Homebrew Demigod Species Details
Never Ordinary
While most people exist complacently somewhere between good and evil, content to putter along in their dull lives, exhibiting neither great heroism nor dastardly villainy, a demigod is never ordinary to anything more than passing observation. They may indeed go many years at a time without doing anything noteworthy, but they infallibly either prove themselves the most selfless and noble of saints or the most depraved and demonic of persons. Being as they have a far greater capacity for good or ill than mortals, there is ultimately little in way of grey about their personalities.
Out of Place
There are few who can understand the strange dynamic a demigod has with their godly parent so for a demigod to seek out others of its kind is not uncommon despite the uniqueness of their kind. However, of all the races that exist within the world, the aasimar are a people with whom demigods feel the greatest connection towards. Their celestial origins along with this shared sense of conflicted purpose cause them to be largely understanding of each other, and as such, demigods feel the greatest sense of community in these societies, a sense that can sometimes become lost to them in their early teens when they begin to manifest their divine powers.
Chronicle
For as long there have been gods, there have been the half-blood children of them. Though often the result of a direct union of a deity and a mortal, however, different circumstance may cause a demigod to be born in another way. Demigods often grow to become great heroes or terrible villains. The tales of individual demigods, like the tales of the gods' mortal champions, are told in legend--that is their history. Even after their mortal demise, demigods often live on in the legends told and retold concerning their greatest--or worst--feats.
Direct Link
In the way a cleric has a connection to their deity, a demigod has that same connection with a more personal touch. Whereas a god may be distant from their cleric, only giving them occasional pushes in the right direction, a god may appear before their child in a more direct fashion to grant insights into their quests and may even perform miracles the demigod wouldn't be able to themselves. However, while there are demigods that are close enough to their godly parent to request such things, there are demigods who despise or even hate their parent as well as those whose godly parent hasn't even acknowledged the divine blood that courses through them. Normally, the first meeting of a demigod and their parent sets the tone for the relationship, and it is up to your Dungeon Master to determine the nature of the relationship. Your Dungeon Master may roll on the Parentage Table instead if they wish.
Parentage Table
| d20 | First Encounter | Example Encounter |
|---|---|---|
| 1 | You did something that violated your parents' dogma and they reacted angrily. | Asger, son of Thor, used his gift of strength to murder an innocent man. As his body dropped to the floor a bolt of lightning from the heavens hit him perfectly, not enough to kill him but enough to scar him physically and emotionally, the anger, knowledge, and disappointment of his father flowing through him. |
| 2-5 | Your parent has never acknowledged you and you found out about their existence and your connection to them in some other way. | While wondering the forest, Penelope, daughter of Pan, found herself surrounded by pixies who whispered and teased the secret of her father to her as they braided and decorated the shocked girl with the flora of the forest. |
| 6-9 | You were protected or saved in some minor way by your parent, but otherwise you were not acknowledged up until that point. | Nina, daughter of Sobek, fell into the crocodile-infested waters, struggling to get out he found himself surrounded by the beasts and in their eyes, a golden iris met his and he knew he was safe, as their snaps and croaks joined together his mind was filled with the truth of his parentage. |
| 10-12 | Your parent sent some form of messenger to you to tell you of your parentage. | Nico, son of Kelevmor, stood over the corpse of his uncle, the grieving faces of his family stood around him and just before he could turn to leave, everything around him seemed to stop and his uncle's corpse spoke. Frozen in shock, Nico listened as the spirit spoke of the task it had been given and of Nico's connection to the Judge of the Damned, Kelevmor. |
| 13-15 | Your parent appeared before you in some sort of dream or vision. | Amar, son of Oghma, walked and wondered the halls of the library, reading the spines of books as he passed them hoping to find something to sate his desire for knowledge and there, much to his want, was a title that made him stop in his tracks, "Amar: Something to get you thinking beyond this little library". Amar, naturally curious, picked up the book. When he opened it, he found himself elsewhere, floating above a scene watching how Oghma, God of Knowledge and his mother met, and just like the book promised, his mind was opened. |
| 16-17 | Your parent publically claimed you in some way. | Vali, son of Tyr, walked into his temple, a sacrifice over his back, the head of an evil witch that had haunted his village for years. As his placed the head in the center of a flaming braiser and kneeled before it in prayer, a bright beam of light shone down through the temple onto him and a booming voice echoed through the minds of all who were there, "I, Tyr, God of justice, claim you, Vali, son of mine, go forward and punish the wrong-doers, and further the teachings of law and good within the world for I am with you." With each word spoken, a memory was imparted, knowledge of the good, the bad and what made him special to Tyr and it when then that Vali knew what he must do. |
