Demigod (5e Class)
Demigod[edit]
Paragons of power and bearers of a divine spark, demigods are the offspring of the relationship between a god an a mortal. Always living between two worlds, lacking the power of a true god, but too exceptional to fit in the mortal world, demigods seek for purpose in life, either by proving themselves in the eyes of its godly progenitor, by achieving glory and notoriety between his mortal peers or by reclaiming by themselves the godhood.
Demigods are renowned by the great deeds they perform. Slaying mythical monsters, fighting in epic battles or undergoing dangerous expeditions to mysterious and exotic places, demigods are living legends, being treated with fear or great respect in wherever they are recognized.
Creating a Demigod[edit]
[1] by Javier Charro |
When creating your demigod, the first thing to consider is from where your divine spark came from. Have you been the result of a loving relationship between a god and a mortal, or have you been generated by a virgin mother after the celestial touch of a deity? Are you a hero favored by a member of the pantheon with the powers of a god, or maybe are you the reincarnation of a deceased deity, slowly regaining your powers.
- Quick Build
You can create a Demigod quickly by following these suggestions. First, make Strength or Dexterity your highest ability score, depending on whether you want to focus on melee or ranged (and finesse) weapons. Your next highest should be Charisma, since it affects most of your class features (or Intelligence, if you choose the Knowledge bloodline). After that, choose Constitution as your third highest ability score, since hit points are vital for all classes with a martial focus. Finally, select the Urchin or Noble background. For starting equipment, choose a spear, an explorer's pack, a holy symbol and a leather armor, dagger and a shortbow and quiver with 20 arrows.
- Observation. Consider also the Demigod race, not necessary by any means, but that race has a strong thematic synergy with this class.
Class Features
As a Demigod you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Demigod level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Demigod level after 1st
- Proficiencies
Armor: Light armor
Weapons: Simple weapons
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose any two
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a greatclub or (b) a spear or (c) any simple weapon
- (a) an explorer's pack or (b) a dungeoneer's pack
- a holy symbol
- Leather armor, dagger, and a shortbow and quiver with 20 arrows
Level | Proficiency Bonus |
Features | Spark Die |
---|---|---|---|
1st | +2 | Divine Spark, Godly Bloodline | d4 |
2nd | +2 | Celestial Endurance, Legendary Athlete | d4 |
3rd | +2 | Godly Bloodline Feature | d4 |
4th | +2 | Ability Score Improvement | d4 |
5th | +3 | Extra Attack | d6 |
6th | +3 | Sacred Strike | d6 |
7th | +3 | Divine Might | d6 |
8th | +3 | Ability Score Improvement | d6 |
9th | +4 | Godly Bloodline Feature | d6 |
10th | +4 | Superior Physique, Legendary Gift - Rare | d6 |
11th | +4 | Celestial Resilience, Godly Bloodline Feature | d8 |
12th | +4 | Ability Score Improvement | d8 |
13th | +5 | Legendary Athlete Improvement | d8 |
14th | +5 | Legendary Gift Improvement - Very Rare | d8 |
15th | +5 | Heavenly Presence | d8 |
16th | +5 | Ability Score Improvement | d8 |
17th | +6 | Godly Bloodline Feature | d10 |
18th | +6 | Divinity, Legendary Gift Improvement - Legendary | d10 |
19th | +6 | Ability Score Improvement | d10 |
20th | +6 | Godhood, Godly Bloodline Feature | d10 |
Godly Bloodline[edit]
Starting at 1st level, you choose your bloodline, the god from which you draw your divine powers. Your choices are described at the end of this class description. Your choice grants you features at 1st level, and again at 3rd, 9th, 11th, 17th and 20th levels.
- Divine Magic
Each bloodline grants you specific spells, and spell slots that only your bloodline can use. You gain three spell slots at 9th level (a 1st-level, 2nd and 3rd-level spell slots) and two at 17th level (a 4th-level and a 5th-level spell slots).
You don't need to use verbal, somatic or material components for any of your Divine Magic spells.
- Divine Smite
You can also use these spell slots to channel your divinity to your strikes. When you hit a creature with an attack, you can spend one Divine Magic spell slot, and cause damage equal to the spell slot level x your spark die. The damage type is the same of the weapon damage, unless otherwise specified.
