Homebrew Greek/Roman Demigod Species Details

A Demigod is a child of a God and a mortal (mostly human). These als called half-bloods have inherited abilities from their godly parent making them way stronger than a mortal. Demigods are found everywhere over the world among the human. Growing up in a normal environment they realize early that they are different. They’re nit meant to live a normal life, wether they wish so or not. Most of them become great heroes and live an adventurous but often short life.

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 Zeus/Jupiter

Ability Score Improvements:

One of Strength, Dexterity 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 Zeus, 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.


Choose 1 of 2:
Lightning Legacy (Usually Zeus):


You have resistance to lightning damage and you know the Shocking Grasp cantrip.
You may use a bonus action to channel lightning into your attacks. For up to one minute or until you are incapacitated or choose to end this with a bonus action, whichever is sooner, whenever you hit with a weapon attack or spell attack, you add 1d4 lightning damage to your damage. If it has multiple instance of rolling, such as Magic Missile or Scorching Ray, you only add this damage to one of the rolls. It increases to 1d6 at 5th level, 1d8 at 10th level and 1d10 at 15th level. Once you’ve used this ability, you may not use it again until you finish a long rest.
You may use an action to summon lightning to blast a line of lightning 5 ft wide, 30 ft long from you. Each creature within the line must make a Dexterity saving throw, they take 2d6 points of lightning damage and cannot make a reaction on a failure, half as much on a success. The damage increases to 3d6 at 5th level, 4d6 at 10th level and 5d6 at 15th level. Once you’ve used this ability you lose the ability to use it, at the start of each turn, roll 1d12, you regain the ability to use this if you roll a 12.


Zephyr Heritage (Usually Jupiter):


You have advantage on saving throws against spells or powers that manipulates air, such as: Gust of Wind, or the Whirlwind power that air elementals possess and you know the Gust cantrip. You may use a bonus action to channel wind around you as protection. for up to one minute or until you are incapacitated or choose to end this with a bonus action, whichever is sooner, ranged attacks targeting you are rolled with disadvantage, and creatures of your choice entering or ending their turn within 5 ft. of you must make a Strength saving throw or it is pushed 10 ft away from you. Once you’ve used this ability, you may not use it again until you finish a long rest. You may use a bonus action to control air around you to allow you to fly, for one minute or until you are incapacitated or choose to end this with a bonus action, whichever is sooner, you gain fly speed equals to your walking speed. Once you’ve used this ability, you may not use it again until you finish a short or long rest. The duration increases to 10 minutes at 5th level, and the fly speed becomes 35 ft. You gain permanent fly speed of 35 ft. at 10th level.

Child of Poseidon/Neptune

Ability Score Improvements:

One of Dexterity, Constitution 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.

Familiar Environment:

Adapted to even the most extreme ocean depths, you can breathe underwater and has advantage on saving throws against spells or powers that manipulates water, such as: Tidal Wave, or the Whelm power that water elementals possess you also know the Shape Water cantrip. You have a swim speed equal to your walking speed.


Scent of the Three:

Due to your father being Poseidon, 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.


Healing Waters:

When you are at least one quarter submerged in water, with a bonus action, you may expend your hit dice and regain hit points following the rules of taking a short rest.


Choose 1 of 2:
Earthshaker (Usually Poseidon):


You may use an action to cause a minor tremor around you. Creatures within 15 ft. of you must succeed a Strength saving throw or they fall prone and take 1d8 bludgeoning damage. They take half damage on a success and do not fall prone. The radius 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 turn, roll 1d12, you regain the ability to use this if you roll a 12.


Stormbringer (Usually Neptune):


You may use an action to call water from the nearest source comes swirling around you. For up to one minute or until you are incapacitated or choose to end this with a bonus action, whichever is sooner, creatures of your choice who enters or ends their turn within 15 ft. around you must make a Strength saving throw or you may move them up to an amount equals your proficiency modifier multiplied by 5 ft. If they are moved into a solid structure, they take 1d6 bludgeoning damage for each 10 ft. moved before moving into the solid structure. This area is considered difficult terrain. The radius increase to 30 ft. at 5th level, 45 ft. at 10th level, and 60 ft. at 15th level. Once you’ve used this ability, you may not use it again until you finish a long rest.

Child of Demeter/Ceres


Ability Score Improvements:

One of Strength, Constitution or Wisdom 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.