| 18-19 | You parent walked among the masses and directly introduced themselves. | Aella, daughter of Artemis, lined her shot up against the practice marker, landing it dead center. She turned to her head at the sound of another bow being drawn and in her view she saw a woman of a familiar beauty shoot her arrow at the furthest of markers and land right in the center. The woman turned to her and introduced herself as her mother. |
| 20 | Your godly parent and your mortal parent still see each other. | Linos, son of Hestia, ascended the infinite staircase that had to been revealed to him so many moons ago. His destination? The Seven Heavens of Mount Celestia. Going over to his mothers was always such a hassle but he knew better then to make the goddess of home and family cry, and even if there were twice as many steps he would climb them all the same to see that perfect ageless smile of hers. He's been doing this since he was young after all but he wonders about how old his father is getting. If only she didn't have to follow Zeus's ridiculous laws she could see him again before he passes but maybe there is something a demigod can do to make that happen he thought to himself as he climbed the last step, taking in the pristine beauty that is the summit. |
Deific Tell
Many beings, yourself included, have a connection to the celestial realm your godly parent makes their home. Particular beings or creatures can tell of the connection you and they both possess. Most of the time, these are celestial, fey, fiends or other creatures like a medusa or minotaur, and their relationships with the divine will normally affect their relationship with you. For example, a celestial being that comes across you may react to you in a variety of ways given the deity that created them. They may see you like an angelic guide sees an aasimar and approach you with an interest, driven by a sense of responsibility or they may assist you in some minor way to allow you to continue to forge your own path while also gaining favor from your godly parent. However, it is as equally likely that they may react violently to your presence as not all creatures have the same relationship with all deities and they may seek to smite you or deal with you in some other way. Fiends may try to use or trick you as part of an attempt to gain more power. Fey may find you to be simply too interesting to pass up and mischievously follow you from place to place or even entrap you in one of their grand schemes.
Demigod Names
Demigods use the same naming conventions as the native culture they were born into. A demigod born into and brought up in The Seven Heavens of Mount Celestia would have a very different name to one brought up within a humble house in Waterdeep. The names of well-known demigods are as follows.
Male: Achilles, Arcas, Belleroph, Heracles, Perseus, Theseus, Romulus, Remus, Karna, Vali, Bragi
Female: Annabeth, Cassandra, Clymene, Draupadi, Harmonia, Helen, Mayari, Semiramis, Thalia
Demigod Traits
You demigod character has the following racial traits.Ability Score Increase
Your ability scores increase depending on your godly parent's Divine Domain. If your godly parent has more than one Divine Domain, choose one of the several to determine the increase in your ability scores. Below follows a list, far from exhaustive, of Divine Domains:
Ambition: Your Charisma score increases by 2, and your Intelligence score increases by 1.
Arcana: Your Intelligence score increases by 2, and your Charisma score increases by 1.
Blood: Your Constitution score increases by 2, and your Wisdom score increases by 1.
Death: Your Constitution score increases by 2, and your Intelligence score increases by 1.
Forge: Your Intelligence score increases by 2, and your Constitution score increases by 1.
Grave: Your Constitution score increases by 2, and your Strength score increases by 1.
Knowledge: Your Intelligence score increases by 2, and your Wisdom score increases by 1.
Life: Your Constitution score increases by 2, and your Charisma score increases by 1.
Light: Your Charisma score increases by 2, and your Dexterity score increases by 1.
Mind: Your Wisdom score increases by 2, and your Intelligence score increases by 1.
Nature: Your Wisdom score increases by 2, and your Constitution score increases by 1.
Order: Your Intelligence score increases by 2, and your Strength score increases by 1.
Peace: Your Charisma score increases by 2, and your Wisdom score increases by 1.
Strength: Your Strength score increases by 2, and your Dexterity score increases by 1.
Solidarity: Your Charisma score increases by 2, and your Constitution score increases by 1.
Tempest: Your Strength score increases by 2, and your Wisdom score increases by 1.
Trickery: Your Dexterity score increases by 2, and your Intelligence score increases by 1.
Twilight: Your Constitution score increases by 2, and your Dexterity score increases by 1.
War: Your Strength score increases by 2, and your Constitution score increases by 1.
Zeal: Your Dexterity score increases by 2, and your Charisma score increases by 1.
Age
Demigods mature and die at the same rate as their mortal parent, although they, unlike their mortal parent, do not show signs of aging beyond their physical prime. When a demigod would reach the maximum age of their mortal heritage, it is possible for them to continue to live on if they are sustained directly by their godly parent or if they have gained enough renown and worship for themselves.
