Demigod, Variant (5e Race)

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This content intends to provide a different experience, or goes beyond the scope of the anticipated subjects and situations, than the 5th edition rules were intended to handle. Some portions of the content below may not be what you expect from traditional game content. When implementing this content, DMs and Players should read over all the information carefully, and consider the following specific notes of interest:
This class is intended to be used in its own setting, and thus breaks from standard D&D lore and 5e balance standards.

Demigod[edit]

Demigods, sometimes called Halfbloods, are the children of the mortal and immortal. When a god either falls in love with a mortal, answers a call from a mortal that they deem worthy, or sometimes just grants them a child without ever speaking to them. The child then grows up with their mortal parent until they figure out their own power, at that point the god parent may return to speak to their child about their origins.

Physical Description[edit]

The physical description of a Demigod is mainly based on their mortal parent, however the nature of their god parent will affect their body, like an child of Ares being stronger than average.

History[edit]

Demigods have been around since the beginning of mortals being in contact with their deities, always presenting themselves with a sense of pride because they are gifted thanks to their god heritage. Gods tend to create Demigods because of Vanity and wanting to have a vessel to spread their influence and devotion. Sometime demigods are created when a God enters the mortal plane and their divine power warped the world around them, creating them by accident. Demigods that don't know they are one will tend to act normally in society and unless you are able to know who is a Celestial, you could never know one apart from a normal person. Demigods that know about their godly power will usually use it for their own means whether it be helping others or to achieve personal goals while others try to hid their power in fear of drawing aggression and danger for the people around them.

Demigod Traits[edit]

Ability Score Increase. When determining your character's ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1.
Age. A Demigod ages at the same rate as their non-God Parent but lives for a lot longer than a normal person, sometimes living for around 500 years.
Alignment. The alignment of a Demigod is entirely dependent on the character, there may be an influence based on the diety and the parental race but there is no restriction on what they can be.
Size. The size of a Demigod mainly depends of their non-God Parent and can be Small or Medium sized.
Speed. Your base walking speed is 30 feet.
God’s Assistance. You may call on your parent for assistance. The next time you roll a d20, you gain advantage on that roll. Once you use this ability, you cannot use it again until the next dawn.
Child of a Diety. Since you are the child of a god, you have some of their essence inside of you, you are considered a Celestial and a Humanoid.
Child of a Mortal. You can take feats that would normally be able to be gotten by the race of your non-God parent, ignoring anything referring to the normal race. (Ex. If one of your parents was a halfling, you can take the Bountiful Luck feat but you don't have the Lucky racial trait so you don't need to refer to that part)
Languages. You can speak, read, and write Common and Celestial.
Subrace. There are many subraces of Demigod based on the different types of gods.

Demigod of Storms[edit]

Voice of Storms. You know the Shocking Grasp Cantrip, Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell (choose when you select this race). Once you reach 3rd level, when you hit with a weapon attack that normally deals bludgeoning damage, you can have it deal thunder damage instead and when you hit with a weapon attack that normally deals piercing or slashing damage, you can have it deal lightning damage instead.
Gust of the Storm. You have a flight speed equal to your walking speed while you are not wearing heavy armor. If you are flying in rain or any other stormy condition, you have double flying speed.
Lightning Rod. You have resistance to lightning damage. Once you reach 10th level, you have immunity to lightning damage. Once you reach 15th level, you have the Lightning Absorption feature, which makes you take no damage and instead regain a number of Hit Points equal to the lightning damage that would be dealt. This feature does not regain hit points if you dealt the lightning damage.

Demigod of Chaos[edit]

Chaos Control. You know the Eldritch Blast cantrip. Once you reach 3rd level, you can cast the Chaos Bolt spell once with this trait as a 1st-level spell, and you regain the ability to cast it this way when you finish a long rest. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
Chaotic Entity. Whenever you cast Chaos Bolt, you may gain advantage on the attack roll. If you do, you must roll on the Wild Magic Table. You can do this a number of times equal to your Charisma Modifier, regain all uses when you finish a long rest.
Unpredictable Target. Opponents can't have advantage on attack rolls against you.

Demigod of War[edit]

One with Conflict. You are proficient with all melee weapons, along with Medium and Heavy Armor.
Battle Magic. You know the Green-Flame Blade cantrip. Once you reach 3rd level, you can cast the Wrathful Smite spell once with this trait as a 1st-level spell, and you regain the ability to cast it this way when you finish a long rest. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
One Wield. If you make an attack as an action with a melee weapon without the Heavy property, you may make one weapon attack with the same weapon as a bonus action, you don't add your ability modifier to the damage of this attack.
Enhanced Dual Wielding. When you engage in Two-Weapon Fighting, you can add your ability modifier to the damage of the second attack.

