I’m making a campaign on a somewhat short notice, so I’m going to be modeling my campaign after another piece of media, in this case, the Percy Jackson book series. I need a way to fit in the demigod power system (as in abilities based off of their godly parents) that aligns mostly with DnD’s rules.
Im considering a number of different things, including adding something similar to feats, having different race options/race abilities open to specific godly parents (but not taking on the look of the race), or giving the players spells/extra spells.
If you have any other ideas, it would be great to hear! I have the rest of the alterations mostly handled, and the powers is the only thing I have trouble with. Thank you for any help!
If it were me I would simply use the systems already designed for the Mythic Odysseyes of Theros. It’s basically a Grecian Mythology inspired setting imported from M:tG. It includes a system to do something very similar to what you’ve described called “Supernatural Gifts.” They are not yet implemented on DDB and have to be approximated through Homebrew, but most can be done through feats and the rest through a customized race or background. (I’ve helped a couple folks implement a couple, so if you go with this rout and need help lemme know.)
I'm like a broken record with this kind of advice, but you don't really need to give them anything extra at all because PCs already stand head and shoulders above common folk. Have your players justify their class powers through their backstory/heritage. The Fighter has his proficiencies and martial prowess due to the blood of Ares. The Cleric channels Athena when she casts bless. The rogue calls on the speed of Mercury when they use Cunning Action to dash.
Unless you have a strong desire to have non-demigod heroes in the world, just set it up so every single PC owes their features and abilities to their demigod status. It makes a lot more sense than the default D&D setting where a fighter goes on one adventure and becomes several times stronger than an NPC who's been a soldier for 30 years.
Other than that, from what I can recall of my limited experience with Percy Jackson I believe they regularly receive straight up magic items from their various benefactors. I'd probably do that at least once per adventure arc.
I'm like a broken record with this kind of advice, but you don't really need to give them anything extra at all because PCs already stand head and shoulders above common folk. Have your players justify their class powers through their backstory/heritage. The Fighter has his proficiencies and martial prowess due to the blood of Ares. The Cleric channels Athena when she casts bless. The rogue calls on the speed of Mercury when they use Cunning Action to dash.
Unless you have a strong desire to have non-demigod heroes in the world, just set it up so every single PC owes their features and abilities to their demigod status. It makes a lot more sense than the default D&D setting where a fighter goes on one adventure and becomes several times stronger than an NPC who's been a soldier for 30 years.
Other than that, from what I can recall of my limited experience with Percy Jackson I believe they regularly receive straight up magic items from their various benefactors. I'd probably do that at least once per adventure arc.
That is a good point, but I do worry about limiting my PCs in class/subclass (for example, what if a child of Demeter wants to be a monk instead of something like a Druid? As far as I know there’s at least no base game nature related monk subclasses, and that can apply to other things).
I'm like a broken record with this kind of advice, but you don't really need to give them anything extra at all because PCs already stand head and shoulders above common folk. Have your players justify their class powers through their backstory/heritage. The Fighter has his proficiencies and martial prowess due to the blood of Ares. The Cleric channels Athena when she casts bless. The rogue calls on the speed of Mercury when they use Cunning Action to dash.
Unless you have a strong desire to have non-demigod heroes in the world, just set it up so every single PC owes their features and abilities to their demigod status. It makes a lot more sense than the default D&D setting where a fighter goes on one adventure and becomes several times stronger than an NPC who's been a soldier for 30 years.
Other than that, from what I can recall of my limited experience with Percy Jackson I believe they regularly receive straight up magic items from their various benefactors. I'd probably do that at least once per adventure arc.
That is a good point, but I do worry about limiting my PCs in class/subclass (for example, what if a child of Demeter wants to be a monk instead of something like a Druid? As far as I know there’s at least no base game nature related monk subclasses, and that can apply to other things).
Monks can devote themselves to nature and preservation of the balance of life. I mean, there's no mechanical nature-flavor in the monk chassis, but there doesn't need to be. Maybe Demeter just bestowed great strength and wisdom upon her chosen protector rather than giving them nature powers.
Not everything needs to be mechanics based, you can encourage your players instead to focus on the roleplay aspects of their domain/God ancestor.