Alignment
Demigods are as varied as their mortal and godly parents, although they often feel a strong inclination towards the alignment of their godly parent.
Darkvision
Blessed with the starlight of the heavens, your vision pieces through darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of grey.
Fated
The threads of fate unravel and tie themselves anew for a demigod. When you roll a 1 on an attack roll, ability check, or saving throw, you can re-roll the die and must use the new roll.
Deific Tell
Your connection to the divine is strong and its strength gives you away to others. Creatures with the celestial, fey or fiend creature type as well as creatures with a divine connection know you are a demigod. A successful Intelligence (Religion) check can be done against your Charisma (Deception) check to discern who your godly parent is. In addition, if you are of a divine class such as cleric, you must choose the domain of your godly parent.
Godly Parentage
Unswerving of will and unassailable of mind, you have advantage on saving throws against being charmed and frightened. In addition, you cannot be aged magically. Moreover, as the child of a god, you are better equipped to read the signs and directions that your parent god sends you. You have advantage on Arcana and Religion checks that pertain specifically to your parent god.
Mortal Parentage
Even though it is your godly parent that makes you especially special, you still have a mortal parent whose blood grants you biological characteristics innate to your mortal race. You receive the same racial traits that your mortal parent has. Your mortal parent must be humanoid and you physically resemble that race in its most epitomized form.
Domain
You are innately better than others in areas pertaining to your godly parent's divine domain and you gain a number of features relating to the domain of your godly parent. Demigods can choose 2 traits from the Domain Lists. If your parent has multiple domains, you can spread the 2 out in any way you want between the Domain Lists. Below follows a list, far from exhaustive, of Domain Lists from which you can pick your traits provided you meet the prerequisites:
General Traits
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Death Resistance. 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.
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Divine Awareness. The world tells you all its secrets and reveals every deception. You can sense all creatures within 10 feet of you and know if any of those creatures tells you a lie.
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Environmentally Adapted. Your body is more resilient than most. You’re acclimated to high altitudes, including elevations above 20,000 feet. You're also naturally adapted to all extreme environments, as described in chapter 5 of the Dungeon Master’s Guide.
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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.
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Heart of a Hero. You can cast the heroism spell on yourself three times per long rest with this trait, requiring no material components. Charisma is your spellcasting ability for this spell.
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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.
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Skilled. You are naturally adept at a particular set of skills. You have proficiency in three skills of your choice.
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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 5 minutes, 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.
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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 3, and it increases by 3 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.
Ambition Domain:
Strive for Greatness. Endowed with divine ambition, you seek glory and achievement. You know the true strike cantrip and can cast the bless spell at will. Starting at 3rd level, you can cast the heroism and gift of alacrity spells targeting yourself three times per long rest. In addition, you have advantage on all Strength saving throws.
Ward off Failure. To ensure you achieve your goals, you know the importance of shoring up your defenses against failure. You know the resistance cantrip and can cast it as a bonus action targeting yourself. Starting at 3rd level, you can cast the magic circle and death ward spells targeting yourself once per long rest, requiring no material components. In addition, you are immune to being blinded, charmed, and frightened and have advantage on all Intelligence saving throws.
Work Behind the Scenes. You know that in order to achieve your goals, sometimes you must engineer and machinate in the shadows. You know the command cantrip and can cast the disguise self spell at will. Starting at 3rd level, you can cast the mirror image and blur spell once per long rest. In addition, you have expertise in the Stealth and Deception skills, gain the Skulker feat, and have advantage on all Dexterity and Charisma saving throws.
Sabotage the Competition. Sometimes, in order to grasp what you desire, you must clear the field of challenges and eliminate competitors. You can cast the bane spell at will. Starting at 3rd level, you can cast the slow and bestow curse spells, requiring no material components, twice per long rest. In addition, you have expertise in the Intimidation skill.
Ambition Magic. You know the sapping sting cantrip and can cast the hex spell at will. Starting at 3rd level, you can cast the expeditious retreat and enhance ability spells targeting yourself twice per long rest, requiring no material components. In addition, you gain proficiency in one skill, tool, weapon, or language of your choice.
Arcana Domain:
Arcanist. You gain expertise in the Arcana skill and alchemist's supplies and know the magic missile cantrip. In addition, force damage you deal is treated as normal damage if it would have been resisted and is treated as resisted if it would have been nullified because of immunity.
Innate Focus. Your body is a natural conduit for magical energy. You are considered the arcane focus when you cast spells and you know one cantrip of your choice from the sorcerer spell list. Charisma is your spellcasting ability for this spell. In addition, you gain the War Caster feat.