Demigod of the Hunt[edit]

One with Archery. You are proficient with all ranged weapons and weapons with the thrown property, along with Light and Medium Armor.
Hunter's Eyes. You have superior vision in dim and dark conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of grey.
Unseen Hunter. You know the Thorn Whip cantrip. Once you reach 3rd level, you can cast the Hunter's Mark spell once with this trait as a 1st-level spell, and you regain the ability to cast it this way when you finish a long rest. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Demigod of Knowledge[edit]

Magic Prodigy. You learn a cantrip of your choice from the wizard spell list. Once you reach 3rd level, choose one 1st level spell from the wizard spell list, you can cast that spell once with this trait as a 1st level spell, and you regain the ability to cast it this way when you finish a long rest. Intelligence is your spellcasting ability for these spells.
Child of Knowledge. You gain proficiency in one skill, tool, and language of your choice. At level 1, when you choose skills for your first class, you may choose one additional skill from that list. You may then choose a skill you are proficient in and gain Expertise with that skill.
Learned Magic. If your spellcasting ability would be Wisdom or Charisma, you may use Intelligence for your spellcasting ability instead.

Demigod of Death[edit]

Bringer of the End. You know the Toll the Dead cantrip. Once you reach 3rd level, you can cast the Inflict Wounds spell once with this trait as a 1st-level spell, and you regain the ability to cast it this way when you finish a long rest. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
Not My Time. When you are reduced to 0 Hit Points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a Long Rest.
Resist Mortality. You have resistance to necrotic damage. Once you reach 10th level, you have immunity to necrotic damage. Once you reach 15th level, you also have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.

Demigod of Grave[edit]

Afterlife Gatekeeper. You know the Chill Touch cantrip. Once you reach 3rd level, you can cast the Divine Favor spell once with this trait as a 1st-level spell, and you regain the ability to cast it this way when you finish a long rest. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
Keeper of the Cycle. You have advantage on attacks made against undead creatures.
Forever Gone. Whenever you kill one or more creatures, you may spend one hour doing a ritual to prevent the corpses from becoming undead for the next 7 days, each corpse must be within 30 feet of you when you do this ritual.

Demigod of Life[edit]

Bringer of Life. You know the Spare the Dying cantrip. Once you reach 3rd level, you can cast the Cure Wounds spell once with this trait as a 1st-level spell, and you regain the ability to cast it this way when you finish a long rest. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
Life Cycles. Whenever you cast a spell of 1st level or higher with range touch that restores one or more hit points, you may touch an additional creature within range as a bonus action to heal that creature for the same amount. You may use this ability once per long rest.
Live Forever. You are immune to disease and poison. In addition, you are immune to poison damage.

Demigod of Light[edit]

Bright Future. You know the Light cantrip. Once you reach 3rd level, you can cast the Guiding Bolt spell once with this trait as a 1st-level spell, and you regain the ability to cast it this way when you finish a long rest. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
Sun's Radiance. As an action, you can shed sunlight in a sphere around you for 1 minute or until you end it as a bonus action, this light is bright light in a 20 foot radius and dim light for an additional 20 feet.
God's Light. You have resistance to radiant damage. Once you reach 10th level, you have immunity to radiant damage.

Demigod of Fire[edit]

Prometheus's Gift. You know the Fire Bolt cantrip. Once you reach 3rd level, you can cast the Burning Hands spell once with this trait as a 1st-level spell, and you regain the ability to cast it this way when you finish a long rest. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
Blue Flame. Whenever you roll fire damage on your turn, you may have the roll get a bonus equal to your Charisma modifier. You may do this a number of times equal to your level, you regain the ability to use this after a long rest.
God's Flame. You have resistance to fire damage. Once you reach 10th level, you have immunity to fire damage. Once you reach 15th level, you also have resistance to cold damage.

Demigod of Darkness[edit]

One with the Dark. You know the Minor Illusion cantrip, Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell (choose when you select this race). Once you reach 3rd level, you have the ability to Shadow Step. When you are in dim light or darkness, as a bonus action you can teleport up to 30 feet to an unoccupied space you can see that is also in dim light or darkness.
You Can't Find Me. You have proficiency in the Stealth Skill, in addition, you have advantage on Dexterity (Stealth) checks while in Dim Light or Darkness.
Seeing in the Dark. You have excellent vision in dim and dark conditions. You can see in dim light and darkness within 120 feet of you as if it were bright light.
Sunlight Sensitivity. You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of the attack, or whatever you are trying to perceive is in direct sunlight.

Demigod of Night[edit]

Midnight Chills. You know the Frostbite cantrip. Once you reach 3rd level, you can cast the Cause Fear spell once with this trait as a 1st-level spell, and you regain the ability to cast it this way when you finish a long rest. When you reach 5th level, you can also cast the Darkness spell once with this trait as a 2nd-level spell, and you regain the ability to cast it this way when you finish a long rest. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
Night Owl. You have proficiency in the Perception and Survival Skills. While you are completely in darkness and have less than half of your maximum hit points, you regain 1 hit point every 6 seconds.
Cat's Eyes. You have superior vision in dim and dark conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of grey.