Divine Spark[edit]
At 1st level, the blood of gods coarse trough your veins, blessing and empowering you. This empowerment is represented by a die called Spark Die, which is a d4. You can use your divine spark in the following manners:
- Skill Competence
As an action on your turn, you can use your divine spark to become exceptional in one task of your choice. Within the next minute, you add a d4 to one ability check you make. This is not cumulative with other divine boosts in competence, such as the guidance spell.
- Combat Prowess
You can boost your unarmed strikes with the divine spark. Whenever you make a unarmed strike, you can roll the divine spark die, instead of the weapon's normal die. Also, whenever a creature ends its turn grappled by you, it takes damage equal to your divine spark die. The damage is bludgeoning.
In addition, you can charge your weapon attacks with your divine might. As a bonus action, you can charge your next attack with divine might. On a hit, you deal additional damage equal to a roll of your divine spark die.
- Divine Protection
When not wearing armor, your AC equals 10 + your Dexterity modifier + a roll of your Divine Spark die. You roll the divine spark die after each attack roll targeting you. You can use a shield and still benefit of this AC.
Celestial Endurance[edit]
Starting at 2nd level, you can draw the celestial power on their bloodline to protect yourself from harm. When you take damage, you can use your reaction to reduce any damage taken by you and any creature of your choice within 5 feet until the start of your next turn by 5 x your level in this class.
You can use your celestial endurance once, and regain your uses of this feature whenever you finish a short or a long rest.
Starting at 7th level, you can spend one use of your Celestial endurance to end one of the following effects active on you or any creature of your choice within 5 feet: stunned, petrified, paralyzed, charmed, frightened or poisoned. You become immune to the chosen condition for the next minute. You can also use it to give yourself and any creature within 5 feet advantage on all Constitution checks and saving throws for the next minute.
Legendary Athlete[edit]
At 2nd level, you are better than your peers in any physical task. You add half your proficiency bonus in any Strength, Dexterity or Constitution check that don't already add your proficiency bonus.
In addition, at 13th level, you gain swimming and climbing speed of 30 feet. Also at 13th level, you can perform unarmed strikes as a bonus action on your turn.
Ability Score Improvement[edit]
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Extra Attack[edit]
At 5th level, you may attack twice, rather than once, when using the Attack action.
Sacred Strike[edit]
Starting at 6th level, your attacks are considered magical for the purposes of overcoming resistances and immunitites to nonmagical damage.
Divine Might[edit]
At 7th level, your size is considered to be large for any Strength related attack, checks and saving throws, as well as for carrying capacity.
Superior Physique[edit]
Starting at 10th level, you further develop your divine body. All your movement speeds increase in 15 feet. In addition, you can perform a powerful jump, granting you a flight speed equal to your movement speed, lasting until the end of your turn
Finally, you ignore falling damage up to an amount equal 5 x your Demigod level.
Legendary Gift[edit]
Starting at 10th level, you gain a powerful gift from your god parent. Choose one magic item with the rarity rare or lower to be your legendary gift. If the legendary gift requires attunement, you are considered attuned to it, and you lose one of your attunement spaces.
Whenever you gain a level in this class, you can replace your legendary gift for a new one. When you reach the 14th level, you can choose a item with the rarity very rare as your legendary gift. At 18th level, you can choose a legendary item as your legendary gift.
You can't choose a consumable item or an item that loses its magic after you spend the last charge. Any charges or abilities that are regained on a new dawn are recharged after a long rest. If the abilities require a longer period of time (such as 7 days), you can't use this feature again until the required period of time has passed.
You can use a bonus action to summon your legendary gift to your hand, and it remains with you for 1 minute. After this duration, the item returns to the hands of your god. You can use this feature a number of times equal to your proficiency bonus, and regain your uses of it after completing a long rest.
Celestial Resilience[edit]
When you reach the 11th level, you become even more resilient. You regain 1 use of your celestial endurance whenever you roll initiative.
Heavenly Presence[edit]
At 15th level, you can use your action to exude an aura of authority around you. All creatures of your choice within 120 feet and aware of your presence must succeed on a Charisma saving throw against your Divinity save DC, or be charmed or frightened by you for 1 minute. A charmed creature remains charmed for the whole duration, or until you or any of your allies take any harmful action against it.
A frightened creature can try a new saving throw in each of its turns to end the effect.
You can use this feature three times, and regain expended uses after finishing a long rest.
Divinity[edit]
At 18th level, choose one ability score of your choice. That ability score increase in 2, up to a new maximum of 22.