Unravel the Weave. At 3rd level, you can cast the counterspell spell three times per long rest with this trait, requiring no material components. In addition, you have advantage on all Intelligence saving throws and resistance to force damage.
Magical Protection. As a reaction, when you take damage from a spell or other magical effect, you can gain resistance to that damage until the end of your next turn. Once you use this trait, you cannot use it again until you complete a short or long rest. In addition, you have advantage on all Dexterity and Wisdom saving throws.
Magic Initiate. You know two cantrips of your choice from the wizard spell list. When you reach 3rd level, you can pick one spell up to the 4th level and one spell up to the 5th level of your choice from the wizard spell list and can cast them twice per long rest. Intelligence is your spellcasting ability for these spells.
Blood Domain:
Bloodletter. Your divine presence draws blood from inflicted wounds, worsening the agony of your foes. When you deal damage to any creatures that have blood, those creatures suffer additional necrotic damage equal to 2 + your proficiency bonus. In addition, you can cast the blood extraction spell once per long rest, you have expertise in the Intimidation skill, and necrotic damage you deal is treated as normal damage if it would have been resisted and is treated as resisted if it would have been nullified because of immunity.
Hemomancer. Possessing a talent few claim to own, your godly lineage grants you the ability to manipulate and divine blood. You know the guidance and sapping sting cantrips. At 3rd level, you can cast the blood reading and augury spells three times per long rest. When you cast the augury spell in this way, the only material component is at least 1 ounce of a creature's blood. In addition, you have expertise in the Arcana and Insight skills.
Lifeblood. While most blood magic seeks to wound and control, you know what others do not: it can just as easily be used to heal and make one both hearty and hardy. You can cast the infuse blood spell once per short or long rest. In addition, you have resistance to necrotic, poison, and acid damage, are immune to diseases and being poisoned, and your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
Bloodbending. Your divine parent has passed unto you the dark knowledge of controlling and corrupting the very blood that courses through the bodies of the living. You know the blood boil and hemokinesis cantrips. Starting at 3rd level, you can briefly control a creature's actions against their will by manipulating the blood within their bodies. As an action, you target a Large or smaller creature that has blood within 60 feet of you. That creature must succeed on a Constitution saving throw against your spell save DC or immediately move up to half of their movement in any direction of your choice and make a single weapon attack against a creature of your choice within range. Dead or unconscious creatures automatically fail their saving throw. Wisdom is your spellcasting ability.
Blood Magic. You know the gore spike cantrip and can cast the ray of sickness spell at will. Starting at 3rd level, you can cast the carnage blast, haste, and slow spells once per long rest. Wisdom is your spellcasting ability for these spells. In addition, you can emit an aura that extends 10 feet out from you. This aura pulses necrotic energy through the veins of nearby foes, causing them to burst and bleed. For 1 minute, any enemy creatures with blood that begin their turn within the aura or enter it for the first time on their turn immediately suffer 1d6 necrotic damage. Any enemy creature with blood that would regain hit points while within the aura only regains two-thirds of the intended number of hit points (rounded up). Once you use this feature, you can’t use it again until you finish a long rest.
Death Domain:
One with the Dead. As an action, you can become undetectable to all undead with a Intelligence of 10 or less. Unless provoked, you remain undetectable to them for 10 minutes. In addition, necrotic damage you deal is treated as normal damage if it would have been resisted and is treated as resisted if it would have been nullified because of immunity.
Raiser. The dead answer your call. At 3rd level, you can cast either the animate dead spell and the speak with dead spell three times per long rest with this trait, requiring no material components. Intelligence is your spellcasting ability for this spell. In addition, you have resistance to necrotic damage.
Turning Defiance. Any undead within 30 feet of you that are allied with you have advantage on saving throws against effects that turn undead. In addition, you and ally undead within 30 feet of you are immune to being frightened and you have expertise in the Intimidation skill.
Deathless. If you drop to 0 hit points but are not killed outright, you may continue to fight as normal, rollings death saves as normal. You regain the ability to do this when you complete a long rest. In addition, if you are stabilized at 0 hit points you may regain 1 hit point and become conscious. In addition, you have resistance to poison damage and your choice of either bludgeoning, piercing, or slashing damage and are immune to diseases and being poisoned.
Death Magic. You know the chill touch cantrip and can cast hex at will. When you reach 3rd level, you can cast the false life spell three times per long rest. Intelligence is your spellcasting ability for these spells. In addition, you have advantage on Constitution saving throws and have resistance to acid damage.
