Homebrew Demigod Class Species Details
Demigod
Demigods are beings with divine heritage, possessing power and abilities that set them apart from mortals. They might be the offspring of gods, blessed by divine forces, or have their own unique divine connection. Whether revered as champions or feared as harbingers, demigods wield formidable abilities that allow them to shape the world.
|
Level |
Proficiency Bonus |
Features |
|
1st |
+2 |
Divine Heritage, Divine Resilience |
|
2nd |
+2 |
Divine Origin Feature |
|
3rd |
+2 |
Divine Origin Feature |
|
4th |
+2 |
Ability Score Improvement |
|
5th |
+3 |
Divine Origin Feature |
|
6th |
+3 |
- |
|
7th |
+3 |
Divine Origin Feature |
|
8th |
+3 |
Ability Score Improvement |
|
9th |
+4 |
Divine Origin Feature |
|
10th |
+4 |
- |
|
11th |
+4 |
Divine Origin Feature |
|
12th |
+4 |
Ability Score Improvement |
|
13th |
+5 |
Divine Origin Feature |
|
14th |
+5 |
Divine Origin Feature |
|
15th |
+5 |
Divine Origin Feature |
|
16th |
+5 |
Ability Score Improvement |
|
17th |
+6 |
Divine Origin Feature |
|
18th |
+6 |
Divine Origin Feature |
|
19th |
+6 |
Divine Origin Feature, Ability Score Improvement |
|
20th |
+6 |
Divine Origin Feature |
Hit Points
- Hit Dice: 1d12 per Demigod level
- Hit Points at 1st Level: 12 + your Constitution modifier
- Hit Points at Higher Levels: 1d12 (or 8) + your Constitution modifier per Demigod level after 1st
Proficiencies
- Armor: Light and medium armor, shields
- Weapons: Simple weapons and one martial weapon of your choice
- Tools: None
- Saving Throws: Wisdom, Charisma
- Skills: Choose two from Arcana, Insight, Intimidation, Medicine, Persuasion, and Survival
Equipment You start with the following equipment, in addition to the equipment granted by your background:
- (a) a martial weapon and a shield or (b) two simple weapons
- (a) a diplomat's pack or (b) an explorer's pack
- Chain shirt
Class Features
Divine Heritage At 1st level, your divine blood empowers you. Choose your divine origin, which grants you unique abilities, as described in the "Demigod Origins" section below.
Divine Resilience Starting at 1st level, your divine essence grants you an advantage in resisting harmful effects. You have advantage on saving throws against being frightened and charmed.
Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. You can't increase an ability score above 20 using this feature.
Demigod Origins Choose your divine parentage, reflecting the divine lineage that grants you your powers. The origins below provide unique abilities that you gain at different levels. Some abilities are passive, while others require activation.
Demigod of War
The Demigod of War is a demigod who embodies the spirit of combat and leadership on the battlefield. Whether blessed by a war deity, descended from legendary warriors, or simply born with an innate talent for battle, they are destined to become formidable warriors and commanders.
Warpath At 2 Level, Your connection to the spirit of war grants an extra attack during your turn when you use the Attack action. In addition, you gain proficiency in the Intimidation skill.
Tactical Insight At 3 Level, You gain the ability to quickly assess the battlefield. When you enter combat, you can use your bonus action to grant an ally advantage on their next attack roll. You can use this feature a number of times equal to your Charisma modifier (minimum of once). You regain expended uses after a short or long rest.
Battle Cry At 5 Level, As a bonus action, you can let out a resounding battle cry that bolsters your allies and demoralizes your enemies. Allies within 30 feet of you gain temporary hit points equal to your level, and enemies within that range must make a Wisdom saving throw against your spell save DC or become frightened until the end of their next turn. Once you use this feature, you can't use it again until you complete a short or long rest.
Leadership Presence At 7 Level, Your presence on the battlefield is inspiring. As an action, you can use this ability to rally your allies. All friendly creatures within 30 feet gain a bonus to their attack rolls and saving throws equal to your Charisma modifier for one minute. Once you use this feature, you can't use it again until you finish a long rest.
Warlord's Strategy At 9 Level, You gain proficiency in the Persuasion skill if you aren't already proficient. Additionally, you can use your reaction to direct an ally's attack. When an ally you can see within 60 feet of you makes an attack roll, you can use your reaction to grant them a +2 bonus to their attack roll. You can use this feature a number of times equal to your Charisma modifier (minimum of once). You regain expended uses after a short or long rest.
Supreme Commander At 10 Level, Your strategic insights have reached their pinnacle. You can use your Tactical Insight ability as a reaction when an ally within 60 feet of you misses an attack. Additionally, you can use your Leadership Presence ability twice between short or long rests.
Iron Resolve AT 13 Level, Your willpower and determination make you nearly unbreakable. You gain proficiency in Wisdom saving throws. If you already have proficiency in Wisdom saving throws, you gain advantage on Wisdom saving throws instead.
Battle Mastery AT 14 Level, You have achieved a level of martial skill that few can match. You gain a bonus to critical hit rolls equal to your Charisma modifier. Additionally, when you score a critical hit, you can choose to roll an additional damage die and add it to the damage dealt.
Unwavering Presence At 15 Level, Your Leadership Presence ability now extends to a range of 60 feet, and its effects last for a duration of 10 minutes.