In addition, whenever you roll initiative, you gain the effects of the spell heroism lasting for 1 minute and without requiring concentration.
Godhood[edit]
When you reach the 20th level, you can no longer be killed on the material plane. Death only sends you back to the plane related to your god parent (DM's choice). The only way to destroy you is by killing you on your home plane.
In addition, your creature type becomes either fiend, celestial or fey, depending on the your god parent (DM's Choice).
- Gift of Ascension
In addition, upon achieving godhood you gain one celestial gift from your godly parenthood depending on the chosen bloodline.
Bloodlines[edit]
Arcana[edit]
You have the blood of a god of magic, such as Mystra, Boccob and Thoth. Thus, you bear innate arcane powers and have a natural comprehension of the weave.
- Bonus Proficiencies
At 1st level, you gain proficiency in the Arcana skill.
- Arcane Origins
At 1st level, you start to manifest natural magical powers. You can choose two cantrips of your choice from the Sorcerer spell list.
- Innate Magic
Starting at 3rd level, you learn one additional cantrip from the Sorcerer's spell list. In addition, you can choose two 1st-level spells from the Sorcerer's list. You can cast each of these spells once, regaining the ability to do so after finishing a long rest.
When you finish a long rest, you can replace one of the sorcerer's spells you know with another 1st-level spell from the sorcerer's spell list.
In addition, you can use your bonus action to infuse your cantrips with magical power, adding the Divine Spark die to the damage of your Arcane Origins cantrips.
- Eldritch Barrage
At 3rd level, whenever you cast a cantrip or take the Attack action, you can cast an additional one, as a bonus action.
You can use this feature a number of times equal to your Charisma modifier, and regain your uses of it after finishing a long rest.
- Divine Magic
When you reach the 9th level, your spark of divinity grants access to your god parent magic. You learn the following spells: detect magic, magic missile, magic weapon, nytsul's magic aura, dispel magic and magic circle. You also gain a 1st, 2nd and a 3rd level spell slot, which you can only use to cast these spells. Charisma is your spellcasting ability for these spells, and you don't need to spend any material components on them.
In addition, you can choose to cause force damage with your Divine Smite, or with the Combat Prowess option of your divine spark.
- Combat Caster
Starting at 11th level, whenever you take the Attack action on your turn, you can cast one of your cantrips in place of one of your attacks.
Moreover, whenever you cast a Divine Magic or Innate Magic spell that requires a spell slot, you can cast a cantrip as a bonus action.
- Improved Divine Magic
At 17th level, you learn the following spells: arcane eye, leomund's secret chest, planar binding and teleportation circle. You also gain a single 4th and a 5th level spell slot, which you can only use to cast these spells.
- Gift of Ascension - High Magic
At 20th level, you learn a 6th-level spell from any spell list. In addition, you gain a single 9th-level spell slot, which you can use to cast any Demigod spell you know.
Alternatively, you can spend this 9th-level spell slot to mimic the effects of any spell of 5th-level or lower form any spell list.
Death[edit]
You are the offspring of a god of Death, such as We Jaz, Nerul, Hades, Anubis and Hel. You with mere touch you can sap the vitality of living creatures and you have a instinctual ability to take the life of other beings.
- Bonus Proficiencies
Starting at 1st-level, you gain proficiency with martial weapons.
- Reaping Strike
At 1st level, whenever you use your combat prowess, you can deal necrotic damage, instead of normal damage. In addition, whenever you cause damage with your combat prowess option of Divine Spark, you can choose to force one creature within 5 feet of your target to make a Constitution saving throw, or take necrotic damage equal to your divine spark die.
- Steal Vitality
Starting at 3rd level, once in each of your turns when you cause necrotic damage with your divine spark die, you gain temporary hit points equal to the necrotic damage dealt. In addition, when you reduce a creature within 30 feet to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your demigod level (minimum 1 temporary hit point).
- Divine Magic
When you reach the 9th level, your spark of divinity grants access to your god parent magic. You learn the following spells: false life, ray of sickness, blindness/deafness, ray of enfeeblement, animate dead and vampiric touch. You also gain a 1st, 2nd and a 3rd level spell slot, which you can only use to cast these spells. Charisma is your spellcasting ability for these spells, and you don't need to spend any material components on them.
In addition, you can choose to cause necrotic damage with your Divine Smite, or with the Combat Prowess option of your divine spark.