Green Fingers:

You have advantage on saving throws against spells or powers that manipulates plant lives, such as Entangle, and Thornwhip. You also know the Druidcraft cantrip.


Choose 1 of 2:

Nature’s Nurture (Usually Demeter):


You may use a bonus action to accelerate the growth of plants. Choose a point, for up to one minute or until you are incapacitated or choose to end this with a bonus action, whichever is sooner, 15 ft. radius around the point you chose is difficult terrain and for every 5 ft. a creature moves through the zone, they take 1d4 points of slashing damage. The damage increase to 2d4 at 5th level, 3d4 at 10th level, 4d4 at 15th level. Once you’ve used this ability, you may not use it again until you finish a long rest.


Shifting Seasons (Usually Ceres):


Your ability is determined by the season of the year:
Spring: Your speed is increased by 5 ft. At the start of each of your turns, you may choose to activate this ability, if you do, creatures of your choice that you can see within 10ft of you regain an amount of hit points equals to your proficiency modifier. You may use this ability up to 4 times, you regain all uses after you finish a long rest.
Summer: Your speed is increased by 5 ft. When you roll for damage you may add 3d4 plus proficiency bonus fire damage to it, your speed is increased by 10 ft instead. Once you’ve used this ability, you may not use this ability again until you finish a long rest, to which your speed is increased by 5 ft. instead of 10 ft.
Autumn: Your speed is decreased by 5 ft. At the end of each of your turns, you may choose to activate this ability, if you do, creatures of your choice that you can see within 10ft of you take an amount of necrotic damage equal to your proficiency modifier. You may use this ability up to 4 times, you regain all uses after you finish a long rest.
Winter: Your speed is decreased by 5 ft. When you take damage you may reduce the damage taken by 3d4 plus proficiency bonus, your speed is decreased by 10 ft instead. Once you’ve used this ability, you may not use this ability again until you finish a long rest, to which your speed is reduced by 5 ft. instead of 10 ft.

Child of Ares/Mars


Ability Score Improvements:

One of Strength, Dexterity or Constitution 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.


Aggression:

As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.


Born to fight:

At the end of each short or long rest, you can choose one weapon, to be proficient in, if you are already proficient in that weapon, you double the proficiency bonus when attacking with that weapon.


Choose 1 of 2:
United, We Stand (Usually Mars):


While in battle, you may use this ability once with an action, choose up to a number of willing creatures equals to your proficiency modifier (you may choose yourself) within 30 feet. Each creature gains temporary hit points equal to 2d4s that lasts until the end of the fight. Once you’ve used this ability, you may not use it again until you finish a short or long rest. The temporary hit points are 2d6 at 5th level instead, 2d8 at 10th level, and 2d10 at 15th level.


Divided, They Fall (Usually Ares):


While in battle, you may use this ability once with an action, choose up to a number of willing creatures equals to your proficiency modifier (you may choose yourself) within 30 feet. Each creature gains 1d4 that can be added to any two of their damage rolls. Once you’ve used this ability, you may not use it again until you finish a short or long rest. The extra damage applied is 1d6 at 5th level instead, 1d8 at 10th level, and 1d10 at 15th level.

Child of Athena


Ability Score Improvements:

One of Intelligence, Wisdom 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.


Quick Learner:

At level 1, you may pick up 2 new proficiencies in either a skill, language, a specific toolset, a specific weapon, or a specific armor. Alternatively, you can choose one of the skills you are proficient with, and gain expertise in it. Whenever your proficiency modifier increases by 1, you may pick up 1 new proficiency in either a skill, language, a specific toolset, a specific weapon, or a specific armor.


Strategic Positioning:

You add half your Intelligence modifier (minimum 0) to your AC.


Knowledge is power:

At the end of a short or long rest, you may choose a type of enemy: Aberrations, Beasts, Celestials, Constructs, Dragons, Elementals, Fey, Fiends, Giants, Monstrosities, Oozes, Plants, or Undead. Alternatively, you can select two races of humanoid (such as Demigods and Humans) as favored enemies. Your choices are limited to the book(s) (or any device that allows you to gain information about a type of enemy) you have on you when you take your long or short rest. You gain advantage on Intelligence (History/Religion/Investigation/Nature) check to recall information about them. (Such as weaknesses, based on your DM’s decision of your Intelligence check.)