War God's Blessing At 17 Level, You are now recognized as a true champion of war. You gain resistance to bludgeoning, piercing, and slashing damage from non-magical weapons. Additionally, your Warpath ability now allows you to make three attacks when using the Attack action.
Unstoppable Force At 18 Level, You gain the ability to break through the strongest of defenses. When you score a critical hit, you can ignore any resistance or immunity to damage that the target might have.
Eternal Warrior At 19 Level, You have become an enduring symbol of war and victory. You no longer age, and your maximum lifespan increases significantly. You are immune to effects that magically age you.
Warlord Ascendant At 20 Level, You achieve the pinnacle of your destiny as a Demigod of War. You can use your Battle Cry, Leadership Presence, and Tactical Insight features without expending uses. Your Warpath ability now allows you to make an additional attack when using the Attack action.
Demigod of Nature
A Demigod of Nature is chosen by the natural world itself. They have an innate connection to the elements, plants, and creatures of the world, and their powers are deeply rooted in the balance of nature.
Nature's Embrace At 2 Level, You gain the ability to communicate with animals and plants. You can cast the "speak with animals" and "speak with plants" spells at will, without expending spell slots. In addition, you gain proficiency in the Survival skill.
Demigod Spellcasting Feature At 2nd level, you gain the ability to cast spells as a Demigod. Drawing upon your innate connection to nature, you can prepare a number of spells equal to your Wisdom modifier + half your Demigod level (rounded down, minimum of 1). These spells must be from the Druid spell list. You can change your list of prepared spells at the end of a long rest.
Additionally, you can cast spells with a spell level equal to or less than half your Demigod level (rounded down) as rituals without expending a spell slot. You have access to the following spells, which do not count against your number of prepared spells: druidcraft, speak with animals, entangle, and animal friendship.
Your spellcasting ability is Wisdom, and your spell save DC is calculated as follows:
Spell Save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell Attack = Proficiency Bonus + your Wisdom modifier
You can prepare and cast spells as rituals, and your affinity for nature allows you to harness the magic of the world to cast spells and commune with the natural world.
|
Demigod Level |
Cantrips Known |
Spells Prepared |
1st Level |
2nd Level |
3rd Level |
4th Level |
5th Level |
|
2nd |
2 |
3 |
2 |
- |
- |
- |
- |
|
3rd |
2 |
3 |
3 |
- |
- |
- |
- |
|
4th |
2 |
3 |
3 |
- |
- |
- |
- |
|
5th |
2 |
4 |
3 |
2 |
- |
- |
- |
|
6th |
2 |
4 |
3 |
2 |
- |
- |
- |
|
7th |
2 |
4 |
3 |
3 |
- |
- |
- |
|
8th |
2 |
4 |
3 |
3 |
- |
- |
- |
|
9th |
2 |
5 |
3 |
3 |
2 |
- |
- |
|
10th |
3 |
5 |
3 |
3 |
2 |
- |
- |
|
11th |
3 |
5 |
3 |
3 |
3 |
- |
- |
|
12th |
3 |
5 |
3 |
3 |
3 |
- |
- |
|
13th |
3 |
6 |
3 |
3 |
3 |
1 |
- |
|
14th |
3 |
6 |
3 |
3 |
3 |
1 |
- |
|
15th |
3 |
6 |
3 |
3 |
3 |
2 |
- |
|
16th |
3 |
6 |
3 |
3 |
3 |
2 |
- |
|
17th |
3 |
7 |
3 |
3 |
3 |
2 |
1 |
|
18th |
3 |
7 |
3 |
3 |
3 |
3 |
1 |
|
19th |
3 |
7 |
3 |
3 |
3 |
3 |
2 |
|
20th |
3 |
7 |
3 |
3 |
3 |
3 |
2 |
Elemental Attunement At 3 level You become attuned to the elements of nature. You gain resistance to one element of your choice: fire, cold, lightning, acid, or poison. You can change this resistance during a short or long rest. Additionally, you can cast the "absorb elements" spell once per long rest without expending a spell slot.
Primal Fury at 5 level, Your connection to the natural world grants you enhanced combat abilities. You gain proficiency in two martial weapons of your choice. Your attacks with these weapons deal an extra 1d6 damage of the type associated with your chosen elemental resistance (fire, cold, lightning, acid, or poison).
Wild Shape At 7 Level, You gain the ability to transform into a beast. You can cast the "beast shape" spell once per short rest without expending a spell slot. This acts in the same way as the Druids wildshape.
Natural Harmony At 9 Level, You can meditate and attune your mind with the natural world. You gain proficiency in the Insight skill. Additionally, you can use your action to calm hostile creatures or calm turbulent weather in a 60-foot radius, making them or it non-hostile. Once you use this feature, you can't use it again until you finish a long rest.
Nature's Guardian At 11 Level, You have become a guardian of the natural world. When you are not wearing armor, your Armor Class is equal to 10 + your Dexterity modifier + your Constitution modifier. Additionally, you can cast the "barkskin" spell on yourself at will, without expending spell slots.
Elemental Mastery At 13 Level, You gain mastery over the elements, allowing you to cast spells that manipulate them. You can cast the "control weather" spell once per long rest without expending a spell slot. The spell's duration is reduced to 1 minute when cast in this way.