- Return from Death
Starting at 11th level, you become able to avoid certain death. When you are reduced to 0 hit points, you can make a Charisma saving throw against a DC 10. On a succeed, you regain a number of hit points equal to a roll of your Divine Spark die.
Each time you use this feature after the first, the DC increases in 5. When you finish a short or a long rest, the DC resets to 10.
- Improved Divine Magic
At 17th level, you learn the following spells: blight, death ward, antilife shell and cloudkill. You also gain a single 4th and a 5th level spell slot, which you can only use to cast these spells.
- Gift of Ascension - Restless
At 20th level, you become immune to necrotic damage and to extra damage from critical hits.
In addition, you can use your action to sap the vitality of a creature you can see within 120 feet. That creature must succeed on a Constitution saving throw, or take necrotic damage equal to your Divine Gift die, and you regain hit points equal to half the damage caused. Also, on a failed save, for 1 minute, you can use your action to cause damage again to that creature, as long as you can see the creature and both are in the same plane of existence.
Forge[edit]
You have the blood of a god that has the Forge and creation between his portfolio of domains. Divinities such as Moradin, Gond and Hephaestus. You know since birth how to use fire to mold steel to create marvelous objects.
- Bonus Proficiencies
When you choose this domain at 1st level, you gain proficiency with medium and heavy armor, martial weapons and smith's tools.
- Forge Master
Starting at 3rd level, whenever you finish a short or a long rest, you can forge a suit of armor or a weapon imbued with magic, worth up to 1500 gp. You must lay out metal, which can include coins, with a value equal to the creation. The object created is magical, and grants +1 to attacks and damage rolls (if it is a weapon) or +1 to your AC (if it is an armor). The bonus increases to +2 at 7th level and +3 at 11th.
You can create multiple items, but only one of them is infused with magic. Creating a new one will automatically end the magical properties of the previous one.
In addition, you can use your Charisma, instead of Strength or Dexterity, for attacks and damage rolls with magic weapons.
- Divine Magic
When you reach the 9th level, your spark of divinity grants access to your god parent magic. You learn the following spells: identify, searing smite, heat metal, magic weapon, elemental weapon and protection from energy. You also gain a 1st, 2nd and a 3rd level spell slot, which you can only use to cast these spells. Charisma is your spellcasting ability for these spells, and you don't need to spend any material components on them.
In addition, you can choose to cause fire damage with your Divine Smite, or with the Combat Prowess option of your divine spark.
- Mechanical Helper
Starting at 11th level, you craft a mechanical helper. You can cast the Tiny Servant spell at will, without spending spell slots. You can only have one tiny servant active at the same time.
Your Mechanical Helper have a number of additional hit points equal to your level in this class, and use your Spell Attack Bonus, instead of its own proficiency, to make attack rolls. Its attacks are considered magical.
Whenever you make an attack as part of an Attack action, your mechanical helper also makes one attack against any target of your choice.
- Improved Divine Magic
At 17th level, you learn the following spells: fabricate, wall of fire, animate objects and creation. You also gain a single 4th and a 5th level spell slot, which you can only use to cast these spells.
- Gift of Ascension - Armor of Resilience
Starting at 20th level, when wearing a suit of armor you have crafted, you gain resistance to slashing, piercing and bludgeoning damage from non-magical attacks.
Grave[edit]
You are the offspring of a god of Grave, entities that preserve the natural cycle of life by bringing it to completion trough death. Entities that see the holiness in the death and oppose the corruption of this cycle, destroying undeads, are represented by this bloodline. Entities like Anubis and Osiris, We Jas and Kelemvor are some of the examples. You have the ability to guard the veil the separate life and death, even by preserving a life that would be taken before its time, or by ending the unlife.
- Eyes of the Grave
At 1st level, you can use your action to magically detect nearby undead creatures. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn't behind total cover and that isn't protected from divination magic. This sense doesn't tell you anything about a creature's capabilities or identity.
You can use this feature a number of times equal to your Charisma modifier (minimum of once). You regain all expended uses when you finish a long rest.
- Touch of Mercy
Starting at 3rd level, you learn the spare the dying cantrip, which you can cast as a bonus action on your turn, up to a distance of 30 feet.