Child of Apollo


Ability Score Improvements:

One of Dexterity, Wisdom 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.


Prophetic Powers:

Apollo Pythia has granted you the ability to see just slightly into the future, when you fail a saving throw, you may reroll and use the higher roll. Once you’ve used this ability, you may not use it again until you finish a long rest.


Choose 1 of 2:
Apollo’s Bow (Usually Apollo):


Master of Strings: You are proficient of string instruments and Performance (Charisma).
You are my sunshine: You know the Dancing Lights cantrip. Using an action, you call forth the soothing music of your father, creatures of your choice (you may choose yourself) that can hear you within 30 ft. of you suffering these conditions: Blinded, Charmed, Frightened, Paralyzed, Poisoned and, Stunned, may choose to end any number of these conditions. For up to one minute or until you are incapacitated or choose to end this with a bonus action, whichever is sooner, creatures chosen are immune to 2 of the conditions of your choosing. During this time, on each of your turn, you may use a bonus action to heal target creature of your choice that can hear you and is within 30 ft., it regains a number of hit points equals to your proficiency modifier. Once you’ve used this ability, you may not use it again until you finish a long rest.


Apollo’s Bow (Usually Apollo):


Master of Strings: You are proficient with stringed range weapons.
You are my son. Shine! You know the Light cantrip. Using an action, you call forth the scorching rays of your father, creatures within 30 ft. of you that can see you must succeed in a Constitution saving throw, or be blinded for 1d4+1 turns. For up to one minute or until you are incapacitated or choose to end this with a bonus action, whichever is sooner, bright light illuminates 15 ft. around you and dim light 10 ft. further. During this time, whenever you hit with a weapon attack or spell attack, add an additional radiant damage equals to your proficiency modifier. If it has multiple instance of rolling, such as Magic Missile or Scorching Ray, you only add this damage to one of the rolls. Once you’ve used this ability, you may not use it again until you finish a long rest.

Child of Hephaestus/Vulkan


Ability Score Improvements:

One of Strength, Constitution or Intelligence 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.


Natural Smith:

You are proficient with Smith’s Tools and Warhammer. Languages: You understand Mechanical Speech.
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Choose 1 of 2:
Tinkering Spark (Usually Hephaestus):


Artificer’s Lore: Whenever you make an Intelligence (History) check related to Magic Items, alchemical objects, or technological devices, you can add double your proficiency bonus, instead of any proficiency bonus you normally apply.
Tinker: You have proficiency with artisan’s tools (Tinker’s Tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device, when you make the device make an Intelligence check with your Tinker’s Tools. You can use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time. Once you reach 5th level, you may have four devices active at a time. When you create a device, choose one of the following options:
-Clockwork Toy: This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a direction specified when deployed. It makes noises as appropriate to the creature it represents. (AC 8 plus proficiency modifier, hit points equal to the Intelligence check you made when you make it) You may arm it with tiny weapons, dealing piercing damage equal to your proficiency modifier at the end of each of your turns to target specified when deployed if it is within 20 ft. of the target.
-Fire Starter: The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action, or one action of your Clockwork Toy if you’ve armed it with the Fire Starter device. It deals fire damage equal to your proficiency modifier, and has a range of 5 ft.
-Music Box: When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song’s end or when it is closed.


Hammer Ablaze (Usually Vulcan):


You know the Produce Flames cantrip. You have resistance to fire damage. You may use an action to release flames from you once. Creatures within a 15 ft. cone from you must make a Dexterity saving throw. On a failure, they take 1d8 points of fire damage and is on fire, while on fire they take 1d6 fire damage at the end of each of their turns. They may end this effect by taking an action to extinguish the fire, or extinguish it by environmental means like submerging themselves into water. On a success, they take half as much and is not on fire. The damage increases to 2d8 at 5th level, 3d8 at 10th level, and 4d8 at 15th level. At the start of each turn, roll 1d12, you regain the ability to use this if you roll a 12.

Child of Aphrodite/Venus


Ability Score Improvements:

One of Strength, Wisdom 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.


La Vie En Rose:

You are fluent in French. You have advantage on your Persuasion and Deception checks on creatures who are not hostile to you that is also attracted to your gender. You have advantage on saving throws against being charmed.


