. |
16-17 | Your parent publically claimed you in some way. | Vali, son of Tyr, walked into his temple, a sacrifice over his back, the head of an evil witch that had haunted his village for years. As he placed the head in the center of a flaming braiser and kneeled before it in prayer, a bright beam of light shone down through the temple onto him and a booming voice echoed through the minds of all who were there, "I, Tyr, God of justice, claim you, Vali, son of mine, go forward and punish the wrong-doers, and further the teachings of law and good within the world for I am with you." With each word spoken, a memory was imparted, knowledge of the good, the bad, and what made him special to Tyr and it when then that Vali knew what he must do. |
18-19 | Your parents walked among the masses and directly introduced themselves. | Aella, daughter of Artemis, lined her shot up against the practice marker, landing it dead center. She turned to her head at the sound of another bow being drawn and in her view she saw a woman of a familiar beauty shoot her arrow at the furthest of markers and land right in the center. The woman turned to her and introduced herself as her mother. |
20 | Your godly parent and your mortal parent still see each other. | Linos, son of Hestia, ascended the infinite staircase that had to be revealed to him so many moons ago. His destination? The Seven Heavens of Mount Celestia. Going over to his mother's was always such a hassle but he knew better than to make the goddess of home and family cry, and even if there were twice as many steps he would climb them all the same to see that perfect ageless smile of hers. He's been doing this since he was young after all but he wonders about how old his father is getting. If only she didn't have to follow Zeus's ridiculous laws she could see him again before he passes but maybe there is something a demigod can do to make that happen he thought to himself as he climbed the last step, taking in the pristine beauty that is the summit. |
Deific Tell[edit]
Many beings including yourself have a connection to the celestial realm your godly parent makes their home. Particular beings or creatures can tell of the connection you and they both possess, most of the time these are celestial, fey, fiends, or other creatures like a medusa or minotaur, and their relationships with the divine will normally affect their relationship with you. For example, a celestial being that comes across you may react to you in a variety of ways given the deity that created them. They may see you like an angelic guide who sees an Aasimar and approach you with an interest, driven by a sense of responsibility or they may assist you in some minor way to allow you to continue to forge your path while also gaining favor from your godly parent. However, on the other side of the coin, they may react violently to your presence as not all demigods are the spawn of good-aligned deities and seek to smite you or deal with you in some other way. Fiends may try to use or trick you as part of an attempt to gain more power. Fey may find you simply too interesting to pass up and mischievously follow you from place to place.
Demigod Names[edit]
Demigods use the same naming conventions as the native culture they were born into. A demigod born into and brought up in The Seven Havens of Mount Celestia would have a very different name to one brought up within a humble house in Waterdeep. The names of well-known demigods are as follows.
Male: Achilles, Arcas, Belleroph, Heracles, Perseus, Theseus, Romulus, Remus, Karna, Vali, Bragi
Female: Annabeth, Bianca, Draupadi, Diana, Elizabeth, Harmonia, Helen, Thalia
Demigod Traits[edit]
The offspring of a god and a mortal, a hero of days, a Demigod.
Ability Score Increase. Your ability scores increase depending on your godly parents Divine Domain.
Age. Demigods reach physical maturity in their late teens and live for 100 years naturally, showing no signs of age. When they reach 100 years of age they continue to live on sustained directly by their godly parent or if their godly parent does not wish to they may sustain their selves through gaining their renown and worship.
Alignment. Demigods are as varied as their mortal and godly parents, although they always feel a strong inclination towards the alignment of their godly parent.
Size. Demigods vary in height and built due to their humanoid parents coming from a variety of races, however, they always appear within the taller ranges and stronger builds of their mortal sides race. Your size is the size of your parent race.
Speed. Your base walking speed is 30 feet.
Fated. The threads of fates unravel and tie themselves anew for a demigod. When you roll a 1 on an attack roll, ability check, or saving throw, you can re-roll the die and must use the new roll..