Forge Domain:
Forge-born. Your body is tempered by the warmth of the forge and instinctively knows how to use its productions. You are proficient with the light hammer, mace, maul and warhammer. Your speed is not reduced by wearing heavy armor. In addition, you have resistance to your choice of either bludgeoning, piercing, or slashing damage, have advantage on all Constitution saving throws, and are acclimated to Extreme Heat, as described in chapter 5 of the Dungeon Master’s Guide.
Weaponsmith. Weapons wielded by you, whether they be mundane or magical, give off power as if they have just been pulled from a forge of elemental chaos. At 3rd level, you can cast the elemental weapon spell three times per long rest, requiring only a weapon. Intelligence is your spellcasting ability for it. In addition, your weapon attacks are magical. When you hit with any weapon, the weapon deals an extra 1d6 fire damage
Heart of the Forge. Your chest burns with a fierce heat found in the heart of any forge. You have resistance to fire and cold damage. In addition, you know the fire bolt and control flames cantrips. Intelligence is your spellcasting ability for it.
Forge Mastery. The will to craft to create was forged in your mind along with the skills to do so. You have expertise with artisan's tools, smith's tools, and tinker's tools. In addition, whenever you make an Intelligence (History) check related to forged or crafted equipment, you are considered to have expertise in the Arcana, History, Insight, and Perception skills.
Forge Magic. You know the mending and produce flame cantrips. When you reach 3rd level, you can cast the heat metal spell three times per long rest and the fireball spell twice per long rest. Intelligence is your spellcasting ability for these spells. In addition, you gain the Artificer's Initiate feat and you are immune to being knocked prone.
Grave Domain:
Undead Resistance. Never underestimate the fear those of the Grave Domain cause undead, even the most powerful of liches. You have advantage on all Constitution, Wisdom, and Charisma saving throws. In addition, you are immune to being frightened and are considered to have expertise in the Intimidation skill against undead.
Life Drinker. Life granted to those who would squander it and cause suffering is better put to use by you. You know the sapping sting cantrip. At 3rd level, you can cast the vampiric touch spell three times per long rest with this trait. When you are healed by the spell, you may gain additional hit points equal to 5 + your level once per short rest.
Bane of Undeath. You can magically sense the presence of undead creatures up to 5 miles away. You know the general direction they are in but not the exact location. In addition, you can cast the bane spell at will and necrotic damage you deal is treated as normal damage if it would have been resisted and is treated as resisted if it would have been nullified because of immunity.
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 cannot be revived or raised as an undead by any means short of divine intervention, a wish spell, or the true resurrection spell (in the case of the creature being revived). In addition, you have advantage on Strength saving throws and are immune to diseases and being charmed and frightened.
Grave Magic. You know the toll the dead cantrip. When you reach 3rd level, you can cast the gentle repose spell three times per long rest. Intelligence is your spellcasting ability for these spells. In addition, you have advantage on Dexterity and Intelligence saving throws, have resistance to poison damage, and are immune to being poisoned.
Knowledge Domain:
Prodigy. You have an exceptional capability to learn and soak up information like a sponge. You gain proficiency in any combination of 4 skills, tools, or languages of your choice.
Sharp Mind. Your mind is a fortress, both in its defensive and strategic capabilities. You have resistance to psychic damage. In addition, you can cast the intellect fortress spell three times per long rest and have advantage on all Intelligence saving throws.
Keen Insight. You know the true strike cantrip and can cast the identify spell at will. In addition, you have expertise in the Insight skill, gain the Keen Mind feat, can cast the detect thoughts spell three times per long rest, and have advantage on all Wisdom saving throws.
Calculated Defense. You analyze your environment and your opponent's every move, knowing their movements and actions sometimes before even they do. You can use your Intelligence score in place of your Strength, Dexterity, or Constitution score when you are forced to make a Strength, Dexterity, or Constitution saving throw. In addition, you can cast the gift of alacrity spell twice per long rest.
Lore Magic. You know the message cantrip. When you reach 3rd level, you can cast the legend lore spell once per long rest, requiring no material components. In addition, you gain the Linguist feat, can read all writing, and have advantage on all Charisma saving throws.
Life Domain:
Eke Out Life. Your touch can save the lives of others and even cause wounds and injuries to heal instantly. You know the spare the dying cantrip. In addition, when you cast this spell, you may heal the target creature for 2d8 + your Charisma modifier once per long rest. This healing only applies if the target of the spell has 0 hit points. In addition, you have expertise with a healer's kit.
