Homebrew Demigod - The Great Mother Species Details

When the immortal gods get frisky, humans always seem to be willing to bear their children. Depending on which god is getting frisky, demigods are born with varying abilities and traits. Although the Greek gods are named here, the themes are quite generic and the Greek gods could be replaced with members of the Roman, Norse, or Faerun pantheons.

Demigods look like any other human, but are typically slightly more attractive and less prone to blemishes and similar markings. Most gods never meet their children and rarely claim them as their own. Upon reaching puberty and into adulthood, many start to show signs of their godly parentage with amazing feats or abilities. Demigods find their way into all walks of life and most can go their whole lives without knowing what they truly are. Although their longevity gives them away eventually.

Demigod - The Great Mother Traits

Demigods, as different as they are, all share a natural toughness and link to their godly parent.

Age

Demigods age at the same rate as humans, however they live significantly longer. On average, they can live about 300 years.

Ability Score Increase

Your Constitution score increases by 1.

Allignment

A demigod’s alignment depends greatly on the alignment of their godly parent. However, the demigod’s human heritage can sometimes greatly influence a child’s alignment, causing even daughters and sons of even the most evil gods to be paragons of good and law.

Size

Demigods come in the same sizes as humans, ranging from 5 feet to well over 6 feet. Your size is Medium.

Speed

Your base walking speed is 30 feet.

Parent's Assistance

You may call on your parent for assistance. The next time you roll a d20, you gain advantage on that roll. However, your parent prefers you walk your own path and will not assist you again until the next dawn.

Scream of the Mother

You learn the spell Fear as a cantrip

Blurring Vision

When a creature within 30 ft is taken down to below half their original HP, they must make a constitution saving throw (DC 14) or have their vision obscured and be at disadvantage.

Unrelenting Strike

Any attack made on a frightened creature is treated as a crit 

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