Base Class: Sorcerer
Demigods exhibit powers that are related to the domain of their godly ancestor, but their magic is not constrained by this association. Rather, they may channel the power in their blood to improve the efficacy of any spell, regardless of its type. Additionally, the divine power that courses through their blood makes demigods impressive specimens of both physical fitness and beauty.
Godly Ancestor
Starting at 1st level, choose the divine domain of your godly ancestor from the following list. You can cast each of the associated spells once without using any spell slots, and you regain the ability to do so after completing a short or long rest. Additionally, whenever you make a Charisma check when interacting with gods or celestials, your proficiency bonus is doubled if it applies to the check.
(Note: Some spell changes were made from the source material in order to publish the subclass. I tried to replace the spell with a similar one. If you wish to use the original spell, I recommend creating a homebrew feat that adds it to your spell list. Original spell is listed next to the change in parentheses.)
Demigod Domains and Spells
| Divine Domain | Associated Spells |
|---|---|
|
Death |
bane, inflict wounds (ray of sickness) |
|
Knowledge |
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Life |
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Nature |
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Light |
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Tempest |
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Trickery |
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|
War |
shield of faith, divine favor (thunderous smite) |
Death Domain
bane, ray of sickness
Knowledge Domain
command, guiding bolt
Life Domain
cure wounds, bless
Light Domain
burning hands, faerie fire
Nature Domain
entangle, healing word
Tempest Domain
fog cloud, thunderwave
Trickery Domain
charm person, hideous laughter
War Domain
shield of faith, thunderous smite
Inherited Strength
Starting at 1st level, your godly lineage bestows you with extraordinary strength for someone without martial training. You are proficient in Strength saving throws. Additionally, you may choose to add your Charisma modifier to melee attack and damage rolls instead of your Strength.
Empowered Magic
Starting at 6th level, echoes of divine power flow through your spells. When you cast a spell, you may spend 1 sorcery point to increase the spell's level by 1. You cannot use this feature to increase a spell’s level by more than 1. For example, if you use a 5th-level spell slot to cast fireball as a 5th-level spell, you may spend 1 sorcery point to cast the spell at 6th level instead.
Divine Resistance
Starting at 14th level, your divine blood allows you to shrug off effects that would destroy mere mortals. When you fail a saving throw, you may choose to succeed instead. You may use this feature once, and you regain the ability to do so after completing a long rest.
Ascendant Sorcery
Starting at 18th level, your power has begun to rival your divine ancestor’s. When you use the Empowered Magic feature, you may increase the spell’s level by more than 1. You must spend 1 sorcery point for each level that you add to the spell.
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Posted Apr 16, 2022Two quick notes: as I mentioned in the subclass, the publish feature only works if the spells only come out of the basic rules. Ray of Sickness and Thunderous Smite are not in the basic rules so I replaced them with the closest 1st level spells I could think of in the basic rules. Also, for the weapons to work with your charisma, they have to be magical. Not sure why that's how the feature works, but it is what it is. If you need to use a non-magical weapon, use a warding weapon and just don't attune to it. The weapon will still count as magical in the DnD Beyond system but you wont have to readjust any modifiers or what have you to get the charisma bonus.