Blessed Healer. Even when all hope seems lost, your healing powers will always shine like a light in the dark. You can cast the healing word spell twice time per long rest. At 3rd level, you can cast the revivify spell once per long rest, requiring no material components. In addition, when you roll dice to determine how much health you restore to a creature, you automatically heal the target for the highest amount of healing possible. For instance, if you were to roll 2d6 healing, you automatically restore roll a 12.
Life-giver. You are an exceptional conduit for the magic that gives life. When you regain hit points or you cause another creature to regain hit points, they gain additional hit points equal to your level. Once you use this trait, you can't use it again until you complete a short or long rest. In addition, you have expertise in the Medicine skill.
Perfect Health. You are exceptionally healthy, having never been ill, suffered from poor hygiene, or been bedridden. You have resistance to necrotic and poison damage and are immune to diseases and being poisoned. In addition, three times per long rest, you can touch a creature and remove a condition affecting it. This can include diseases, spells like geas and feeblemind, and even petrification.
Life Magic. You know the guidance cantrip. When you reach 3rd level, you can cast the mass cure wounds and protection from good and evil spells twice per long rest. In addition, you gain the Healer feat and have advantage on all Constitution, Wisdom, and Charisma saving throws.
Light Domain:
Solar Affinity. You carry a light in your chest wherever you go, and it is in the brightest of light that you feel the most vigorous. You know the light and sacred flame cantrips. In addition, when you complete a short rest in an area of bright sunlight you regain the maximum number of hit points from expending Hit Die.
Light Bringer. The night is darkest just before the dawn. At 3rd level, you can cast the daylight spell three times per long rest, requiring no material components. In addition, as a bonus action, you start to shed bright light in a 10-foot-radius and dim light for an additional 10 feet. This lasts until you end it as an action or are incapacitated.
Solar Resistance. The sun blesses you with burning light in your soul that pushes back even the darkest of nights. You are resistant to fire, radiant, and necrotic damage. In addition, you are immune to being blinded and have advantage on all Constitution and Charisma saving throws..
Call of Adoration. You have an enchanting beauty to you. If you spend 1 minute conversing with a creature, you can attempt to seed within it overwhelming love for you. At the end of the minute, you can use an action to force the creature to make a Wisdom saving throw. The save automatically succeeds if the target is immune to being charmed. On a failed save, the target is charmed by you for 10 minutes. This effect immediately ends if the target or any ally it can see is attacked or takes damage. On a successful save, the creature is unaffected and has no inkling of your attempt to bend its will. Charisma is your spellcasting ability for this trait.
Light Magic. You know the word of radiance cantrip. When you reach 3rd level, you can cast the scorching ray spell twice times per long rest. Charisma is your spellcasting ability for these spells. In addition, your weapon attacks are magical. When you hit with any weapon, you may choose whether the weapon deals an extra 1d6 radiant or fire damage.
Mind Domain:
Clairvoyant. The locating and collection of information can often be as valuable as the information itself. You know the true strike cantrip. At 3rd level, you can cast the clairvoyance and fortune's favor spells once per long rest with this trait, requiring no material components. When rolling for initiative, add d4 to the result.
Deceptive Illusions. With your incredible mental prowess, you are able to deceive your foes with carefully crafted illusions. You know the minor illusion cantrip and can cast the disguise self spell at will. At 3rd level, you can cast the mirror image spell twice per long rest. In addition, you are immune to being charmed and frightened.
Telekinetic Potential. You are gifted with psychokinetic power capable of moving physical matter with but a thought. You can cast the magic missile spell at will and gain the Telekinetic feat. At 3rd level, you can cast the shield and hold person spells once per long rest. In addition, you have resistance to force damage.
Gifted Telepath. Given a mind like no other from your divine parent, you are able to converse and weaponize your thoughts. You know the mind sliver cantrip and gain the Telepathic feat. The creature can understand you regardless of the language you speak and it has the ability to respond to you telepathically. In addition, you have resistance to psychic damage.
Mind Magic. You can cast the command spell at will. At 3rd level, you can cast the modify memory or enemies abound spells once per long rest. Additionally, you have advantage on all Intelligence, Wisdom, and Charisma saving throws and psychic and force damage you deal is treated as normal damage if it would have been resisted and is treated as resisted if it would have been nullified because of immunity.
Nature Domain:
Forest-born. You were born to the forest and you know it better than anyone. You have expertise in the Nature skill. In addition, you can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. You gain advantage on Dexterity (Stealth) checks made to hide in natural environments.