Deific Tell. Your connection to the divine is strong and its strength gives you away to others. Creatures with the celestial, fey, or fiend creature type as well as creatures with a divine connection know you are a demigod. A successful Intelligence (Religion) check can be done against your Charisma (Deception) check to discern who your godly parent is. In addition, if you are of a divine class such as cleric, you must choose the domain of your godly parent.
Divine Domain. You are innately better than others in areas of your godly parent's divine domain. Choose an option from the Divine Domain Ability Score Increases that pertains to your godly parent's domain.
Divine Portfolio. Your godly parent has dominion over a specific portfolio. Choose an option from the Divine Portfolio Traits that pertains to your parent's divine domain. This must be the same as the option you picked for your divine domain trait.
Godly Parentage. Unswerving of will and unassailable of mind, you have advantage on saving throws against being charmed and frightened. In addition, you cannot be aged magically.
Mortal Parentage. Even though it is your godly parent that makes you special, you still have a mortal parent. While you don't receive any of the racial traits that your mortal parent has. Your mortal parent must be humanoid and you physically resemble that race in its most epitomized form.
Portfolio Sense. Demigods have a limited ability to sense events involving their portfolios. You automatically sense notable events and minor events within 5 miles that involves your portfolio. When a demigod senses an event, it merely knows that the event is occurring and where it is. The demigod receives no sensory information about the event. For example, if a demigod of the nature portfolio was within 5 miles of a forest fire it would become aware of it and where it is happening. If it was 10 miles away it wouldn't have any idea but if that forest fire broke the seal on an ancient evil that their godly parent or some other nature god locked away you would become aware of it as well as the location of the site.
Languages. You can speak, read and write Common and all demigods have the innate ability to speak, read and write Celestial. Whether they discover this by meeting an angel or when a traveling Aasimar got a peek at their scribbles as a child is, it is ultimately up to you. Celestial as a language sounds like a heavenly choir when spoken, and is written with a grace and fluidity that no mortal language has replicated.
Divine Domain Ability Score Increases[edit]
Your ability scores increase based on the Divine Domain of your godly parent. If your godly parent has more than one Divine Domain then pick one of those they have to be aligned with. The domains are Arcana, Death, Forge, Grave, Knowledge, Life, Light, Nature, Order, Peace, Tempest, Trickery, Twilight, or War.
Arcana: Your Intelligence score increases by 2, and your Constitution score increases by 1.
Death: Your Constitution score increases by 2, and your Charisma score increases by 1.
Forge: Your Constitution score increases by 2, and your Intelligence score increases by 1.
Grave: Your Charisma score increases by 2, and your Constitution score increases by 1.
Knowledge: Your Intelligence score increases by 2, and your Wisdom score increases by 1.
Life: Your Constitution score increases by 2, and your Wisdom score increases by 1.
Light: Your Charisma score increases by 2, and your Dexterity score increases by 1.
Nature: Your Wisdom score increases by 2, and your Dexterity score increases by 1.
Order: Your Charisma score increases by 2, and your Strength score increases by 1.
Peace: Your Charisma score increases by 2, and your Intelligence score increases by 1.
Tempest: Your Intelligence score increases by 2, and your Dexterity score increases by 1.
Trickery: Your Dexterity score increases by 2, and your Charisma score increases by 1.
Twilight: Your Wisdom score increases by 2, and your Constitution score increases by 1.
War: Your Strength score increases by 2, and your Constitution score increases by 1.
Time: Your Strength score increases by 2, and your Intelligence score increases by 1.
Divine Portfolio Traits[edit]
You can pick one of the traits below provided you meet the divine domain prerequisite.
General Traits[edit]
- Death Resistance.
Prerequisite: Must be either the Life, Death Domain
Your divine power pushes your body to continue living. You have advantage on death saving throws and you know one cantrip of your choice from the cleric spell list. Charisma is your spellcasting ability for it.
- Divine Awareness.
The world tells you all its secrets and reveals every deception. You can sense all creatures within 10 feet of you and know if any of those creatures tell you a lie.
- Environmental Adapt.
Your body is more resilient than most. You’re acclimated to high altitudes, including elevations above 20,000 feet. You're also naturally adapt to all extreme environments, as described in chapter 5 of the Dungeon Master’s Guide.
