Homebrew Demigod Species Details
Demigods are the offspring of both humanoid races and gods. Although these beings retain the semblance and language of their mortal heritage, their powers and abilities originate from their divine patronage. Each god has it's own characteristics which alters what transmits to you.
Demigods look like any other humanoid, 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 eventually gives them away.
Demigod Traits
Demigods, as different as they are, all share a natural toughness and link to their godly parent.Ability score increase
Depending on the mortal race you descend from, one of your scores increases by 1. This score is taken from the highest score increase in the mortal race you chose. In case of a draw you get to choose which one to increase (ex. humans can choose any score, elves must choose dexterity and tritons must choose between strength, constitution or charisma).
Age
Demigods age at the same rate as their mortal half, however they live significantly longer. On average, they can live about twice as long as their mortal half's race.
Alignment
A demigod’s alignment depends on the alignment of their godly parent and their mortal heritage causing them to possibly become evil psychopaths or even paragons of good and law.
Size
Demigods come in the same sizes as humanoids, ranging from Small to Medium.
Speed
Your base walking speed is 30 feet.
Languages
You can speak, read, and write Common and two languages of your choice, but on of your language choices must originate from your mortal half's race main language (in the case of humans, you are free to choose any language).
Godly Boon
You may call on your godly parent for guidance. 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.
Divine Heritage
You are the child of a God, but what kind? You must choose your divine heritage.
Heritage of Wisdom
You are the child of a god of knowledge, wisdom, and/or strategy. Possible domains for your godly parent include Knowledge or War.
Ability score increase
Your Wisdom score increases by 2.
Skills
You gain proficiency in Insight and a tool of your choice. Starting at level 1 you may choose a skill you are proficient in. Your Proficiency Bonus is doubled for any ability check you make that uses the chosen Proficiency.
Child of Wisdom
You may substitute your Intelligence modifier with your Wisdom modifier whenever you make an Intelligence check.
Martial expertise
You are proficient with 2 martial weapons of your choice and with medium armor.
Heritage of Intelligence
You are the child of a god of knowledge, intelligence, and/or magic. Possible domains for your godly parent include Knowledge or Magic.
Ability score increase
Your Intelligence score increases by 2.
Skills
You gain proficiency in Arcana, History and a tool of your choice. Starting at level 1 you may choose a skill or tool you are proficient in. Your Proficiency Bonus is doubled for any ability check you make that uses the chosen Proficiency.
Child of Innovation
You may use your Intelligence modifier for any ability check you make with a tool.
Expanding Knowledge
You know the Guidance cantrip. When you reach 3rd level you can cast the Identify spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 10th level, you can cast the legend lore spell once with this trait and regain the ability to do so when you finish a long rest. Intelligence is your spellcasting ability for these spells.
Heritage of Strength
You are a child of a god of war, tempest and/or power. Possible domains for your godly parent include Death, War, or Tempest.
Ability score increase
Your Strength score increases by 2.
Savage Attacks
When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.
Skills
You gain proficiency in the Athletics skill.
Child of battle
You are eager to battle, you cannot be surprised and you add 5 to your initiative roll.
Heritage of Constitution
You are a child of a god of life, death and/or the wilds. Possible domains for your godly parent include Death, Life, or Nature.
Ability score increase
Your Constituion score increases by 2.
Natural Armor
Your skin is harder than normal. When you aren’t wearing armor, your AC is 10 + your Dexterity modifier + you Constitution modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor.
Skills
You gain proficiency in the Intimidation skill.
Inherent toughness
Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
Heritage of Dexterity
You are a child of a god of agility, war and/or thieves. Possible domains for your godly parent include War, Nature, or Trickery.
Ability score increase
Your Dexterity score increases by 2.
Uncanny agility
Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can’t use it again until you move 0 feet on one of your turns.
Skills
You gain proficiency in the Acrobatics and Stealth skill. When you reach 1st level, choose a skill or tool you are proficient with. Whenever you make an ability check with the chosen proficiency you may double your proficiency.
Herculean speed
When you reach 5th level your base walking speed increases by 10 feet. Additionally when you reach 10th level, moving doesn't cause opportunity attacks against you.
Heritage of Charisma
You are a child of a god of deception, love, music and/or trading. Possible domains for your godly parent include Love, Trickery, Music or Life.
Ability score increase
Your Charisma score increases by 2.
Unusual magnetism
Whenever you roll an ability check that uses Charisma, you have advantage.
Skills
You gain proficiency in the Insight and Persuasion skill and a tool of your choice. When you reach 1st level, choose a skill or tool you are proficient with. Whenever you make an ability check with the chosen proficiency you may double your proficiency.
Beguiling tongue
You have the innate ability to use your wit to distract, confuse and otherwise sap the confidence and competence of others. When a creature you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to roll a d6 and subtract the number rolled from the creature’s roll. You can choose to use this feature after the creature makes its roll, but before the GM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can’t hear you or if it’s immune to being charmed. Once used, this feature can't be used again until a short rest.
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