Sibling of the Beasts, Tongue of Trees. The beast of the forest raised you one way or another and the trees speak to you, the rustle of leaves, the sway, and wane of the oak are as clear as to you as a spoken word. Through sounds and gestures, you can communicate with beasts as if under the effect of the speak with animals spell. Whenever you make a Charisma (Persuasion) check towards beasts, you are considered to have expertise in the Persuasion skill. In addition, you can communicate with plants as if under the speak with plants spell
Earthshaker. The very earth listens to your will. You know the mold earth cantrip. At 3rd level, you can cast the erupting earth spell three times per long rest, requiring no material components. In addition, you are immune to being knocked prone and have advantage on all Strength saving throws.
Naturalist. Nature grows where you tell it to grow and flourishes when you demand it to do so, lashing out or bolstering you. You know the thorn whip cantrip. At 3rd level, you can cast the plant growth spell three times per long rest, requiring no material components, Wisdom is your spellcasting ability for these spells. In addition, you have expertise with an herbalism kit, have resistance to poison damage, and are immune to diseases and being poisoned.
Nature Magic. You know the druidcraft cantrip. When you reach 3rd level, you can cast the spike growth and stoneskin spells one time per long rest. Wisdom is your spellcasting ability for these spells. In addition, you have advantage on all Constitution saving throws and have resistance to acid and necrotic damage.
Order Domain:
Discipline. In order to establish order, first all must be made knowable and therefore controllable through disciplining. You know the true strike cantrip and can cast the identify spell at will. Starting at 3rd level, you can cast the detect magic, detect evil and good, detect poison and disease, and detect thoughts spells once per long rest. In addition, you have expertise in the Insight skill.
Punish. Part of the maintenance of order is the persecution of all that threatens the careful balance of things. Your weapon attacks are magical. When you hit with any weapon, the weapon deals an extra 1d6 psychic damage and an additional 1d6 psychic damage if it is of a non-good alignment. Starting at 3rd level, you can cast the banishment spell three times per long rest, requiring no material components. When you cast it in this way, the duration of concentration on the spell is increased to 5 minutes.
Call of Authority. Your words have a certain magic to them if toned right. If you spend 1 minute conversing with a creature, you can attempt to instill it with dread of committing infractions. At the end of the minute, you can use an action to force the creature to make a Wisdom saving throw. The save automatically succeeds if the target is immune to being charmed. On a failed save, it is charmed for 10 minutes and drops what it is holding. This effect immediately ends if the target or any ally it can see is attacked or takes damage. On a successful save, the creature is unaffected and has no inkling of your attempt to bend its will. Charisma is your spellcasting ability for this trait.
Law's Protection. Well-crafted laws establish legitimate systems of protection for all. You gain a permanent bonus of +1 to your AC and know the blade ward cantrip and can cast the alarm spell at will. You can cast the blade ward cantrip as a bonus action. In addition, you can cast the protection from evil and good and protection from energy spells three times per long rest and are immune to being frightened.
Order Magic. You can cast the command spell at will. Starting at 3rd level, you can cast the heroism, sanctuary, mass healing word, and zone of truth spells once per long rest. In addition, you gain advantage on all Charisma saving throws, have expertise in the Persuasion skill, and have resistance to your choice of either bludgeoning, piercing, or slashing damage.
Peace Domain:
Peacemaker. You are blessed with an innate ability to foster peace wherever you go. You know the friends cantrip. Starting at the 3rd level, you can cast the calm emotions spell three times per long rest. In addition, you have expertise in the Insight and Persuasion skills, have resistance to necrotic damage, and have advantage on all Charisma saving throws.
Empathic Bond. You have the divine ability to forge an empowering emotional bond among people who are at peace with one another. As an action, you choose a number of willing creatures within 30 feet of you (this can include yourself) equal to 1 + your proficiency bonus. You create a magical bond among them for 10 minutes. While any bonded creature is within 30 feet of another, the creature can roll a d6 and add the number rolled to an attack roll, an ability check, or a saving throw it makes. Each creature can add the d6 no more than once per turn. You can use this feature once per long rest. Starting at 3rd level, you can cast the warding bond spell three times per long rest, requiring not material components.
Defend Peace. As a child of peace, you know the importance of being able to defend such a fragile thing as peace when it is threatened. You know the blade ward cantrip and can cast the sanctuary spell at will. Starting at 3rd level, you can cast the heroism, bless, and aid spells once per long rest, requiring no material components. When cast in this way, the bless spell can target a number of targets equal to 3 + your proficiency bonus and the aid spell increases each target's maximum and current points by an amount equal to 4 x your proficiency bonus. In addition, you gain resistance to your choice of bludgeoning, piercing, or slashing damage and are immune to to being frightened.