Demigod of Frost[edit]

Low Energy. You know the Ray of Frost cantrip. Once you reach 3rd level, you can cast the Frost Fingers spell once with this trait as a 1st-level spell, and you regain the ability to cast it this way when you finish a long rest. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
Transfer the Frost. Whenever you are hit with a melee attack, you may use your reaction to deal 1d4 cold damage to the attacker.
Near Zero Degrees. You have resistance to cold damage. Once you reach 10th level, you have immunity to cold damage. Once you reach 15th level, you also have resistance to fire damage.

Demigod of Music[edit]

The Magic of Song. You know the Vicious Mockery cantrip. Once you reach 3rd level, you can cast the Healing Word spell once with this trait as a 1st-level spell, and you regain the ability to cast it this way when you finish a long rest. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
Master of the Microphone. You have proficiency in the Performance Skill and your choice of two instruments. If you already had proficiency with them, you have expertise instead.
Supreme Slander. Whenever you cast Vicious Mockery, as long as you are playing an instrument, you add your Spellcasting modifier to the damage.

Demigod of Peace[edit]

One with Grace. You are immune to being charmed or frightened.
Unifying Force. You know the Friends cantrip. Once you reach 3rd level, you can cast the Sanctuary spell with this trait as a 1st-level spell, and you regain the ability to cast it this way when you finish a long rest. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race). You can detect when you are being lied to.
Compelling Peace. You gain proficiency in the Persuasion skill. Once you reach 6th level, you have Expertise in Persuasion.
Against Strife. All attacks against you are made with disadvantage, and you add your proficiency bonus to your armor class. If you attack or damage a creature in any way, you lose this feature until you finish a long rest.

Demigod of Law[edit]

Law Enforcement. You know the Mind Sliver cantrip. Once you reach 3rd level, you can cast the Command spell with this trait as a 1st-level spell, and you regain the ability to cast it this way when you finish a long rest. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
Lawful Fortitude. When you make an attack roll, ability check or saving throw, you can forgo rolling the d20 to get a 10 on the die. If you would have advantage on the roll, you instead get +5 to the total and if you would have disadvantage on the roll, you instead get -5 to the total. You can use this ability a number of times equal to your proficiency bonus and regain all expended uses when you finish a long rest.
Ensured Conviction. Immediately when you finish a long rest, you can roll a d20 and use that roll at any one attack, ability check, or saving throw. This roll resets when you finish a long rest.

Demigod of Day[edit]

Noon's Warmth. You know the Sacred Flame cantrip. Once you reach 3rd level, you can cast the Bane and Bless spells with this trait as a 1st-level spell, and you regain the ability to cast each this way when you finish a long rest. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
Strength of the Sun. As long as it is day where you are, you have advantage on Strength and Charisma saving throws, and you can also use your Charisma against being charmed or frightened. You have resistance to radiant damage.
Daylight Rejuvenation. When you are in direct sunlight, gain temporary hit points equal to your level that reset when you take a long rest.

Demigod of the Forge[edit]

Burning Hot. You know the Produce Flame cantrip, Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell(choose when you select this race). Once you reach 3rd level, whenever a creature damages to you with a melee attack within 5 feet of you, they take 1d4 fire damage. This damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Smithing Trained. You gain proficiency with Smith's Tools and have immunity fire damage. You have expertise with Smith's Tools and you can use smith's tools as a spellcasting focus.

Demigod of Oceans[edit]

Mystic Waters. You know the Shape Water cantrip. Once you reach 3rd level, you can cast the Fog Cloud spell with this trait as a 1st-level spell, and you regain the ability to cast it this way when you finish a long rest. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
One with the Sea. You can breath air and water and you have a swimming speed equal to your walking speed.
Ocean’s Caress. While you are completely submerged in water and have less than half of your maximum hit points, you regain 1 hit point every 6 seconds.

Demigod of Luck[edit]

Create your Own Luck. You know the Guidance cantrip. Once you reach 3rd level, you learn both the Bane and Bless spells with this trait as 1st-level spells, you can only cast one of these spell per long rest. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
Reliable Luck. Choose two skills or one weapon you are proficient with, you can treat a roll of 7 or lower on a d20 roll as an 8 instead when rolling with that skill or weapon.
Helpful Deity. You can use the God's Assistance ability a number of times equal to your proficiency bonus instead of once before needing to take a long rest and you can choose to spend one of your uses after you roll an ability check, attack roll or saving throw, but before the outcome is determined to roll an extra d20 and choose which one to use.

Demigod of Nature[edit]

Druidic Origin. You know the Druidcraft cantrip. Once you reach 3rd level, you can cast the Goodberry spell with this trait as a 1st-level spell, and you regain the ability to cast it this way when you finish a long rest. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
Meld into the Land. Choose a type of terrain from arctic, coast, desert, forest, grassland, mountain, swamp. When in this terrain you can make you and your allies harder to track and spot. As an action, each creature you choose within 30 feet of you become indistinguishable from the land for 1 hour or until you leave the type of terrain. For the duration, each chosen creature has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage. You can use this ability once, regaining use after a long rest.
One with the Wild. You get proficiency in Nature or Survival.

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