Elemental Conduit At 14 Level, You can choose a second element from the list associated with your Elemental Attunement feature (fire, cold, lightning, acid, or poison) to gain resistance to. Additionally, you gain advantage on saving throws against effects caused by extreme environmental conditions.
One with the Land AT 15 Level, You become one with the natural world. You no longer need to eat, drink, or sleep, and you can't be aged by magical means. You gain proficiency in the Nature skill if you are already proficient gain expertise in it instead..
Nature's Wrath At 17 Level, You can channel the fury of nature to deal devastating damage to your foes. Once per short rest, you can cast a spell of 5th level or lower that deals damage without expending a spell slot. When you do, you can add your Wisdom to the damage dealt.
Elemental Ascendancy AT 18 Level, You gain resistance to damage from the element of your choice (fire, cold, lightning, acid, or poison). Additionally, your wild shape ability improves, allowing you to cast the "shapechange" spell once per long rest without expending a spell slot.
Nature's Sovereign At 19 Level, You gain the ability to call upon the full power of the natural world. Once per long rest, you can cast the "earthquake," "tsunami," or "tornado" spell without expending a spell slot.
Worldshaper At 20 Level, You have become a true force of nature. As an action, you can become a living embodiment of nature, gaining several benefits:
- You gain temporary hit points equal to your hit point maximum.
- You can cast spells without expending spell slots for 1 minute.
- You can use your Nature's Guardian feature even if you wear armor.
- You can use your Elemental Mastery and Elemental Conduit features three times between long rests.
Demigod of Tricks
Demigods of Tricks are known for their cunning, creativity, and love of pranks. They possess a mischievous spirit that's impossible to contain. These Demigods can bend the rules of reality and the expectations of others to their whims. Whether for good or mischief, they bring a touch of chaos wherever they go.
Trickster's Guile At 2nd level, your knack for trickery manifests as a unique ability. You gain proficiency in Deception and Sleight of Hand skills, and if you are already proficient in either, you gain expertise. You can also use your innate magic to create minor illusions. You gain the Minor Illusion cantrip if you don't already know it.
Illusory Strike At 2 level, Your divine heritage enhances your natural abilities with cunning and deceit. You gain the ability to make a Sneak Attack with a finesse or ranged weapon. The Sneak Attack bonus damage is 1d6 and increases as you gain levels in this class (2d6 at 5th level, 3d6 at 11th level, and 4d6 at 17th level).
|
Level |
Sneak attack |
|
2nd |
1d6 |
|
5th |
2d6 |
|
11th |
3d6 |
|
17th |
4d6 |
Evasion At 3 Level, Your divine agility allows you to evade danger with ease. Starting at 3rd level, you can use your reaction to take no damage from area effects you make a successful Dexterity saving throw against. On a failed save, you take half damage as usual.
Trickster's Finesse At 5 Level, Your cunning increases your dexterity. You gain proficiency in the Sleight of Hand skill. If you are already proficient, you gain expertise in the skill. Additionally, you can add your Charisma modifier to your Dexterity modifier when determining your armor class.
Deceptive Maneuvers At 7 Level, Your divine trickery grants you the ability to outmaneuver your foes. You gain the Evasion ability from the Rogue class, allowing you to take no damage from an effect you make a successful Dexterity saving throw against. If you already have the Evasion ability, your proficiency bonus for Dexterity saving throws is doubled.
Uncanny Dodge At 9 Level, Your divine reflexes make you almost untouchable. When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.
Elusive Step At 11 Level, Your godly agility allows you to effortlessly traverse obstacles. You can move across vertical surfaces and liquids on your turn without falling during the move.
Slippery Mind At 13 Level, Your divine lineage grants you resistance to mental manipulation. You gain proficiency in Wisdom saving throws. If you are already proficient, you gain expertise in the skill.
Divine Escape At 14 Level, You can use a bonus action to magically become invisible until the start of your next turn, or until you make an attack, deal damage, or force a creature to make a saving throw. Once you use this feature, you can't use it again until you complete a short or long rest.
Shadowy Reflexes At 15 Level, Your divine speed allows you to avoid even the quickest strikes. You gain the benefits of the Uncanny Dodge feature automatically against all attacks, not just those you can see.
Slip Through Time At 17 Level, You gain the ability to step into the shadows and traverse between realms. As a bonus action, you can teleport up to 60 feet to an unoccupied space you can see. Once you use this feature, you can't use it again until you complete a short or long rest.
Perfect Deception At 18 Level, Your divine mastery of illusion makes your illusions more potent. You can cast Mirror Image at will, without expending a spell slot. Additionally, you have advantage on saving throws against being charmed or frightened, as your mind is utterly resolute in the face of deception and trickery.
Divine Trickster At 19 Level, Your divine connection to trickery allows you to perceive hidden truths and illusions. You can see invisible creatures and objects, and you can automatically detect illusions without needing to make an Investigation check.
Master of Deceit At 20 Level, Your mastery of deception reaches its peak. As an action, you can cast the Wish spell without needing material components. You can use this feature once per long rest, and the granted wish might not produce the desired effects, as the granted power of this ability is beyond even divine control.