A follower of Athena can be a wizard (focus on the strategy of battle), a follower of Artemis can be a moon druid (to *hunt* a beast you need to *become* the beast!), and a follower of dyonisus can be... really anything, his domain is broadly applicable, but I digress.
Essentially, don't confuse class with character philosophy.
I'm like a broken record with this kind of advice, but you don't really need to give them anything extra at all because PCs already stand head and shoulders above common folk. Have your players justify their class powers through their backstory/heritage. The Fighter has his proficiencies and martial prowess due to the blood of Ares. The Cleric channels Athena when she casts bless. The rogue calls on the speed of Mercury when they use Cunning Action to dash.
Unless you have a strong desire to have non-demigod heroes in the world, just set it up so every single PC owes their features and abilities to their demigod status. It makes a lot more sense than the default D&D setting where a fighter goes on one adventure and becomes several times stronger than an NPC who's been a soldier for 30 years.
Other than that, from what I can recall of my limited experience with Percy Jackson I believe they regularly receive straight up magic items from their various benefactors. I'd probably do that at least once per adventure arc.
That is a good point, but I do worry about limiting my PCs in class/subclass (for example, what if a child of Demeter wants to be a monk instead of something like a Druid? As far as I know there’s at least no base game nature related monk subclasses, and that can apply to other things).
I recommend letting everyone reflavor their Race as their heritage from whichever God they want to be descended from. Like, if they want to be extra big and strong they can use Half-Orc stats, even if they are functionally DemiGod humans. You could also give them a Feat at level 1 regardless of whichever Race they are, which can be used to flavor their character more in the direction they want to go.
Let's stick with a Demeter-descended monk... let's make them a Wood Elf with the Magic Initiate: Druid feat to snag something like Druidcraft and Speak with Animals. Then you just reflavor a Monk class to match your player's preferred playstyle... a 4-Elements Monk has innate nature-based powers (although it's kind of a crappy subclass). You could reflavor the Astral Self monk as summoning lashing vines instead of magic space-arms. You could reflavor the Way of Mercy monk as employing natural forces to heal or harm. There's a lot you can do with reflavoring.
I'm like a broken record with this kind of advice, but you don't really need to give them anything extra at all because PCs already stand head and shoulders above common folk. Have your players justify their class powers through their backstory/heritage. The Fighter has his proficiencies and martial prowess due to the blood of Ares. The Cleric channels Athena when she casts bless. The rogue calls on the speed of Mercury when they use Cunning Action to dash.
Unless you have a strong desire to have non-demigod heroes in the world, just set it up so every single PC owes their features and abilities to their demigod status. It makes a lot more sense than the default D&D setting where a fighter goes on one adventure and becomes several times stronger than an NPC who's been a soldier for 30 years.
Other than that, from what I can recall of my limited experience with Percy Jackson I believe they regularly receive straight up magic items from their various benefactors. I'd probably do that at least once per adventure arc.
That is a good point, but I do worry about limiting my PCs in class/subclass (for example, what if a child of Demeter wants to be a monk instead of something like a Druid? As far as I know there’s at least no base game nature related monk subclasses, and that can apply to other things).
A demigod still has a mortal half that influences them and beyond that they are their own person. You could serve a god and/or further their goals without necessarily having to be a mini-me version of them. I would assign the work to your players on how they connect to their parent and wouldn't set any class restrictions as long as they can make a compelling character.
I think this could actually be really engaging. A druid of Demeter is almost too easy - they just be a druid and it works. But a fighter of Demeter needs to roleplay their parentage. It needs to come through in their appearance, in their actions, in their words. Maybe their armor is covered in designs of vines or wheat, maybe their second wind is a literal gust of spring wind carrying the promise of a bountiful crop, so on and so forth. To me it would be a lot of fun to think about how any given class might align with a particular deity.
Or maybe they don't always? They are their own person, and given the dysfunctional relationships that tend to characterize the gods and their offspring, I think it's totally reasonable to have some rebellious demigods that use their power to do their own thing in their own way. Like a child of Ares rejecting their father's ideals and taking up auntie Venus as a patron instead in the form of bard powers. This could be a cool way to justify multiclassing as well. I don't know if that would fit with your setting, but it's another interesting roleplay perspective.