Choose 1 of 2:
Love Story (Usually Venus):


You may use an action to attempt to charm a creature of your choice within 60 ft. of you that you can see, the creature must succeed a Wisdom saving throw or they change their view of another target creature of your choice. Choose one of the following options:
-Repulsion: The creature feels a negative emotion to the target creature such as disgust, hate, and anger. Due to this, the creature starts noticing annoying and infuriating traits and habits that the other target creature does. Subtract an amount equal to double your proficiency modifier to the target creature’s Persuasion and Deception rolls on the charmed creature.
-Attraction: The creature feels a positive emotion to the target creature such as admiration, love, and sympathy. Due to this, the creature starts noticing charming and lovable traits and habits that the other target creature does. Add an amount equal to double your proficiency modifier to the target creature’s Persuasion and Deception rolls on the charmed creature.
The charmed creature will not do things that may put themselves into obvious danger, however if the charmed creature is quick to fight, they may fight either for someone or against someone (DM’s discretion). The effect ends after 1 hour, they do not know they were charmed, but if they suspect they are charmed, they may make an Arcana check against the saving throw DC to figure out they are charmed. Once you’ve used this ability, you may not use it again until you finish a long rest.


You Belong with Me (Usually Aphrodite):


You may use your action to attempt to charm a creature of your choice within 60 ft. of you that can hear you, the creature must succeed a Wisdom saving throw or they are charmed. Whilst under this effect, you may instruct the creature to do up to a number of actions equals to your proficiency modifier and they will try their best to accomplish it for you. They will not do anything that will place them in obvious danger or risk their lives for you. This effect lasts for 1 hour or until they take damage from you or your ally. Once you’ve used this ability, you may not use it again until you finish a long rest.

Child of Hermes/Mercury


Ability Score Improvements:

One of Dexterity, 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.


Jack of All Trades:

When you finish a short rest or long rest, you can choose up to two skills, tools, or weapons you are not proficient in. You must spend at least 30 minutes training yourself with another willing creature who is proficient with the chosen skills, tools, or weapons. Until you choose another set of skills, tools, or weapons, whenever you make an ability check that involves the chosen skill or tool, or make an attack roll with the chosen weapon, you add half your proficiency bonus to the roll. You do not gain this benefit if the roll already includes your proficiency bonus, but you do gain this benefit if the roll only adds half your proficiency (eg. the class feature Jack of All Trades from the Bard class).


Traveler:

Your base walking speed increases to 35 ft.


I know what you’re planning:

You are proficient in Investigation. When you are surprised, roll
a d100, if you roll higher than 70 minus your character level, you are not surprised instead.


Choose 1 of 2:
Fast and Sly (Usually Hermes):


Choose two to gain proficiency in: Stealth, Sleight of Hand, Deception, Acrobatics, Persuasion. You are proficient with Thieves’ Tools.


Trade and Commerce (Usually Mercury):


Choose two to gain proficiency in: Persuasion, Insight, Perception, Deception.
You are fluent in 2 additional languages of your choice.

Child of Dionysos/Baccus


Ability Score Improvements:

One of Constitution, Wisdom 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.


Dramatic Life:

You have an advantage on Deception and Performance checks when trying to pass yourself off as a different person. You have advantage on saving throws against spells and effects that induce madness.


Choose 1 of 2:
Craziest Party in The World (Usually Dionysus):


You know the Vicious Mockery cantrip.
You may use an action to activate this ability. When you do, sounds of music and dancing starts to echo around you faintly and grows gradually louder. Choose a number of creatures up to your proficiency modifier that is within 15 ft. of you, they must succeed a Wisdom saving throw or they are unable to distinguish between friends and foes, they must roll to decide whom to attack whenever they take the attack action. This effect requires concentration and lasts up to 1 minute. Once you’ve used this ability, you may not use it again until you finish a short or long rest.


Wine! Wine! Wine! (Usually Bacchus):


You know the Druidcraft cantrip.
You may use an action to call up vines from the ground to bind down your enemies. Choose a number of creatures up to your proficiency modifier that is within 120 ft. of you, they must succeed on a Strength saving throw or they are restrained. If the target is flying when they fail their save, they take falling damage as the vines pulled them to the ground. At the end of each of their turns, they may roll a Strength saving throw to try to get out of the pull of the vines. This effect requires concentration and lasts up to 1 minute. Once you’ve used this ability, you may not use it again until you finish a long rest.