Demigod of Knowledge
Demigods of Knowledge possess an insatiable curiosity and an unparalleled thirst for learning. They excel in magic, studying the arcane arts, and wielding powerful spells to uncover hidden truths. With their connection to the divine, they gather knowledge from the cosmos and share their wisdom with those willing to listen.
Spellcasting As a Demigod of Knowledge, you have learned to harness the power of the cosmos. You can cast spells to uncover hidden truths, manipulate arcane forces, and explore the depths of knowledge. See the Demigod of Knowledge's spellcasting table for details on the number of cantrips known and spells known. The Demigod of knowledge may choose magic from all Arcane Spellcasting lists.
Your spellcasting ability is Intelligence, and your spell save DC is calculated as follows:
Spell Save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell Attack = Proficiency Bonus + your Intelligince modifier
Arcane Scholar At 2nd level, your deep understanding of magic and the cosmos grants you proficiency in the Arcana skill. If you are already proficient, you gain expertise. You also gain access to the Arcane Eye spell, which you can cast without expending a spell slot once per short or long rest.
|
Level |
Cantrips Known |
Spells Known |
1st |
2nd |
3rd |
4th |
5th |
6th |
7th |
8th |
9th |
|
1st |
4 |
2 |
2 |
- |
- |
- |
- |
- |
- |
- |
- |
|
2nd |
4 |
3 |
3 |
- |
- |
- |
- |
- |
- |
- |
- |
|
3rd |
4 |
4 |
4 |
2 |
- |
- |
- |
- |
- |
- |
- |
|
4th |
5 |
5 |
4 |
3 |
- |
- |
- |
- |
- |
- |
- |
|
5th |
5 |
6 |
4 |
3 |
2 |
- |
- |
- |
- |
- |
- |
|
6th |
5 |
7 |
4 |
3 |
3 |
- |
- |
- |
- |
- |
- |
|
7th |
5 |
8 |
4 |
4 |
3 |
1 |
- |
- |
- |
- |
- |
|
8th |
6 |
9 |
4 |
4 |
3 |
2 |
- |
- |
- |
- |
- |
|
9th |
6 |
10 |
4 |
4 |
4 |
3 |
1 |
- |
- |
- |
- |
|
10th |
6 |
11 |
4 |
4 |
4 |
3 |
2 |
- |
- |
- |
- |
|
11th |
6 |
12 |
4 |
4 |
4 |
3 |
2 |
1 |
- |
- |
- |
|
12th |
7 |
13 |
4 |
4 |
4 |
4 |
3 |
2 |
- |
- |
- |
|
13th |
7 |
14 |
4 |
4 |
4 |
4 |
3 |
2 |
1 |
- |
- |
|
14th |
7 |
15 |
4 |
4 |
4 |
4 |
3 |
3 |
2 |
- |
- |
|
15th |
7 |
16 |
4 |
4 |
4 |
4 |
4 |
3 |
2 |
1 |
- |
|
16th |
8 |
17 |
4 |
4 |
4 |
4 |
4 |
3 |
3 |
2 |
- |
|
17th |
8 |
18 |
4 |
4 |
4 |
4 |
4 |
4 |
3 |
2 |
1 |
|
18th |
8 |
19 |
4 |
4 |
4 |
4 |
4 |
4 |
3 |
3 |
2 |
|
19th |
9 |
20 |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
3 |
2 |
|
20th |
9 |
22 |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
3 |
3 |
Channel Divinity: Divine Insight Starting at 3rd level, you can use your Channel Divinity to gain supernatural insights. As an action, you can invoke divine guidance, gaining proficiency on your next Intelligence check. You can also use this feature to reroll an Intelligence check, using the new result. You can use this feature once per short or long rest.
Expanded Spell List At 5th level, you gain access to additional spells connected to knowledge and divination, which don't count against your spells known. These spells include Clairvoyance, Divination, and True Seeing.
Scholar's Sanctuary Starting at 7th level, you can create a protective aura around you and your allies. You can cast the Rary's Telepathic Bond spell without expending a spell slot, targeting up to six creatures within 30 feet of you. This bond lasts for 1 hour and allows those connected to it to communicate telepathically.
Channel Divinity: Divine Revelation At 9th level, you can use your Channel Divinity to gain a divine revelation. As an action, you can ask a single question to gain knowledge and insight on any topic. The answer received is always true and precise. You can use this feature once per long rest.
Greater Arcane Scholar Starting at 11th level, your expertise in magic and the cosmos improves. You gain the Contact Other Plane spell, which you can cast without expending a spell slot once per long rest.
Fountain of Knowledge At 13th level, you become a wellspring of wisdom and knowledge. You can cast the Foresight spell without expending a spell slot, targeting yourself. This effect lasts for 8 hours or until you use this feature again.
Cosmic Insight At 14th level, your connection to the cosmos grants you remarkable insight. When you cast a spell using a spell slot of 1st level or higher, roll a d10 and add the result to your spell's damage, if applicable. You can use this feature once per short or long rest.
Vast Arcane Scholar Starting at 15th level, your mastery of the arcane arts is unparalleled. You gain the Wish spell, which you can cast once without expending a spell slot. You can use this feature again after a long rest.
Channel Divinity: Divine Understanding At 17th level, you can use your Channel Divinity to gain divine understanding. You can cast the Legend Lore spell without expending a spell slot. You can use this feature once per long rest.