The Vancian magic system is one of the basic and integral parts of D&D. Anything else isn't the same game at all. I have no clue who Percy Jackson is, or what setting he uses, nor how magic works there, but I rather doubt it has anything at all to do with D&D.
It should be noted that Demi-God status is something that would have to happen after level 20 and the game doesn't support that level of play. 6th edition may go up to level 30 with rules for Planeswalkers so that D&D and Magic the Gathering will be fully integrated.
If a group of level 20 player characters isn't sufficient to tell whatever story a given DM has in mind, maybe in 5 to 10 years or so the game will support something close.
I'm like a broken record with this kind of advice, but you don't really need to give them anything extra at all because PCs already stand head and shoulders above common folk. Have your players justify their class powers through their backstory/heritage. The Fighter has his proficiencies and martial prowess due to the blood of Ares. The Cleric channels Athena when she casts bless. The rogue calls on the speed of Mercury when they use Cunning Action to dash.
Unless you have a strong desire to have non-demigod heroes in the world, just set it up so every single PC owes their features and abilities to their demigod status. It makes a lot more sense than the default D&D setting where a fighter goes on one adventure and becomes several times stronger than an NPC who's been a soldier for 30 years.
Other than that, from what I can recall of my limited experience with Percy Jackson I believe they regularly receive straight up magic items from their various benefactors. I'd probably do that at least once per adventure arc.
That is a good point, but I do worry about limiting my PCs in class/subclass (for example, what if a child of Demeter wants to be a monk instead of something like a Druid? As far as I know there’s at least no base game nature related monk subclasses, and that can apply to other things).
I recommend letting everyone reflavor their Race as their heritage from whichever God they want to be descended from. Like, if they want to be extra big and strong they can use Half-Orc stats, even if they are functionally DemiGod humans. You could also give them a Feat at level 1 regardless of whichever Race they are, which can be used to flavor their character more in the direction they want to go.
Let's stick with a Demeter-descended monk... let's make them a Wood Elf with the Magic Initiate: Druid feat to snag something like Druidcraft and Speak with Animals. Then you just reflavor a Monk class to match your player's preferred playstyle... a 4-Elements Monk has innate nature-based powers (although it's kind of a crappy subclass). You could reflavor the Astral Self monk as summoning lashing vines instead of magic space-arms. You could reflavor the Way of Mercy monk as employing natural forces to heal or harm. There's a lot you can do with reflavoring.
That does work actually, thank you! It may be a bit much for the first time players (which may be a majority) but it is more accurate to the actual rules.
I’m making a campaign on a somewhat short notice, so I’m going to be modeling my campaign after another piece of media, in this case, the Percy Jackson book series. I need a way to fit in the demigod power system (as in abilities based off of their godly parents) that aligns mostly with DnD’s rules.
Im considering a number of different things, including adding something similar to feats, having different race options/race abilities open to specific godly parents (but not taking on the look of the race), or giving the players spells/extra spells.
If you have any other ideas, it would be great to hear! I have the rest of the alterations mostly handled, and the powers is the only thing I have trouble with. Thank you for any help!
Your idea is cool, but fundamentally requires such a shift from the core rules that you'll need to do this work yourself.
My suggestion would be that you assign low level spells (1-2) with a "once per day" requirement based on the god that the character comes from.
If it were me I would simply use the systems already designed for the Mythic Odysseyes of Theros. It’s basically a Grecian Mythology inspired setting imported from M:tG. It includes a system to do something very similar to what you’ve described called “Supernatural Gifts.” They are not yet implemented on DDB and have to be approximated through Homebrew, but most can be done through feats and the rest through a customized race or background. (I’ve helped a couple folks implement a couple, so if you go with this rout and need help lemme know.)
https://www.dndbeyond.com/sources/moot/character-creation#SupernaturalGifts
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I'm like a broken record with this kind of advice, but you don't really need to give them anything extra at all because PCs already stand head and shoulders above common folk. Have your players justify their class powers through their backstory/heritage. The Fighter has his proficiencies and martial prowess due to the blood of Ares. The Cleric channels Athena when she casts bless. The rogue calls on the speed of Mercury when they use Cunning Action to dash.