- Godly Endurance.
Prerequisite: Must be either the Life, Tempest or War Domain
A wound thought fatal is but a flesh wound to you. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. When you do this you gain temporary hit points equal to 1d8 + your Constitution modifier. You can’t use this feature again until you finish a long rest.
- Heart of a Hero
You can cast the heroism spell on yourself once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Charisma is your spellcasting ability for this spell.
- Higher Ability Scores.
An aspect of your form has been enhanced beyond what is capable of a normal race. Instead of gaining an increase of 2 to your primary racial ability score, you gain an increase of 3. This cannot increase your chosen ability score above 20.
- Skilled.
You are naturally adept at a particular set of skills. You have proficiency in three skills of your choice.
- True Seer.
Your godly parent has given you the ability to lift the veil from your eyes and glimpse the truths of the world briefly. As an action, you can focus your sight to perceive and reveal the truths of the world. For 1 minute you have truesight within a 30 foot radius. You can use this trait once due to the strain it causes on your eyes and you must complete a long rest before you can use it again.
- Toughness.
Whether it is your solid build or an indomitable spirit you can take a greater beating than most. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
- Partial Magic Resistance.
Your strength of will is enough to turn the tides against most magical effects. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
Portfolio Specific[edit]
Arcana[edit]
Arcanist. You are proficient in the Arcana skill and whenever you make an Intelligence (Arcana) check related to magic, you add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Innate Focus. Your body is a natural conduit for magical energy. You are considered the arcane focus when you cast spells and you know one cantrip of your choice from the sorcerer spell list. Charisma is your spellcasting ability for this spell.
Unravel the Weave. At 3rd level, you can cast the counterspell spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest.
Magical Protection. As a reaction, when you take damage from a spell or other magical effect you can gain resistance to that damage until the end of your next turn. Once you use this trait you cannot use it again until you complete a short or long rest.
Magic Initiate. You know one cantrip of your choice from the wizard spell list. When you reach 3rd level, you can pick one spell of your choice from the wizard spell list and cast it once. When you reach 5th level, you can also cast the heat metal spell once and need to finish a long rest before you can cast it again. When you cast either of these spells you need to finish a long rest before you can cast that spell again. Intelligence is your spellcasting ability for these spells.
Death[edit]
One with the Dead. As an action, you can become undetectable to all undead with a Intelligence of 10 or less. Unless provoked you remain undetectable to them for 10 minutes. In addition, you have resistance to necrotic damage.
Raiser. The dead answer your call. At 3rd level, you can cast either the animate dead spell or the speak with dead spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Intelligence is your spellcasting ability for this spell.
Soulsight. You can see the essence of others through sight alone. You have darkvision within 60 feet. In addition, you have soulsight, which allows you to see the souls of all creatures within 60 feet of you. This allows you to see invisible creatures and discern the creature type of any living creature within range. This sight penetrates walls and objects and those without souls such as undead and constructs can't be detected using soulsight.
Defier. If you drop to 0 hit points but are not killed outright, you may continue to fight as normal, rolling death saves as normal. You regain the ability to do this when you complete a long rest. In addition, if you are stabilized at 0 hit points you may regain 1 hit point and become conscious.
Death Magic. The magic of necromancy. You know the toll the dead[1] cantrip. When you reach 3rd level, you can cast the false life spell once and need to finish a long rest before you can cast it again. When you reach 5th level, you can also cast the ray of enfeeblement spell once and need to finish a long rest before you can cast it again. Intelligence is your spellcasting ability for these spells.
Forge[edit]
Forgeborne. Your body is tempered by the warmth of the forge and instinctively knows how to use its productions. You are proficient with the light hammer, mace, maul and warhammer. Your speed is not reduced by wearing heavy armor. In addition, you’re acclimated to Extreme Heat, as described in chapter 5 of the Dungeon Master’s Guide.
Weapon Forger. Weapons wielded by you whether they be mundane or magical give off power as if they have just been pulled from a forge of elemental chaos. At 3rd level, you can cast the elemental weapon[2] spell once with this trait, requiring only a weapon, and you regain the ability to cast it this way when you finish a long rest. Intelligence is your spellcasting ability for it.