Child of Hades/Pluto


Ability 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


Choose 1 of 2:
Heir to the Underworld (Usually Hades):


You know either Toll the Dead or Chill Touch cantrip.
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.


Heir to the Riches (Usually Pluto):


You know the Mold Earth cantrip.
You can feel the location of precious metals such as gold and silver underground within 60 ft radius from you. You can also use an action to surface nuggets from underground, and/or shoot it, the nuggets act as the Magic Missile spell, but the number of nuggets are 1 plus your proficiency modifier. (The types of nuggets depends on the location and is determined by your DM)

Child of Iris/Arcus


Ability Score Improvements:

One of Strength, 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.


Colorful World:

You have proficiency with Painter’s Supplies. You have advantage on saving throws against being blinded. (Alternatively, with DM’s discretion, you can have advantage on spells and abilities that utilizes light/rainbow instead, but discuss with your DM first.)


Choose 1 of 2:
Holo Message (Usually Iris):

You know the Message cantrip. You are able to pull rainbows from the spectrum of the light without needing water, as long as the area has light you may use an action to get an iris message to someone you’re familiar with. Once you’ve used this ability, you may not use it again until you finish a long rest.


Rainbow Reign (Usually Arcus):

You know the Word of Radiance cantrip. You may use an action to send out a blast of rainbow 5 ft wide, 30 ft long from you. Each creature within the line must make a Constitution saving throw. On a failure, they take 1d8 points of radiant damage and is blinded for 1d6+1 turns. On a success, they take half as much and is not blinded. The damage increases to 2d8 at 5th level, 3d8 at 10th level and 4d8 at 15th level. Once you’ve used this ability you lose the ability to use it, at the start of each turn, roll 1d12, you regain the ability to use this if you roll a 12.

Child of Hypnos/Somnus


Ability Score Improvements:

One of Strength, Intelligence or Wisdom 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.


Somniac:

When you take a long rest, you will be asleep for the full duration, and you cannot be awoken. If you choose to, you may even continue sleeping past the 8 hours’ mark, and remain asleep, to which you can be awoken by taking any damage that is not psychic. You may put yourself to sleep with an action if you have not taken damage or attacked since last turn, if you’re in combat, you will be awoken by taking any damage that is not psychic.


Contagious Yawns:

When you are asleep, you may use an action to yawn, creatures within 30 ft of you who can see or hear you yawn must succeed a Wisdom saving throw or be put to sleep that could be awoken by an action, or if it takes any damage that is not psychic. You may use this a number of times up to your proficiency modifier per long rest.


Choose 1 of 2:
Dreamer (Usually Hypnos):

Whilst asleep, you may use an action to wander into a creature’s mind, it must be a creature that you have seen and have at least observed it or interacted with it for 1 minute. You initially learn the surface thoughts of the creature — what is most on its mind in that moment. As an action, you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, you take 3d4 points of psychic damage.


Catatonia (Usually Somnus):

Whilst asleep, you may use an action to wander into a sleeping creature’s mind, it must be a creature that you have seen and have at least observed it or interacted with it for 1 minute. You learn the surface thoughts of the creature — what is most on its mind in that moment. As an action, you can have it make a Wisdom saving throw, if it fails, it takes 1d6 points of psychic damage. The damage increases to 2d6 at 5th level, 3d6 at 10th level, and 4d6 at 15th level.

Child of Nemesis


Ability Score Improvements:

One of Dexterity, Constitution or Intelligence 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.


Revenge and Retribution:

As a bonus action, you may switch between these two modes: -Revenge: If you are dealt damage, you gain advantage to your attack against the creature that
dealt the damage to you until the end of your next turn.
-Retribution: If you are dealt damage, record down how much damage was dealt and who dealt it, your next attack that hits the recorded creature, it will take the recorded damage, bypassing any form of resistances and immunities. If you switch out of this mode, the recorded damage is nullified.


Blind Justice:

If you are dealt damage, you know the exact location of the culprit if it is within 30 ft. of you even if you cannot see or hear.

Child of Nike/Victoria


Ability Score Improvements:

One of Strength, Dexterity or Wisdom 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.


Fastest:

Your base walking speed increases to 40 ft.


Winner:

If you fail a contest, you may choose to succeed instead. Once you’ve used this ability,
you may not use it again until you’ve finished a long rest.


Not A Loser:

If you rolled a natural 1, you rolled a natural 20 instead. This can only occur once per long rest, and you do not suffer critical failure.


