Homebrew Child of Hades Species Details
A Broad Spectrum
Demigods are as different as human. Their looks variate from pale to black skin, blond or dark hair and heights from 5 to more than 6 feet. But also their powers are as different as their godly parents. The only things they have in common is their similar fate and their dangerous and often heroic life.
Hero’s life
The life of many half gods is defined by the fight against the evil. Even though not all of them are true heroes and some can be villains as well, most demigods fight against monsters their whole life to protect the camp or simply to survive. Some of them even go on missions, guided by gods, to defeat a special monster or free a god. Due to their noble deeds mostly good alignment they are true heroes and admired by other demigods. But most mortals don’t know about their existence so they life their secret life and protect the world more times than humans know.
Demigod Traits
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Age
Demigods reach adulthood at the same age as Humans and can live for a century. But many of them die before reaching adulthood so it is unlikely to find grownup Demigods.
Alignment
The alignment of a Demigod can be as different as the alignments of humans. But they tend to be very heroic and have good or at least neutral alignment. But still there are villains under the Demigod which can be even worse than any human. Greek Demigods tend to be more chaotic and Romans more lawful.
Size
Demigods vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.
Speed
Your base walking speed is 30 feet.
Parent‘s assistance
You may call on your parents for assistance. Before you make a roll, you may choose to gain advantage on that roll, However your parents prefer you walk your own path in life and will not assist you again until you take a long rest.
Languages
You can speak Common, and you can speak, read and write Latin if you’re Roman, and Ancient Greek if you’re Greek. Ancient Greek and Roman can be compared to Celestial in D&D.
ADHD and Dyslexia
Demigods are often labeled as 'troublemakers' or 'outcasts' as children. Usually disrupting class or having trouble reading. All demigods can relate to having difficulty learning to read. As if the words would turn into random shapes on the pages they were written on. This is due to their half god genes. Humans call it Dyslexia but to a demigod it is a translating technique. Looking at Ancient Greek text the symbols would seem to suddenly start to form words, making sense. Some demigods possess instinctive battle skills that manifests as ADHD. Because of their ancient bloodlines demigods inherited a certain muscle memory as if their bodies were war hardened weapons.
Innate Power
If your subrace has an ability or spell that requires a spellcasting ability, use that of your spellcasting class if you have one, if you don’t have a spellcasting class, use your Constitution instead.
Child of Hades Traits
Child of HadesAbility Score Improvements
One of Constitution, Intelligence or Charisma score increases by 2, and one other score increases by 1. Alternatively, you can choose for all three ability scores to be increased by 1.
Scent of the Three
Due to your father being Hades, one of the big three gods ruling over the three major domains, your scent is strong and easily recognizable by monsters, and mythical creatures. Monsters and other mythical creatures would know of your general location once you are within a one-mile radius of them. Furthermore, you roll with disadvantage with Stealth checks when hiding from monsters who have the ability to smell.
Deathly Aura
You have proficiency in Intimidation, resistance to necrotic damage, and cannot critical fail on your Death saving throw.
Masters of Earth
You can use your bonus action to open up a rift within 120 ft of you that is 25 ft long, it becomes difficult terrain and is 10 ft deep, you can then close the rift with an action, and creatures in the rift have to make a Dexterity saving throw or take 1d8 bludgeoning damage and be restrained. On a success they only take half damage, and is not restrained. At the end of each of their turns they can make a Strength saving throw. The length and damage increase to 30 ft and 2d8 respectively at 5th level, 45 ft and 3d8 at 10th level, and 60 ft at 4d8 15th level. At the start of each of your turns, roll 1d12, you regain the ability to use this if you roll a 12
Heir to the Underworld
You know either Toll the Dead or Chill Touch cantrip or Darkness.
If you are in a place of shadows, you may use an action to bring 2 willing creatures along you to travel and emerge from another point of shadows with a distance equal to your (Constitution modifier plus your character level) times 10ft. If the creature is unwilling, it must succeed a Dexterity (Acrobatics) contest against you, or be teleported. The first time that you shadow travel, you make a Constitution saving throw with a DC of 10. On a failure, your exhaustion level is raised by 1, and the DC is raised by 5 for the next time you attempt to shadow travel. On a success, the DC is raised by 2 instead. The DC resets to 10 after taking a long rest.