Unless you have a strong desire to have non-demigod heroes in the world, just set it up so every single PC owes their features and abilities to their demigod status. It makes a lot more sense than the default D&D setting where a fighter goes on one adventure and becomes several times stronger than an NPC who's been a soldier for 30 years.
Other than that, from what I can recall of my limited experience with Percy Jackson I believe they regularly receive straight up magic items from their various benefactors. I'd probably do that at least once per adventure arc.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
That is a good point, but I do worry about limiting my PCs in class/subclass (for example, what if a child of Demeter wants to be a monk instead of something like a Druid? As far as I know there’s at least no base game nature related monk subclasses, and that can apply to other things).
Monks can devote themselves to nature and preservation of the balance of life. I mean, there's no mechanical nature-flavor in the monk chassis, but there doesn't need to be. Maybe Demeter just bestowed great strength and wisdom upon her chosen protector rather than giving them nature powers.
Not everything needs to be mechanics based, you can encourage your players instead to focus on the roleplay aspects of their domain/God ancestor.
A follower of Athena can be a wizard (focus on the strategy of battle), a follower of Artemis can be a moon druid (to *hunt* a beast you need to *become* the beast!), and a follower of dyonisus can be... really anything, his domain is broadly applicable, but I digress.
Essentially, don't confuse class with character philosophy.
I recommend letting everyone reflavor their Race as their heritage from whichever God they want to be descended from. Like, if they want to be extra big and strong they can use Half-Orc stats, even if they are functionally DemiGod humans. You could also give them a Feat at level 1 regardless of whichever Race they are, which can be used to flavor their character more in the direction they want to go.
Let's stick with a Demeter-descended monk... let's make them a Wood Elf with the Magic Initiate: Druid feat to snag something like Druidcraft and Speak with Animals. Then you just reflavor a Monk class to match your player's preferred playstyle... a 4-Elements Monk has innate nature-based powers (although it's kind of a crappy subclass). You could reflavor the Astral Self monk as summoning lashing vines instead of magic space-arms. You could reflavor the Way of Mercy monk as employing natural forces to heal or harm. There's a lot you can do with reflavoring.
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A demigod still has a mortal half that influences them and beyond that they are their own person. You could serve a god and/or further their goals without necessarily having to be a mini-me version of them. I would assign the work to your players on how they connect to their parent and wouldn't set any class restrictions as long as they can make a compelling character.
I think this could actually be really engaging. A druid of Demeter is almost too easy - they just be a druid and it works. But a fighter of Demeter needs to roleplay their parentage. It needs to come through in their appearance, in their actions, in their words. Maybe their armor is covered in designs of vines or wheat, maybe their second wind is a literal gust of spring wind carrying the promise of a bountiful crop, so on and so forth. To me it would be a lot of fun to think about how any given class might align with a particular deity.
Or maybe they don't always? They are their own person, and given the dysfunctional relationships that tend to characterize the gods and their offspring, I think it's totally reasonable to have some rebellious demigods that use their power to do their own thing in their own way. Like a child of Ares rejecting their father's ideals and taking up auntie Venus as a patron instead in the form of bard powers. This could be a cool way to justify multiclassing as well. I don't know if that would fit with your setting, but it's another interesting roleplay perspective.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
The Vancian magic system is one of the basic and integral parts of D&D. Anything else isn't the same game at all. I have no clue who Percy Jackson is, or what setting he uses, nor how magic works there, but I rather doubt it has anything at all to do with D&D.
It should be noted that Demi-God status is something that would have to happen after level 20 and the game doesn't support that level of play. 6th edition may go up to level 30 with rules for Planeswalkers so that D&D and Magic the Gathering will be fully integrated.
If a group of level 20 player characters isn't sufficient to tell whatever story a given DM has in mind, maybe in 5 to 10 years or so the game will support something close.
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That does work actually, thank you! It may be a bit much for the first time players (which may be a majority) but it is more accurate to the actual rules.
Just be sure to use examples when explaining to new players and they should get it