Homebrew demigod Species Details

two arms, two legs, a torso and a head 

demigod Traits

DEMIGOD

ability score increase

Your ability scores increase depending on your godly parents

Grave: Your Constitution score increases by 2, and your Strength score increases by 1

Death Resistance.

Prerequisite: Must be either the Life, Death Domain
Your divine power pushes your body to continue living. You have advantage on death saving throws and you know one cantrip of your choice from the cleric spell list. Charisma is your spellcasting ability for it.

Environmental Adapt.

Your body is more resilient than most. You’re acclimated to high altitudes, including elevations above 20,000 feet. You're also naturally adapt to all extreme environments, as described in chapter 5 of the Dungeon Master’s Guide.

Godly Endurance.

A wound thought fatal is but a flesh wound to you. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. When you do this you gain temporary hit points equal to 1d8 + your Constitution modifier. You can’t use this feature again until you finish a long rest.

Heart of a Her

You can cast the heroism spell on yourself once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Charisma is your spellcasting ability for this spell.

A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

 

Higher Ability Scores.

An aspect of your form has been enhanced beyond what is capable of a normal race. Instead of gaining an increase of 2 to your primary racial ability score you gain an increase of 3. This cannot increase your chosen ability score above 20

Skilled

You are naturally adept at a particular set of skills. You have proficiency in three skills of your choice.

True Seer.

Your godly parent has given you the ability to lift the veil from your eyes and glimpses the truths of the world briefly. As an action, you can focus your sight to perceive and reveal the truths of the world. For 1 minute you have truesight within a 30 foot radius. You can use this trait once due to the strain it causes on your eyes and you must complete a long rest before you can use it again.
Truesight

A creature with truesight can, out to a specific range, see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and perceives the original form of a shapechanger or a creature that is transformed by magic. Furthermore, the creature can see into the Ethereal Plane.

 

 

Toughness.

Whether it is your solid build or an indomitable spirit you can take a greater beating them most. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Partial Magic Resistance.

Your strength of will is enough to turns the tides against most magical effects. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.

Grave

Undead Resistance. Never underestimate the fear those of the grave portfolio cause undead, they hesitate, stutter and rush the delicacy's needed to create potent magic. You have advantage on all Constitution, Wisdom, and Charisma saving throws when the creature imposing the saving throw is an undead.

Life Drinker. Life given to those who would squander it and cause suffering is better put to use by you. At 3rd level, you can cast the vampiric touch spell once with this trait, and you regain the ability to cast it this way when you finish a long rest.
Shroud. As an action, you can syphon energy from your gods plane of death to bolstering yourself with a necromantic vail of life, you gain a number of temporary hit points equal to 10 + your level for 1 hour or until they are depleted. You regain the ability to do this when you finish a long rest.
Purifying Mark. The dead should stay dead. You are resistant to necrotic damage, you can't become undead, and when you reduce a creature to 0 hit points it can not become an undead.
Grave Magic. Magic that would assist any believer in putting to rest the undead. You know the chill touch cantrip. When you reach 3rd level, you can cast the protection from evil and good spell once and need to finish a long rest before you can cast it again. When you reach 5th level, you can also cast the gentle repose spell once and need to finish a long rest before you can cast it again. Intelligence is your spellcasting ability for these spells.

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