Heart of the Forge. Your chest burns with a fierce heat found in the heart of any forge. You have resistance to fire and cold damage. In addition, you know the produce flame cantrip. Intelligence is your spellcasting ability for it.
Forge Mastery. The will to craft to create was forged in your mind along with the skills to do so. You gain proficiency with smith's tools and add double your proficiency bonus to checks made with them, instead of your normal proficiency bonus. In addition, whenever you make an Intelligence (History) check related to forged equipment, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Forge Magic. Magic to help any forge master practice his craft. You know the mending cantrip. When you reach 3rd level, you can cast the create and destroy water[3] spell once and need to finish a long rest before you can cast it again. When you reach 5th level, you can also cast the heat metal spell once and need to finish a long rest before you can cast it again. Intelligence is your spellcasting ability for these spells.
Grave[edit]
Undead Resistance. Never underestimate the fear those of the grave portfolio cause undead, they hesitate, stutter, and rush the delicacy needed to create potent magic. You have advantage on all Constitution, Wisdom, and Charisma saving throws when the creature imposing the saving throw is an undead.
Life Drinker. Life given to those who would squander it and cause suffering is better put to use by you. At 3rd level, you can cast the vampiric touch spell once with this trait, and you regain the ability to cast it this way when you finish a long rest.
Shroud. As an action, you can siphon energy from your gods plane of death to bolstering yourself with a necromantic vail of life, you gain a number of temporary hit points equal to 10 + your level for 1 hour or until they are depleted. You regain the ability to do this when you finish a long rest.
Purifying Mark. The dead should stay dead. You are resistant to necrotic damage, you can't become undead, and when you reduce a creature to 0 hit points it can not become undead.
Grave Magic. Magic that would assist any believer in putting to rest the undead. You know the chill touch cantrip. When you reach 3rd level, you can cast the protection from evil and good spell once and need to finish a long rest before you can cast it again. When you reach 5th level, you can also cast the gentle repose spell once and need to finish a long rest before you can cast it again. Intelligence is your spellcasting ability for these spells.
Knowledge[edit]
Prodigy. You have an exceptional capability to learn and soak up information like a sponge. You gain proficiency in any combination of 3 skills, tools, or languages of your choice.
Clairvoyant. The locating and collection of information can often be as valuable as the information itself. At 3rd level, you can cast the clairvoyance spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest.
Mental Prowess. Your mind is a fortress, both in its defensive and strategic capabilities. You have resistance to psychic damage. In addition, you can communicate mentally with another creature that knows at least one language within a 60-foot radius. This creature doesn't need to share a language with you but unless they have telepathy themselves they can only receive and respond but can't initiate or terminate a telepathic conversation. You must be conscious to use this trait and cannot telepathically communicate with multiple creatures at once.
Calculated Defence. You analyze your environment and your opponent's every move knowing their movements and actions sometimes before even they do. You can use your Intelligence score in place of your Strength, Dexterity or Constitution score when you are forced to make a Strength, Dexterity or Constitution saving throw.
Lore Magic. The magic needed to gain the information every seeker of knowledge searches for. You know the message cantrip. When you reach 3rd level, you can cast the identify spell once, requiring no material components, and need to finish a long rest before you can cast it again. When you reach 5th level, you can also cast the detect thoughts spell once and need to finish a long rest before you can cast it again. Intelligence is your spellcasting ability for these spells.
Life[edit]
Ebb Out Life. Your touch can save the lives of others and even cause wounds and injuries to heal instantly. You know the spare the dying cantrip. In addition, when you cast this spell you may heal the target creature for 2d8 plus your Charisma modifier. This healing only applies if the target of the spell has 0 hit points and you must complete a long rest before you can heal with this cantrip this way again.
Revive. Even when a hero has passed and no healing or medicine will help them you can bring them back. At 3rd level, you can cast the revivify spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest.