Choose 1 of 1:
The Best (Usually Nike or Victoria):

If you fall unconscious, you don’t fall unconscious and are at 1 hit point instead. Once this ability trigger, it will not trigger again until you finish a long rest.

Child of Hebe/Juventus


Ability Score Improvements:

One of Dexterity, Constitution or Wisdom 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.


Young:

When you take short rests, when rolling hit dice, if you roll a 1, it is treated as a 2, and if you roll a 6, roll again and add the second roll to the total, even if it is a 1. Long rests takes you 4 hours instead.

Choose 1 of 2:
Wild (Usually Juventus):

You cannot be Frightened.

Free (Usually Hebe):

You cannot be Charmed.

Child of Tyche/Fortuna


Ability Score Improvements:

One of Strength, Dexterity 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.


Game of Fortune:

You have advantage on any game that involves an element of randomness. (eg. poker, dice, at the DM’s discretion)


Choose 1 of 2:
Random Luck (Usually Tyche):

You may use this ability before or after you roll a d20. When you activate this ability, roll a d100. If you roll higher than 70 minus your character level, you may treat your d20 roll as a natural 20. You have a maximum number of uses equal to half your proficiency modifier, at the end of each short or long rest, you regain 1d3 uses.


Organized Chances (Usually Fortuna):

Before a d20 roll, you may call out to Fortuna to aid your chances. When you activate this ability, add 7 to the result of your roll. You have a total of uses equal to half your proficiency modifier (rounded down), you regain all uses at the end of a long rest, when you perform a ritual to reel in the luck to prepare you for the day.

Child of Hecate/Trivia


Ability 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.


Knowledge from the past:

You are proficient with Arcana, and Religion.

Choose 1 of 2:
Mist Manipulator (Usually Hecate):


You know the Minor Illusion cantrip.
You may use an action to create a field around you where others will look away from and disregard you as unimportant. For up to one minute or until you are incapacitated or choose to end this with a bonus action, whichever is sooner, you may use the Hide action even when you are not obscured at all, and you can treat your Stealth roll of 9 or lower as a 10.


Magical Affinity (Usually Trivia):


You can transform unexpended hit dice into one spell slot as a bonus action on your turn. The created spell slots vanish at the end of a long rest. The table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th.

Child of Janus


Ability Score Improvements:

One of Dexterity, Intelligence or Wisdom 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.


Pedestrian of Portals:

You have advantage on saving throws against being teleported or banished to another plane. Whenever you teleport, you gain temporary hit points equal to your proficiency modifier.


Tough Choices:

As an action, you may target a creature, it must make a Wisdom saving throw or it will pick from 2 choices that you offer it from this list:
-Pain: It takes psychic damage equal to double your proficiency modifier. -Halt: Its speed drops to 0 until the end of its turn.
-Guard Down: It temporarily lets its guard down, granting advantage for the next attack targeting it before the end of its turn.
-Run Away: It must move its full movement speed away from you on its turn, this movement will provoke opportunity attacks, it will not move into obviously dangerous area like a pit of fire.
-Relax: It temporarily relaxes itself, and has disadvantage on the next saving throw before the end of its turn.
You have two uses of this ability, and you only regain all uses at the end of a long rest. Alternatively, you may use one use of this ability to teleport yourself to an unoccupied space 5 ft adjacent to enemy within 30 ft. of you that you can see.

Child of Bellona


Ability Score Improvements:

One of Strength, Dexterity or Intelligence 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.


Strategic Positioning:

You add half your Intelligence modifier (minimum 0) to your AC.


Born to fight:

At the end of each short or long rest, you can choose one weapon, to be proficient in, if you are already proficient in that weapon, you double the proficiency bonus when attacking with that weapon.


Roma Invicta:

You may use an action to call out a rallying cry, creatures of your choice within 60 ft. that can hear you (including yourself) gains temporary hit points equal to your proficiency modifier, and extra damage for their next attack hit equals to your proficiency modifier.

Unclaimed


You may choose to start out as an unclaimed demigod, your DM will then decide who your godly parent is based on the Ability Score Improvement you choose, your backstory, your personality, and for story reasons. You will retain the ability score improvement and ADHD when you get claimed, however, you will not gain the ability score improvement from your new subrace.

Greek/Roman Demigod Traits

Godly Traits

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