In addition, you gain a pool of d6's equal to your Demigod level +1. Whenever you use the spare the dying cantrip, you can spend one or more dice from the pool, up to an amount equal to your Charisma modifier. Roll the dice and you restore a number of hit points equal to the amount rolled. The size of the dice increases in the same rate as your Divine Spark die.
Alternatively, you can spend these dice to destroy an undead. When you hit an undead creature, you can spend an amount of these dice equal to your Charisma modifier, and roll the dice, causing additional damage equal to the number rolled. This additional damage ignores any damage resistances.
Your pool recharges on a long rest.
- Divine Magic
When you reach the 9th level, your spark of divinity grants access to your god parent magic. You learn the following spells: bane, false life, gentle repose, ray of enfeeblement, revivify and vampiric touch. You also gain a 1st, 2nd and a 3rd level spell slot, which you can only use to cast these spells. Charisma is your spellcasting ability for these spells, and you don't need to spend any material components on them.
- Soul Warden
Starting at 11th level, whenever an allied creature within 60 feet is reduced to 0 hit points, you can use your reaction and spend one die of your touch of mercy pool to cause that creature to be reduced to 1 hit point instead.
In addition, whenever you reduce an undead creature to 0 hit points, you regain a number of dice on your pool equal to the amount of hit dice the undead has.
- Improved Divine Magic
At 17th level, you learn the following spells: blight, death ward, antilife shell and raise dead. You also gain a single 4th and a 5th level spell slot, which you can only use to cast these spells.
- Gift of Ascension - Death's Door Keeper
When you or any creature within 30 feet would suffer damage that could reduce that creature to 0 hit points, you can use your reaction to reduce the damage to 0.
Alternatively, you can use this feature to cause all undead creatures within 30 feet to have vulnerability to all attacks until the end of your next turn.
Once you use any option of this feature, you can't do it again until you finish a short or a long rest.
Knowledge[edit]
Gods of knowledge are keepers of information, admirers of intellect, creativity and learning in general. Gods such as Boccob, Aureon, Athena and Odin, these gods see the true value and power that resides in the knowledge. Demigods that bear this bloodline are usually smarter that their peers, using tactics and analytical thinking to achieve victory.
- Bonus Proficiencies
At 1st level, you learn two languages of your choice. You also become proficient in your choice of two of the following skills: Arcana, History, Nature, or Religion.
Your proficiency bonus is doubled for any ability check you make that uses either of those skills.
- Divine Comprehension
At 1st level you can use Intelligence, instead of Charisma, for any Demigod features based on Charisma.
- Battle Analysis
Starting at 3rd level, choose one creature you can see within 60 feet. As a bonus action, you can mark that creature for 1 minute. Whenever you make an attack roll that adds your proficiency bonus to the attack against the marked creature, you can add your Intelligence modifier to the attack rolls.
- Divine Magic
When you reach the 9th level, your spark of divinity grants access to your god parent magic. You learn the following spells: command, identify, augury, suggestion, nondetection and speak with dead. You also gain a 1st, 2nd and a 3rd level spell slot, which you can only use to cast these spells. Charisma is your spellcasting ability for these spells, and you don't need to spend any material components on them.
- Analytical Combat
Starting at 11th level, whenever you or an allied creature within 30 feet hits a creature marked by your Battle Analysis feature, you can use your reaction to deal additional damage to that creature equal to 3d6.
In addition, you now add your Intelligence modifier to damage rolls against the marked creature.
- Improved Divine Magic
At 17th level, you learn the following spells: arcane eye, confusion, legend lore and scrying. You also gain a single 4th and a 5th level spell slot, which you can only use to cast these spells.
- Gift of Ascension - Complete Knowledge
When you reach the 20th level, you gain proficiency in all skills.
Life[edit]
Deities of life are the divine beings that control positive energy, and use this primal force to give animus to living things. These are patrons of birth, renewal, healing, healing and Resurrection, such as Ilmater, Demeter and Lathander. Demigods who have the bloodline of life gods can use their divine spark to mend others and themselves.
- Bonus Proficiences
At 1st level, you gain proficiency in the Medicine skill, if you aren't already. You can use your Charisma modifier, instead of your Wisdom, for your Wisdom (Medicine) checks.
- Curative Blood
Starting at 1st level, your divine blood has restorative properties. When you roll hit die to regain hit points during a short rest, you can add a roll of your Spark Die to the amount of hit points regained.
In addition, during a short rest, you can choose a number of creatures up to your Charisma modifier to receive this benefit during a short rest.