Soul of Life. You are an exceptional conduit for the magic that gives life. When you regain hit points or you cause another creature to regain hit points, they gain additional hit points equal to your level. Once you use this trait you can't use it again until you complete a short or long rest.
Perfect Health. You are exceptionally healthy, you've never been ill, suffered from poor hygiene, or been bedridden. You have advantage on saving throws against diseases and being poisoned. In addition, whenever you complete a short or long rest you gain a number of temporary hit points equal to your Constitution modifier.
Life Magic. The magic to both preserve and guide life. You know the guidance cantrip. When you reach 3rd level, you can cast the healing word spell once and need to finish a long rest before you can cast it again. When you reach 5th level, you can also cast the prayer of healing spell once and need to finish a long rest before you can cast it again. Charisma is your spellcasting ability for these spells.
Light[edit]
Solar Affinity. You carry a light in your chest wherever you go and it is in the brightest of light that you feel the most aligned. You know the light cantrip. In addition, when you complete a short rest in an area of bright sunlight you regain the maximum number of hit points from expanding Hit Die.
Solar Resistance. The sun blesses you with burning light in your soul that pushes back even the darkest of nights. You are resistant to fire, radiant, and necrotic damage.
Light Bringer. The night is darkest just before dawn. At 3rd level, you can cast the daylight spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest.
Enchanting. You have an enchanting beauty. If you spend 1 minute conversing with a creature, you can attempt to seed it with overwhelming love. At the end of the minute, you can use an action to force the creature to make a Wisdom saving throw. The save automatically succeeds if the target is immune to being charmed. On a failed save, the target is charmed by you for 10 minutes. This effect immediately ends if the target or any ally it can see is attacked or takes damage. On a successful save, the creature is unaffected and has no inkling of your attempt to bend its will. Charisma is your spellcasting ability for this trait.
Enchanting Magic. You know the friends cantrip. When you reach 3rd level, you can cast the charm person spell once and need to finish a long rest before you can cast it again. When you reach 5th level, you can also cast the suggestion spell once and need to finish a long rest before you can cast it again. Charisma is your spellcasting ability for these spells.
Light Magic. The light of the sun flows from you. You know the word of radiance[4] cantrip. When you reach 3rd level, you can cast the burning hands spell once and need to finish a long rest before you can cast it again. When you reach 5th level, you can also cast the flaming sphere spell once and need to finish a long rest before you can cast it again. Charisma is your spellcasting ability for these spells.
Nature[edit]
Forestborne. You were born in the forest and you know it better than anyone. You have proficiency in the Nature skill and whenever you make an Intelligence (Nature) check while in a natural environment, you add double your proficiency bonus to the check, instead of your normal proficiency bonus. In addition, you can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
Sibling of the Beasts. The beast of the forest raised you one way or another. Through sounds and gestures, you can communicate with beasts as if under the effect of the speak with animals spell. Whenever you make a Charisma (Persuasion) check towards beasts, you are considered proficient in the Persuasion skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Tongue of Trees. The trees speak to you, the rustle of leaves, the sway, and the wane of the oak are as clear as to you as a spoken word. At 3rd level, you can cast the speak with plants spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Wisdom is your spellcasting ability for this spell.
Naturalist. The nature grows where you tell it to grow and flourishes when you demand it so. At 3rd level, you can cast the plant growth spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Wisdom is your spellcasting ability for this spell.
Nature Magic. The magic to preserve and protect the natural world. You know the druidcraft cantrip. When you reach 3rd level, you can cast the absorb elements[5] spell once and need to finish a long rest before you can cast it again. When you reach 5th level, you can also cast the spike growth spell once and need to finish a long rest before you can cast it again. Wisdom is your spellcasting ability for these spells.
Order[edit]
Voice of Authority. You know the friends cantrip. In addition, you have advantage on all Persuasion and Intimidation checks.
Commanding Presence. You have a commanding presence that gives you an aura of authority. If you converse with another creature for 1 minute you can attempt to embolden your presence. You cast the “command” spell. At the end of the minute, you can use any action to force the creature to make a Wisdom saving throw. On a failed save, the target has any charmed and frightened condition removed by you. This effect immediately ends if the you take damage and fail a Constitution save. On a successful save, the creature is unaffected and has no inkling of your attempt to bend its will. Charisma is your spellcasting ability for this trait.