Omnicognition At 18th level, your knowledge transcends mortal boundaries. You gain the ability to cast any divination spell without expending a spell slot. You can do this once per short or long rest.
Cosmic Overlord At 20th level, you become a cosmic overlord of knowledge and insight. You can use your action to gain true awareness of all things around you, you have truesight, blindsight, and telepathy with a range of 60 feet
Demigod of Light
Radiant Attunement At 2nd level, you gain proficiency with the light crossbow and the ability to use it as a spellcasting focus for your cleric spells. You also gain the "Light" cantrip if you don't already know it. Your understanding of light and radiance empowers your healing spells. Whenever you cast a healing spell, the target regains additional hit points equal to your Charisma modifier (minimum of 1).
Spellcasting Feature: At 2 Level, You can prepare a number of spells from the Demigod of Light spell list (See Cleric & Paladin Spell list) equal to your Charisma modifier + half your demigod level, rounded down (minimum of one spell). These spells must have a combined spell level equal to or less than your demigod level. You regain any expended spell slots when you finish a long rest. You can change your list of prepared spells when you finish a long rest.
You can cast spells from the Demigod of Light spell list using your Charisma as your spellcasting ability.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier.
Spell attack = proficiency bonus + your Wisdom modifier.
You can prepare a number of cantrips from the cleric spell list equal to your Demigod level.
Cantrips: You learn two cantrips of your choice from the cleric spell list (Light and one other cantrip). You learn an additional cleric cantrip of your choice at 10th level.
|
Demigod Level |
Cantrips Known |
Spells Known |
1st Level |
2nd Level |
3rd Level |
4th Level |
5th Level |
6th Level |
7th Level |
|
1st |
2 |
2 (1) |
4 |
2 |
- |
- |
- |
- |
- |
|
2nd |
2 |
3 (2) |
4 |
3 |
- |
- |
- |
- |
- |
|
3rd |
2 |
4 (3) |
4 |
3 |
2 |
- |
- |
- |
- |
|
4th |
2 |
5 (4) |
4 |
3 |
3 |
- |
- |
- |
- |
|
5th |
2 |
6 (5) |
4 |
3 |
3 |
1 |
- |
- |
- |
|
6th |
2 |
7 (6) |
4 |
3 |
3 |
2 |
- |
- |
- |
|
7th |
2 |
8 (7) |
4 |
3 |
3 |
2 |
1 |
- |
- |
|
8th |
2 |
9 (8) |
4 |
3 |
3 |
2 |
2 |
- |
- |
|
9th |
2 |
10 (9) |
4 |
3 |
3 |
2 |
2 |
1 |
- |
|
10th |
3 |
11 (10) |
4 |
3 |
3 |
2 |
2 |
2 |
- |
|
11th |
3 |
11 (10) |
4 |
3 |
3 |
2 |
2 |
2 |
1 |
|
12th |
3 |
12 (11) |
4 |
3 |
3 |
2 |
2 |
2 |
2 |
|
13th |
3 |
12 (11) |
4 |
3 |
3 |
2 |
2 |
2 |
2 |
|
14th |
3 |
13 (12) |
4 |
3 |
3 |
2 |
2 |
2 |
2 |
|
15th |
3 |
13 (12) |
4 |
3 |
3 |
2 |
2 |
2 |
2 |
|
16th |
3 |
14 (13) |
4 |
3 |
3 |
2 |
2 |
2 |
2 |
|
17th |
3 |
14 (13) |
4 |
3 |
3 |
2 |
2 |
2 |
2 |
|
18th |
3 |
15 (14) |
4 |
3 |
3 |
2 |
2 |
2 |
2 |
|
19th |
3 |
15 (14) |
4 |
3 |
3 |
2 |
2 |
2 |
2 |
|
20th |
3 |
15 (14) |
4 |
3 |
3 |
2 |
2 |
2 |
2 |
Spellcasting Focus: You can use a holy symbol as a spellcasting focus for your spells.
Channel Divinity: Radiant Burst Starting at 3rd level, you can use your Channel Divinity to unleash a burst of radiant energy. As an action, you present your holy symbol and speak a prayer, expending one use of Channel Divinity. Each creature of your choice within 30 feet of you must make a Constitution saving throw. On a failed save, a target takes radiant damage equal to 2d10 + your cleric level and is blinded for 1 minute. On a successful save, a creature takes half damage and isn't blinded. At the end of each of its turns, a blinded creature can repeat the saving throw, ending the effect on a success.
Radiant Smite When you reach 5th level, your divine strikes carry the power of radiant energy. Whenever you use your Divine Strike feature, you can choose to deal radiant damage instead of the normal damage type. Additionally, you can spend a spell slot to deal an extra 2d8 radiant damage with your weapon attack as a bonus action.
Radiant Warding Starting at 7th level, your connection to the divine light grants you protection against hostile spells and magical effects. You have advantage on saving throws against spells and magical effects that deal damage or impose harmful conditions. Additionally, when you use your Channel Divinity: Radiant Burst, you and your allies within the area gain resistance to radiant damage for 1 minute.
Divine Radiance At 9th level, your healing spells become even more potent. Whenever you cast a spell that restores hit points using a spell slot of 3rd level or higher, the target regains additional hit points equal to the spell's level.