- Healing Touch
At 3rd level, you can use your touch to mend wounds and cure ailments on living creatures. As a bonus action you can touch a creature, causing it to regain a number of hit points equal to your Spark Die plus your Charisma modifier.
You can also use this ability to cure a disease or end any ailment that can be cured by a lesser restoration spell. You have a number of uses of this feature equal to your Charisma modifier, and regain your uses of it when you complete a long rest.
- Divine Magic
When you reach the 9th level, your spark of divinity grants access to your god parent magic. You learn the following spells: bless, cure wounds, lesser restoration, spiritual weapon, beacon of hope and revivify. You also gain a 1st, 2nd and a 3rd level spell slot, which you can only use to cast these spells. Charisma is your spellcasting ability for these spells, and you don't need to spend any material components on them.
- Aura of Healing
Starting at 11th level, you constantly emanate a magical aura that fortifies your injured allies. When any ally starts their turn within 10 feet of you, that ally regains a number of hit points equal to half your demigod level. This aura has no effect on a creature that has half or more of its hit points, and it has no effect on undead and constructs.
The aura range increases to 30 feet when Celestial Endurance is active.
- Improved Divine Magic
At 17th level, you learn the following spells: death ward, guardian of faith, mass cure wounds and raise dead. You also gain a single 4th and a 5th level spell slot, which you can only use to cast these spells.
- Gift of Ascension - Gift of Resurrection
At 20th level, you can present a creature with a new life. When a creature within 60 feet is reduced to 0 hit points, you can cause that creature to regain instantly a number of hit points equal to half its total. Once you do so, you can't do it again until you finish a long rest.
In addition, you can use this feature to cast true resurrection once, without spending a spell slot or using material components.
Once you use this feature to cast true resurrection, you can't use this feature again, in any of its effects, for the next 7 days.
Nature[edit]
Gods of nature are entities that govern over the natural world, savage places and the primordial planes. Entities such as Obad-hai, Ehlonna and Demeter. They can also be born from the personification of natural powers, such as ancient elemental lords and fey lords. These demigods can rule over animals, plants and elements with ease, being one with the natural world.
- Bonus Proficiencies
Starting at 1st level, you gain proficiency in Animal Handling, Nature and Survival skills. You also gain proficiency with medium armor.
You also know how to speak, read and write in primordial.
- Divine Savagery
When you use your unarmed strikes, you can choose to deal slashing and piercing damage, as you attack with bites and nails empowered by your divine nature. When you do so, you can use your Dexterity modifier, instead of Strength, for attacks and damage rolls. You can engage in two-weapon fighting with your unarmed strikes.
In addition, you learn how to cast the druidcraft cantrip. Charisma is your spellcasting ability for this spell.
- Primordial Connection
Starting at 3rd level, when you deal damage with your divine spark die, you can change the damage type to acid, cold, fire, lightning, thunder or poison.
In addition, whenever you fail a check with a bonus proficiency skill, you can use your reaction to reroll the check. Once this feature turns a failure into a success, you can't use it again until you finish a long rest.
- Elemental Rage
At 3rd level, you can engulf yourself into elemental power. Choose one of the following damage types: acid, cold, fire, lightning, thunder or poison. For 1 minute, you become engulfed in this damage type, gaining the following benefits:
- For the duration, once in each of your turns, when you make an attack against a creature, the target must succeed on a Dexterity saving throw, or take damage from the chosen type equal to one roll of your divine spark die.
- You become resistant to the damage type for the duration.
- All your attacks gain reach of 10 feet.
You can use this feature a number of times equal to your proficiency bonus, and you regain uses of this feature after finishing a long rest.
- Divine Magic
When you reach the 9th level, your spark of divinity grants access to your god parent magic. You learn the following spells: animal friendship, speak with animals, barkskin, spike growth, plant growth and wind wall. You also gain a 1st, 2nd and a 3rd level spell slot, which you can only use to cast these spells. Charisma is your spellcasting ability for these spells, and you don't need to spend any material components on them.
In addition, you can choose to cause acid, cold, fire, lightning, thunder or poison damage with your Divine Smite, or with the Combat Prowess option of your divine spark.
- Natural Companions
At 11th level, you learn the spell conjure animals or summon beast (choose one). You can cast this spell once, without spending spell slots or material components, and without requiring concentration.
After doing so, you can't do it again until you finish a short or a long rest.
