Demigod Image

You are the child of a mortal and a god, born of divine intervention or prophecy. In Theros, where belief shapes reality, your existence is a testament to the will of the divine. You are a figure of awe and wonder, celebrated, feared, or envied by those who know your lineage. Whether you strive to fulfill your divine parent’s expectations or carve your own path, the weight of your heritage looms large.

 
Skill Proficiencies: Religion, Persuasion
Tool Proficiencies: One type of artisan’s tools or musical instrument
Languages: Celestial or one language of your choice associated with your divine parent’s followers (eg. Primordial for Thassa, Minotaur for Mogis)
Equipment: A divine token symbolizing your parent’s favour (such as a golden laurel leaf for Heliod, a trident charm for Thassa, or a shard of volcanic glass for Purphoros), a set of fine clothes, a journal or scroll detailing omens or divine visions, and a pouch containing 15 gold.
 
Divine Parent Influence

Your connection to a specific god shapes how your heritage manifests. Choose your divine parent, and gain the following benefits:

Heliod (God of the Sun)

  • Your presence inspires hope. As a bonus action, you can grant an ally within 30 feet a d4 to their next ability check or saving throw. This can be used once per long rest.
  • You can cast Light as a cantrip, and it shines with an unwavering brilliance.

Thassa (God of the Sea)

  • You have advantage on saving throws to resist being grappled or restrained.
  • You can hold your breath indefinitely underwater.

Erebos (God of the Dead)

  • You have advantage on saving throws against being frightened.
  • Once per long rest, you can stabilize a dying creature you can touch without requiring an action.

Purphoros (God of the Forge)

  • You gain proficiency in smith’s tools.
  • As a bonus action, you can cause a weapon you’re holding to glow red-hot for 1 minute, dealing an extra 1 fire damage on a hit.

Nylea (God of the Hunt)

  • You can move through nonmagical difficult terrain without expending extra movement.
  • You have advantage on Wisdom (Survival) checks to track creatures.

Mogis (God of Slaughter)

  • Once per long rest, when you score a critical hit with a melee attack, you can deal an extra 1d6 damage.
  • You have advantage on Intimidation checks against creatures frightened of you.

Athreos (God of Passage)

  • You can sense the presence of undead within 30 feet.
  • You can cast Spare the Dying once per long rest without material components.

Ephara (God of the Polis)

  • You gain proficiency in one artisan's tool of your choice.
  • Once per long rest, you can create an object no larger than 1 cubic foot using your divine power, which lasts for 1 hour or until damaged (e.g., a key, a small statue, or a shield).

Iroas (God of Victory)

  • You have advantage on saving throws against being charmed or frightened.
  • When you roll a 1 on a damage die for a melee weapon attack, you can reroll it. You must use the new roll.

Karametra (God of Harvests)

  • You can cast Goodberry once per long rest without requiring material components.
  • You have advantage on checks and saving throws to avoid exhaustion.

Keranos (God of Storms)

  • You gain resistance to lightning damage.
  • Once per long rest, when you make an attack roll or ability check, you can roll a d6 and add it to the result.

Klothys (God of Destiny)

  • You have advantage on saving throws against effects that would alter time, such as the Slow or Haste spells.
  • Once per long rest, you can declare one of your attack roll, saving throw, or ability check as destined to succeed or fail before it is rolled.

Kruphix (God of Horizons)

  • You can communicate telepathically with any creature within 30 feet that has a language.
  • You gain proficiency in Arcana, and you can cast Guidance as a cantrip.

Pharika (God of Affliction)

  • You gain resistance to poison damage and advantage on saving throws against poison.
  • You can cast Detect Poison and Disease once per long rest without requiring material components.

Phenax (God of Deception)

  • You can cast Disguise Self once per long rest without requiring material components.
  • You have advantage on checks made to pass off a lie or forge documents.
 
Feature: Mark of the Divine

Your divine parent’s essence is imprinted upon you, manifesting as an unmistakable aura of destiny. This gives you a supernatural influence over mortals who revere your parent. When interacting with a follower or worshipper of your divine parent, you gain advantage on Charisma (Persuasion) checks.
Additionally, you can sense places or objects consecrated to your divine parent within 30 feet, and you intuitively recognize other mortals or creatures who carry your parent’s blessings or curses.

If your campaign is using Supernatural Gifts, choose an Origin Feat (chapter 5 in the Player's Handbook) to replace it.

 
Suggested Characteristics

Your personality, ideals, bonds, and flaws reflect your divine heritage and the expectations or struggles that come with it.

Personality Traits

  1. I quote my divine parent’s teachings or myths in everyday conversation.
  2. I view my mortal life as a stepping stone to something greater.
  3. I feel compelled to inspire others, whether through words, deeds, or art.
  4. I carry myself with an almost otherworldly poise and confidence.

Ideals

  1. Divine Justice. My parent’s will must shape the world. (Lawful)
  2. Heroism. I must live up to the legends told about me. (Good)
  3. Freedom. I reject my divine parent’s expectations and seek my own path. (Chaotic)
  4. Legacy. Mortals will tell my tale for generations to come. (Any)

Bonds

  1. I seek to earn my divine parent’s favour, even if it means great sacrifice.
  2. My mortal family or community depends on me, and I cannot let them down.
  3. A prophecy or oracle foretells my role in an epic event.
  4. I guard a sacred relic tied to my divine parent’s domain.

Flaws

  1. My divine heritage makes me overconfident or dismissive of others’ struggles.
  2. I struggle to connect with mortals, seeing them as fleeting or insignificant.
  3. I resent my divine parent’s meddling in my life.
  4. I harbor jealousy or rivalry toward other children of the gods.

 
Demigod Image

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