Radiant Emissary Starting at 11th level, you become a beacon of radiant power. You and your allies within 30 feet of you gain darkvision if you don't already have it. You can also cast "Daylight" as a 3rd-level spell without expending a spell slot. Once you use this feature, you can't use it again until you finish a long rest.
Searing Radiance At 13th level, your Radiant Burst feature becomes more potent. When you use Channel Divinity: Radiant Burst, the radius increases to 60 feet, and the radiant damage increases to 4d10 + your cleric level.
Luminous Presence Beginning at 14th level, your connection to the divine light enhances your aura. While you're conscious, the radiant aura within 30 feet of you expands to 60 feet. Your allies within this aura have resistance to radiant damage and can't be frightened. When you use your Channel Divinity: Radiant Burst, the radius and effects of your aura become even stronger.
Radiant Rejuvenation Starting at 15th level, your radiant energy can heal even the gravest wounds. When you cast a healing spell, you can choose to increase the number of hit points healed by an amount equal to your cleric level. You can use this feature a number of times equal to your Charisma modifier (a minimum of once), and you regain all expended uses after completing a long rest.
Divine Illumination At 17th level, you have become a true beacon of divine light. Once per day, you can cast the "Sunburst" spell without expending a spell slot. Additionally, the radiant damage dealt by your spells and class features ignores resistance to radiant damage.
Unbreakable Faith Starting at 18th level, your faith and connection to the divine light grant you the ability to resist the most devastating effects. You have advantage on all saving throws against spells and magical effects. If you succeed on a saving throw against a spell that deals damage or imposes harmful conditions, you take no damage or negative effects on a successful save, even on a failed save.
Lasting Radiance At 19th level, the effects of your radiant spells and features linger longer. When you cast a spell that deals radiant damage and imposes a condition on the target (such as "Blinded" or "Frightened"), the condition lasts for an additional round after the spell's initial duration. If the condition has a saving throw to end it, the target repeats the saving throw at the end of the spell's initial duration.
Eternal Dawn At 20th level, you become an avatar of eternal light. You can cast the "Sunburst" spell at will, without expending a spell slot. Additionally, the radiant damage you deal with your spells and features ignores immunity to radiant damage.
Demigod of Seas
The Demigod of Seas has a strong connection to the oceans and the creatures that inhabit them. They are protectors of aquatic life and masters of controlling water and storms.
Tidal Affinity At 2 Level, You gain the ability to breathe underwater, and you gain a swim speed equal to your movement speed. Additionally, you can communicate with aquatic creatures, and they recognize you as a friend. You can understand and speak Aquan.
Water Manipulation At 3 Level, You can control and shape water to your will. You gain the Shape Water cantrip. When you reach 5th level, you can cast the Control Water spell once without expending a spell slot, regaining the ability to do so when you finish a long rest. Wisdom is your spellcasting ability for these spells.
Aquaform At 6 Level, As a bonus action, you can assume an aquatic form. While in this form, you grant the ability to breathe underwater to allies within 30ft, your swim speed increases by 20ft, and you can communicate telepathically with any creature within 30 feet of you this feature lasts 1 hour. You can use this feature once, regaining the ability to do so when you finish a long rest.
Storm Caller At 7 Level, You gain the power to control storms. You can cast the Control Weather spell once without expending a spell slot, regaining the ability to do so when you finish a long rest. Additionally, you can use your reaction to deflect a ranged weapon attack or spell attack that targets you. The attacker must reroll the attack and use the new result.
Aquatic Ally At 9 Level, You gain the ability to summon an aquatic ally to assist you. As an action, you can summon a water elemental or another suitable aquatic creature to fight for you. This creature is friendly to you and your companions. The summoned creature remains for 1 minute or until it is reduced to 0 hit points. You can use this feature once, regaining the ability to do so when you finish a long rest.
Aquatic Mastery At 11 Level, You become a master of aquatic environments. You gain resistance to cold damage and can move across any liquid surface as if it were solid ground. Additionally, you can cast the Tsunami spell once without expending a spell slot, regaining the ability to do so when you finish a long rest.
Typhoon's Wrath At 13 Level, Your control over storms becomes more potent. You can cast the Whirlwind spell once without expending a spell slot, regaining the ability to do so when you finish a long rest. You can also command the winds to protect you. You gain a flying speed equal to your walking speed. You can use this flying speed for up to 1 hour, and you can do so once, regaining the ability to do so when you finish a long rest.
Aquaform Mastery At 14 Level, Your Aquaform ability improves. While in your Aquaform, you gain advantage on Strength and Dexterity saving throws. Your swim speed is also doubled, and you can breathe underwater indefinitely.
Sovereign of the Seas At 15 Level, You have become a true ruler of the seas. You gain control over vast areas of ocean. You can cast the Control Oceans spell once without expending a spell slot, regaining the ability to do so when you finish a long rest. Additionally, you gain a legendary resistance, allowing you to succeed on a failed saving throw once per day.
Ocean's Fury At 17 Level, You can channel the full might of the ocean's fury. You can cast the Storm of Vengeance spell once without expending a spell slot, regaining the ability to do so when you finish a long rest.
Tidal Wave At 18 Level, Your control over water and storms reaches its zenith. You can cast the Tsunami, Control Weather, Whirlwind, and Storm of Vengeance spells at will without expending spell slots.