- Improved Divine Magic
At 17th level, you learn the following spells: dominate beast, grasping vine, insect plague and tree stride. You also gain a single 4th and a 5th level spell slot, which you can only use to cast these spells.
- Gift of Ascension - Thousand Forms
At 20th level, you can cast polymorph on yourself, without requiring concentration. When you do so, you can assume forms of elementals, plants and beasts. While in this form, you retain your Intelligence, Wisdom and Charisma, scores, proficiency bonus and class features. Once you use this feature, you can't use it again until you finish a long rest.
Strength[edit]
Gods of strength value physical prowess and pure force over anything. They rely on physicality to overcome challenges, such as Kord, Hercules and Kratos. Sons of the gods of strength are usually visibly strong and brutal, being absolutely terrifying sights in combat.
- Bonus Proficiencies
Starting at 1st level, you gain proficiency in the Athletics skill, and add twice your proficiency bonus in checks made with it. In addition, when you gain the Legendary Athlete feature, you whenever you roll an Strength (Athletics) check and roll a number under your proficiency bonus + your Strength modifier, you can choose that number instead.
- Godly Might
At 3rd level, you can add your Charisma modifier to your Strength (Athletics) and Constitution checks.
In addition, you can use your bonus action to enhance your Strength, gaining the following benefits for 1 minute:
- You gain advantage on Strength checks and saving throws.
- You are consider to be one sizer larger than you are. This doesn't affect your actual size or occupied space.
- Once in each of your turns, you add your godly spark die to your damage rolls.
You can use this feature a number of times equal to your proficiency bonus, and regain your uses after finishing a long rest.
- Impenetrable Skin
Also at 3rd level, you can make yourself impervious to damage. When you activate your Godly Might, as part of the same bonus action you can grant yourself resistance to slashing, piercing and bludgeoning damage.
You can use this feature once, regaining the ability to do so after finishing a short or a long rest.
- Divine Magic
When you reach the 9th level, your spark of divinity grants access to your god parent magic. You learn the following spells: divine favor, shield of faith, enhance ability, protection from poison, haste and protection from energy. You also gain a 1st, 2nd and a 3rd level spell slot, which you can only use to cast these spells. Charisma is your spellcasting ability for these spells, and you don't need to spend any material components on them.
- Divine Brawler
Starting at 11th level, you can use your bonus action to make a unarmed strike, rolling your divine spark dice instead of the normal damage for that attack. At 13th level you can attack twice, instead of once, when you do so.
In addition, once in each of your turns when you make an attack using a two-handed weapon that lacks the reload or loading property, you roll the damage die twice, and choose the highest value between the two.
- Improved Divine Magic
At 17th level, you learn the following spells: dominate beast, stoneskin, destructive wave and insect plague. You also gain a single 4th and a 5th level spell slot, which you can only use to cast these spells.
- Gift of Ascension - Divine Might
Your Strength score increase in 6, and your new maximum becomes 28 for this ability score.
Tempest[edit]
Gods of storms, thunder and sky are some of those represented by the Tempest bloodline. Gods such as Kord, Zeus, Xango, and Thor are some of them. They are often known as wrathful gods, being easy to anger and often also related to righteous anger and divine justice. Demigods from this heritage will often be temperamental and combative, capable combatants and with a deep attunement with the sky.
- Bonus Proficiencies
At 1st level, you learn how to speak, read and write primordial. In addition, you gain proficiency in Athletics, martial weapons and medium armor.
- Thunder Wrath
Starting at 3rd level, once in each of your turns when you hit a creature with a weapon attack or unarmed strike, you deal additional damage equal to your divine spark die. The damage is thunder or lighting, choose one each time you apply this additional damage.
- Divine Magic
When you reach the 9th level, your spark of divinity grants access to your god parent magic. You learn the following spells: fog cloud, thunderwave, gust of wind, shatter, call lightning and sleet storm. You also gain a 1st, 2nd and a 3rd level spell slot, which you can only use to cast these spells. Charisma is your spellcasting ability for these spells, and you don't need to spend any material components on them.
In addition, you can choose to cause thunder or lighting damage with your Divine Smite, or with the Combat Prowess option of your divine spark.
- Storm Rage
Starting at 11th level, whenever you cause lighting or thunder damage, you can choose to push a creature Huge or smaller up to 10 feet away from you.
In addition, you gain a flying speed equal to your walking speed whenever you are not underground or indoors.