Just Path. The path you long to follow is a just one; more than anything you wish to travel a righteous path.
You know the “true strike” cantrip. When you reach 3rd level, you can cast the “calm emotions” spell once and need to finish a long rest before you can cast it again. When you reach 5th level, you can also cast the “skill empowerment” spell once and need to finish a long rest before you can cast it again. Charisma is your spellcasting ability for these spells. Charisma is your spellcasting ability for this spell.
Heroic Aura. You know the “heroism” spell, anyone within 15 feet of you can not be frightened or charmed.
Peace[edit]
Centered on Balance. Your nature is of the core of serenity and peace, always watching the flow of power in the world and what the motivations of others are around you. You know the “sense emotion” spell. You are proficient in the Perception skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Peaceful Presence. You carry yourself with effortless grace. If you spend 1 minute conversing with a creature, you can attempt to seed it with overwhelming sense of calm. You cast the “calm emotions” spell and at the end of the minute, you can use an action to force the creature to make a Wisdom saving throw. On a failed save, the target has any charmed and frightened condition removed by you. This calming effect immediately ends if the you take damage and fail a Constitution save. On a successful save, the creature is unaffected and has no inkling of your attempt to bend its will. Charisma is your spellcasting ability for this trait.
Socially Adept. You are adept at conversing and talking with others, you have ease at convincing people to aid you in many ways. At 3rd level, you can cast the fast friends spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Charisma is your spellcasting ability for this spell.
Sage Understanding. The desire for peace flows from you. You know the “message” cantrip. When you reach 3rd level, you can cast the beacon of hope spell once and need to finish a long rest before you can cast it again. When you reach 5th level, you can also cast the greater restoration spell once and need to finish a long rest before you can cast it again. Charisma is your spellcasting ability for these spells.
Peace and Prosperity. The magic to preserve and protect the lives of the world. At 3rd level, you can cast the clairvoyance spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Charisma is your spellcasting ability for this spell.
Tempest[edit]
With the Wind. You, like the wind, are always moving, always flowing. Your base walking speed increases by 10 feet, and you can take the Dash action as a bonus action.
Waterborne. You are as adept for the water as you are for the land. You have a swimming speed equal to your walking speed and can breathe both water and air.
Wings of the Wind. You can shoot through the sky like a bolt of lightning on wings made of wind. At 3rd level, you can cast the fly spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest.
Lightning Bringer. You may call forward the destructive wrath of a storm in the form of lightning. You can cast the call lightning spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Charisma is your spellcasting ability for this spell. When you cast this spell it deals 1d10 lightning damage instead of 3d10. At 3rd level, this increases to 2d10 and at 5th level, you may cast the spell as normal.
Stormborne. Your body is tempered by the storms and thrives in weather that would disadvantage most. You are resistant to lightning and thunder damage. In addition, you are immune to the negative effects brought on by storms such as difficult terrain and obscured vision.
Tempest Magic. Magic that mimics the wrath of the tempest. You know the shocking grasp cantrip. When you reach 3rd level, you can cast the command spell once and need to finish a long rest before you can cast it again. When you reach 5th level, you can also cast the warding wind[6] spell once and need to finish a long rest before you can cast it again. Charisma is your spellcasting ability for these spells.
Trickery[edit]
Light Footed. The slightest let-up of one's attack against you is enough for you to recover and begin again. You can take the Disengage action as a bonus action, and when you do so you can expand a Hit Die to regain hit points.
Silver Tongued. You speak eloquently and persuasive in your manner of speech getting around most obstacles with your words. You gain proficiency in both the Persuasion and Deception skills. In addition, whenever you make an Charisma (Persuasion) check against humanoids with a Charisma score of 10 or lower, you can add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Call of Inaction. Your words have a certain magic to them if said right. If you spend 1 minute conversing with a creature, you can attempt to seed it with overwhelming ennui. At the end of the minute, you can use an action to force the creature to make a Wisdom saving throw. The save automatically succeeds if the target is immune to being charmed. On a failed save, it sits and is incapacitated for 10 minutes. This effect immediately ends if the target or any ally it can see is attacked or takes damage. On a successful save, the creature is unaffected and has no inkling of your attempt to bend its will. Charisma is your spellcasting ability for this trait.