Eternal Waters At 19 Level, You become a timeless entity of the sea. You no longer need to eat, drink, or sleep. You also become immune to cold and lightning damage.
Ocean Master At 20 Level, You achieve perfect oneness with the sea. You gain the ability to cast the Tsunami, Control Oceans, Whirlwind, and Storm of Vengeance spells at will without expending spell slots. You can command the tides, summon storms, and control oceanic forces at your whim. Your mastery of the seas is unparalleled.
Demigod of Strength
The Demigod of Strength is a paragon of raw power, capable of performing extraordinary feats of might. They channel their divine heritage to achieve incredible displays of strength.
Divine Might At 2 Level, Your demigod bloodline grants you superhuman strength. Your Strength score increases by 4, to a maximum of 24.
Unarmed Mastery At 3 Level, You gain proficiency with unarmed strikes. Your unarmed strikes deal 1d12 damage, and you can use your Strength modifier for attack and damage rolls with unarmed strikes as well as adding your proficiency to damage as well.
Herculean Leap Ay 5 Level, You can jump great distances with ease. Your long jump and high jump distance is doubled, and you can leap a number of feet equal to your Strength score without a running start. Additionally, you have advantage on Strength (Athletics) checks related to jumping.
Extra Attack At 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Demigod's Resilience At 7 Level, Your physical prowess makes you incredibly durable. You gain resistance to all physical damage, such as bludgeoning, piercing, and slashing damage.
Thunderous Strike At 9 Level, Your unarmed strikes become even more powerful. Your unarmed strikes now deal an additional 1d12 thunder damage on a hit. Additionally, when you hit with an unarmed strike, you can force the target to make a Strength saving throw or be pushed 10 feet away from you.
Godlike Stamina At 11 Level, Your physical endurance is unmatched. You gain advantage on saving throws against being frightened and charmed. Additionally, you are immune to exhaustion.
Unstoppable Force At 13 Level, You become an unstoppable force on the battlefield. You have advantage on checks and saving throws against being restrained, grappled, or paralyzed. Additionally, you can spend a bonus action to break free from any grapple or restraints.
Divine Ferocity At 14 Level, Your unarmed strikes become even more ferocious. When you make an unarmed strike, you can add your Strength modifier to the damage roll a second time.
Earthshaker At 15 Level, You can create powerful shockwaves by striking the ground. As an action, you can stomp the ground and create a shockwave that affects all creatures in a 30-foot cone in front of you. Each creature in that area must make a Strength saving throw or be knocked prone and take thunder damage equal to your Strength score.
Godlike Strength At 17 Level, Your Strength score increases to 30.
Indomitable Spirit At 18 Level, You are immune to being frightened and have advantage on all saving throws. Additionally, you gain resistance to all damage types.
Unearthly Endurance At 19 Level, You have achieved an unparalleled level of physical endurance. Your current hit point maximum is doubled. You are also immune to the effects of extreme heat and cold.
Divine Paragon At 20 level, Your divine strength has reached its zenith. You become an indomitable force of power. your melee attacks score critical hits on a roll of 17-20. You are a true paragon of strength and might, capable of performing astonishing feats of power and resilience.
Demigod of Death
The Demigod of Death, Harbinger of the Abyss, is a relentless and unyielding force that embodies the inexorable nature of death. They wield powers over the afterlife and have a deep connection to the darkness that follows mortality.
Dreadful Presence At 2 Level, You can tap into the dread that comes with death, causing fear in those who face you. As a bonus action, you can force a creature within 30 feet of you to make a Wisdom saving throw. On a failed save, the target is frightened of you for 1 minute. They can repeat the saving throw at the end of each of their turns to end the effect.
Necrotic Resilience At 3 Level, Death has touched your being, granting you resilience against necrotic damage. You gain resistance to necrotic damage, and you become immune to diseases.
Reaper's Strike At 5 Level, When you make a successful melee attack against a creature, you can choose to deal necrotic damage instead of the normal damage type. Additionally, you deal extra necrotic damage equal to half your Demigod level.
Relentless Pursuit At 7 Level, Death's grasp is unyielding, and you can channel its power to pursue your prey. You can use your reaction to move up to your speed without provoking attacks of opportunity when a creature within 30 feet of you falls to 0 hit points.
Death's Sentinel At 9 Level, You become a sentinel of death. When you or an ally within 30 feet of you falls to 0 hit points, you can use your reaction to instantly stabilize the creature. If you use this feature on yourself, you regain hit points equal to your Demigod level.
Touch of the Abyss At 11 Level, Your melee attacks now carry the essence of the abyss. When you score a critical hit with a melee weapon attack, the target takes an additional 2d6 necrotic damage and must succeed on a Constitution saving throw or become poisoned for 1 minute.
Death Ward At 13 Level, You gain the ability to ward against death itself. As a bonus action, you can grant yourself or an ally within 30 feet of you resistance to all damage for 1 minute. You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses after completing a long rest.
Abyssal Aura At 14 Level, An aura of death radiates from you, extending 10 feet in all directions. Living creatures that start their turn within this aura take necrotic damage equal to your Demigod level. Undead creatures within the aura gain temporary hit points equal to the damage dealt.