- Improved Divine Magic
At 17th level, you learn the following spells: control water, ice storm, destructive wave and cloudkill. You also gain a single 4th and a 5th level spell slot, which you can only use to cast these spells.
- Gift of Ascension - Lord of Thunder
When you reach the 20th level, you become immune to lighting and thunder damage. In addition, you can hurl a bolt of lightning against your foes. Once in each turn, you can forgo one of your attacks to make a ranged spell attack against a creature within 150 feet. On a hit, you deal 1d10 lighting damage and all creatures within 5 feet of the target (including him) must succeed on a Dexterity saving throw, or take 2d6 thunder damage.
Trickery[edit]
Gods of trickery are known for using deception, lies and subterfuges against mortals and even against their fellow gods. Some are light-hearted and benevolent, like Garl Glittergold; others, can be malicious, such as Loki. Either way, the offspring of a trickery god possess a divine cunning, turning them in legendary thieves and scoundrels.
- Bonus Proficiencies
At 1st level, you gain proficiency in Stealth, Sleight of Hand and Deception skills. You also gain proficiency with two of the following tools: thieve's tools, disguise kit, forgery kit.
- Trickster Gambits
Starting at 3rd level, you learn how to use trickery and deception to gain an edge in fights. You can use one of the following gambits:
- Evasive Movement. When you take damage, you can use your reaction and reduce the damage by an amount rolled on your divine spark die + your Dexterity modifier.
- Fool's Luck. Whenever you fail an attack roll or skill check or saving throw using your Dexterity, or a skill check using your Charisma, you can use your reaction to add your Divine Spark die to the roll, potentially changing the outcome.
You can use this feature a number of times equal to 3 + twice your proficiency bonus. You regain your uses of this feature after finishing a long rest.
- Divine Magic
When you reach the 9th level, your spark of divinity grants access to your god parent magic. You learn the following spells: charm person, disguise self, mirror image, pass without a trace, blink and dispel magic. You also gain a 1st, 2nd and a 3rd level spell slot, which you can only use to cast these spells. Charisma is your spellcasting ability for these spells, and you don't need to spend any material components on them.
In addition, you can choose to cause poison or psychic damage with your Divine Smite, or with the Combat Prowess option of your divine spark.
- Exploitative Strike
Starting at 11th level, once in each of your turns when you make an attack with advantage, you add three times your divine spark die to the damage roll.
- Improved Divine Magic
At 17th level, you learn the following spells: dimension door, polymorph, dominate person and modify memory. You also gain a single 4th and a 5th level spell slot, which you can only use to cast these spells.
- Gift of Ascension - Master of Lies
When you reach the 20th level, you gain a +10 bonus to Deception checks, and you can cast alter self at will.
War[edit]
Personifying the war in many aspects, the gods of war share the violence in their acts and in the treatment of war as a end on itself, not just as a mean to achieve a goal. Some represent the brutal nature of war, like Ares, Hextor and Erythnul; others, the glory and rightousnes of war, like Heironeous and Odin. Sons of the god of war are natural warriors, being able to handle weapons with ease since birth, and possessing natural reflexes and instincts in combat.
- Bonus Proficiencies
Starting at 1st level, the war demigod is proficient with all martial weapons, medium and heavy armor and shields.
- Vicious Attacks
At 3rd level, the War demigod score a critical hit on a roll of 19-20 on the d20.
In addition, when you score a critical hit, you deal additional damage equal to half your level in this class (rounded up).
- Divine Magic
When you reach the 9th level, your spark of divinity grants access to your god parent magic. You learn the following spells: divine favor, shield of faith, magic weapon, spiritual weapon, crusader's mantle and spirit guardians. You also gain a 1st, 2nd and a 3rd level spell slot, which you can only use to cast these spells. Charisma is your spellcasting ability for these spells, and you don't need to spend any material components on them.
- Improved Extra Attack
At 11th level, whenever you take the Attack action, you can make three attacks, instead of two.
- Improved Divine Magic
At 17th level, you learn the following spells: freedom of movement, stoneskin, flame strike and hold monster. You also gain a 4th and a 5th level spell slot, which you can only use to cast these spells.
- Gift of Ascension - Perfect Strike
At 20th level, when you miss a melee weapon attack, you can choose to hit instead. This attack is a critical. Once you use this feature, you can't use it again until you finish a short or a long rest.
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