Call of Violence. Your words have a certain magic to them if said right. If you spend 1 minute conversing with a creature, you can attempt to leave simmering violence in its mind. At the end of the minute, you can use an action to force the creature to make a Wisdom saving throw to resist feeling violent urges against one creature you describe to it or name. The save automatically succeeds if the target is immune to being charmed. On a failed save, the target attacks the chosen creature if it sees that creature before 10 minutes ends, using weapons or spells against a creature it was already hostile toward or unarmed strikes against an ally or a creature it was neutral toward. Once the fight starts, it continues to attack for a minute before this effect ends. This effect immediately ends if the target or any ally it can see is attacked or takes damage from any creature other than the one it has been incited against. On a successful save, the creature is unaffected and has no inkling of your attempt to bend its will. Charisma is your spellcasting ability for this trait.
Tricksters Magic. Magic to jest, disguise and deceive others. You know the vicious mockery cantrip. When you reach 3rd level, you can cast the disguise self spell once and need to finish a long rest before you can cast it again. When you reach 5th level, you can also cast the nystul’s magic aura spell once and need to finish a long rest before you can cast it again. Charisma is your spellcasting ability for these spells.
Twilight[edit]
Superior Darkvision. You have Darkvision out to a range of 200 feet.
Vigilant. Your mind is naturally aware of things near you. You have proficiency in initiative rolls, and you can use a bonus action to gain initiative equal to your Dexterity score + your Dexterity modifier.
Rhythm of the night. At 3rd level, you can cast the otto's irresistible dance spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest.
Soothing touch. As a reaction, you can heal a creature by the roll of a D6. You can do this once, and can regain the ability to do so when you finish a long rest.
Dusk-caster. You know one cantrip of your choice from the dolorous bell. When you reach 3rd level, you can cast flame of life and cast it once per long rest. When you reach 5th level, you can also cast the darkness
War[edit]
Tactical Striker. To get into a brawl with you is to ask for trouble. Your fists are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d6 + your Strength or Dexterity modifier. In addition, when you make an unarmed strike against a creature within 5 feet of it, you can make one unarmed strike as a bonus action.
Martial Expertise. You are a master are martial combat. You gain proficiency in two martial weapons of your choice, while wielded by you, these weapons are considered magical to overcome damage resistances and immunities.
Protective Shroud. You have an invisible veil of divinity that protects you from harm. While unarmored, your Armor Class is equal to 13 + your Dexterity modifier.
Winding Attack. When you land a well-placed strike the effect is potent enough to wind even the most powerful foes. When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit. In addition, when you do this you may make a shove attack as part of the same attack.
War Magic. The magic to bend and break your opponents. You know the green-flame blade[7] cantrip. When you reach 3rd level, you can cast the compelled duel spell once and need to finish a long rest before you can cast it again. When you reach 5th level, you can also cast the spiritual weapon spell once and need to finish a long rest before you can cast it again. Wisdom is your spellcasting ability for these spells.
Racial Feats: Divine Gift[edit]
Normally a feat represents a talent or an area of expertise that gives a character special capabilities. It embodies training, experience, and abilities beyond what a class provides. Demigods like every other race can receive these as well, however, they can also receive gifts from their godly parent represented in the form of a racial feat. At certain levels, your class gives you the Ability Score Improvement feature. Using the optional feats rule, you can forgo taking that feature to take this racial feat instead. You can take this feat multiple times and if you ever lose this feat's prerequisite, unlike normal feats, you can still use it.
- Divine Gift
Prerequisite: Be of good or neutral standing with your godly parent
- The primary or secondary ability score of your Divine Domain increases by 1.
- You may choose a Divine Portfolio Trait of your choice that you don't already have, as long as you meet its prerequisites.
References[edit]
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