Soul Reaver At 15 Level, When you reduce a creature to 0 hit points with a melee weapon attack, you can choose to capture its soul. You gain temporary hit points equal to your level, and you can consume the captured soul to regain hit points equal to the creature's maximum hit points. You can only consume one soul in this way each day.
Abyssal Grasp At 17 Level, You can use your action to choose a creature you can see within 60 feet of you and force it to make a Wisdom saving throw. On a failed save, the target takes necrotic damage equal to your Demigod level and is paralyzed for 1 minute. The creature can repeat the saving throw at the end of each of its turns to end the effect.
Unending Terror At 18 Level, Your presence is a source of unending terror for your enemies. Creatures who are frightened of you have disadvantage on saving throws against being frightened, and your Dreadful Presence can now affect all hostile creatures within 30 feet of you.
Dark Conduit At 19 Level, You can become a conduit for the power of death itself. As a bonus action, you can channel the essence of death into your melee attacks for 1 minute. During this time, your melee weapon attacks deal an additional 1d12 necrotic damage, and creatures reduced to 0 hit points by your attacks have their souls captured automatically. You can use this feature once per long rest.
Eternal Rest At 20 Level, Your connection to death is unbreakable, and you can impart it onto others. You can cast the Imprisonment spell at will without expending a spell slot, using it to bind a creature's soul in an object. When you do this, the target's body withers, and the creature becomes immune to your Dreadful Presence. While a creature's soul is imprisoned, they remain in a state of eternal rest and cannot be resurrected or restored to life by any means. You can maintain a number of soul imprisonments equal to your Charisma modifier (minimum of one). You can release a soul from its imprisonment as a bonus action.
Demigod of Storms
The Demigod of Storms, known as the Tempest Sovereign, wields the fury of thunder, lightning, and tempests. They have a deep connection with the untamable forces of the skies and can summon devastating storms at will.
Channel Storm At 2 Level, You gain the ability to channel the power of storms into your strikes. When you hit with a melee weapon attack, you can choose to deal lightning damage instead of the normal damage type. Additionally, you can cast the Gust cantrip at will without expending a spell slot.
Stormcaller's Blessing At 3 Level, You gain the ability to control the weather within a limited range. As an action, you can summon a storm in a 30-foot radius centered on you. This storm can be a thunderstorm, a lightning storm, or a rainstorm. It lasts for up to 1 minute or until you dismiss it as a bonus action. While the storm is active, you and your allies have resistance to lightning damage and gain advantage on saving throws against being frightened.
Thunderstrike At 5 Level, You can invoke the power of a thunderstrike. Once per short rest, you can use your action to call down a bolt of lightning upon a creature you can see within 60 feet. The target must make a Dexterity saving throw or take 6d10 lightning damage and be stunned for one round. On a successful save, they take half damage and are not stunned.
Wind Walk At 7 Level, You can transform into an air elemental at will, as if casting the Wind Walk spell. While in this form, your flying speed is increased to 300 feet, and you can move through solid objects at half speed.
Cyclone Fury At 9 Level, Your mastery of storms reaches its peak. When you cast a spell or use an ability that deals lightning damage, you can add your Charisma modifier to the damage. Additionally, you gain resistance to bludgeoning, piercing, and slashing damage from non-magical sources.
Galeforce Strikes At 11 Level, Your melee attacks become even deadlier. When you make a melee weapon attack, you can choose to deal thunder damage instead of the normal damage type. Additionally, you can use a bonus action to make one additional melee attack.
Eye of the Storm At 13 Level, You have become one with the tempest, granting you control over the weather. You can use your action to create or disperse stormy weather in a 5-mile radius centered on you. While you control the storm, you can call lightning and wind to strike your foes, dealing 4d10 lightning damage to a target within range as a bonus action. The storm lasts for up to 1 hour or until you dismiss it.
Static Discharge At 14 Level, When a creature hits you with a melee attack, they take lightning damage equal to your Charisma modifier.
Cyclone's Fury At 15 Level, Your power over storms becomes even more potent. When you cast a spell or use an ability that deals lightning or thunder damage, you can deal maximum damage with it. Additionally, when you use your Thunderstrike feature, it deals an extra 3d10 lightning damage.
Stormbringer At 17 Level, You can call upon the ultimate tempest to strike your enemies down. Once per long rest, you can use your action to summon a storm of unprecedented power in a 60-foot radius centered on you. All creatures in the area must make a Constitution saving throw or take 10d10 lightning damage and be knocked prone. On a successful save, they take half damage and are not knocked prone.
Tempest's Wrath At 18 Level, Your mastery over the storms is unparalleled. You can cast the Control Weather spell at will without expending a spell slot. Additionally, when you deal lightning or thunder damage, the damage ignores resistance and immunity.
Lightning Ascendant At 19 Level, You become one with the storm itself. You gain the ability to cast the Call Lightning spell at will without expending a spell slot, and the damage dice for the spell increase to d12s. Additionally, you gain immunity to lightning and thunder damage, and you can't be charmed or frightened.
Storm God's Ascendance At 20 Level, You can become an avatar of the storm god, gaining flight, resistance to all damage, and the ability to cast the Storm of Vengeance spell once per long rest without expending a spell slot. While in this form, you can control the storm's movement and effects with your will.
Demigod Class Traits
The Class for the Demigod
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