Sympathetic Healing. You are exceptionally skilled at using your empathic talents to heal others. As an action, you can sacrifice some of your health to mend another creature's injuries. You take 4d8 unreduceable necrotic damage, and one creature of your choice that you can see within 30 feet regains a number of hit points equal to twice the necrotic damage you take. You can use this trait twice per long rest. Starting at 3rd level, you can cast the healing word, lesser restoration, and beacon of hope spells once per long rest. When cast in this way, the healing word spell uses 3d4 die rather than 1d4.
Peace Magic. You can cast the charm person and sleep spells twice times per long rest. Starting at 3rd level, you can target a number of targets with the charm person spell equal to 1 + your proficiency bonus and you can roll 8d8 with the sleep spell instead of 5d8. In addition, you are immune to being charmed, have advantage on all Wisdom saving throws, and when you target a creature immune to being charmed, you may ignore that creature's immunity. Instead, that creature has advantage on saving throws against being charmed.
Strength Domain:
Strength of Faith. As a child of a deity of strength, you recognize that spiritual strength alongside physical strength reaps its own unique rewards. You can cast the divine favor spell at will. In addition, you gain expertise in the Religion skill, are immune to being frightened, and when you deal damage to a target, that targets suffers additional radiant damage equal to 1 + your proficiency bonus.
Bodily Fortitude. Blessed with a divinely durable body, you are able to resist and endure more than the average mortal. You have resistance to necrotic, poison, and your choice of either bludgeoning, piercing, or slashing damage, and you are immune to diseases and being poisoned. In addition, you have advantage on all Constitution saving throws, and your hit point maximum increases by 2, and it increases by 2 every time you gain a level
Heavy Hitter. To get into a brawl with you is to ask for trouble. Your fists are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d8 + your Strength or Dexterity modifier. In addition, when you make an unarmed strike against a creature within 5 feet of you, you can make one unarmed strike as a bonus action. When you make such an attack, you can force the creature to make a Strength (Athletics) or Dexterity (Acrobatics) saving throw or be grappled. You can use this feature three times per long rest.
The Strong Inherit. In a world of monsters, magic, and other demigods, only the truly strong will have what it takes to overcome all the odds. You can cast the heroism spell at will. Wisdom is your spellcasting ability for this spell. In addition, you have advantage on all Strength saving throws, have expertise in the Athletics skill, gain the Athlete feat, and can use your Strength score in place of your Wisdom score when you are forced to make a Wisdom saving throw.
Strength Magic. You have advantage on breaking out of grapples, bindings, and saving throws against being paralyzed, and you are immune to being knocked prone. Starting at 3rd level, you can cast the protection from evil and good, protection from poison, protection from energy, and haste spells once per long rest.
Solidarity Domain:
Lead the Way. The bond you share with your allies is unshakeable as you help them to realize their fullest potential. You can cast the guiding bolt and heroism spell three times per long rest. Starting at 3rd level, you can cast the crusader's mantle spell three times per long rest. In addition, you have resistance to necrotic and poison damage, are immune to diseases and being poisoned, and have the Inspiring Leader feat. Allies within 15 feet of you also gain the damage resistances and condition immunities you receive from this trait.
Divine Aid. You are at your strongest when you are actively helping those around you, ensuring that they do not face the horrors of battle alone. When you take the Help action to aid an ally’s attack, you can make one weapon attack with advantage as a bonus action. When you make such an attack, the attack deals an additional 1d6 radiant damage. In addition, you know the guidance cantrip. Starting at 3rd level, you can cast the bless and aid spells three times per long rest, requiring no material components.
Stronger Together. Though you may be strong on your own, your strength is multiplied when among your allies. You know the green-flame blade and true strike cantrips. Starting at 3rd level, you can cast the gift of alacrity and enhance ability spells twice per long rest, requiring no material components. In addition, you are immune to being charmed, frightened, or paralyzed, and when you are within 15 feet of an ally, your weapon attacks are magical. When you hit with any weapon, the weapon deals an extra 1d6 radiant damage. Allies within 15 feet of you also gain the condition immunities you receive from this trait.
Collaborative. Standing beside your allies and aiding them is a divine blessing in itself. You can cast the shield of faith, warding bond, and freedom of movement spells twice per long rest, requiring no material components. In addition, you have resistance to your choice of either bludgeoning, piercing, or slashing damage, and you have advantage on Strength, Dexterity, and Wisdom saving throws. Allies within 15 feet of you also gain the damage resistance and advantage on the saving throws listed in this trait.
Solidarity Magic. You know the blade ward and message cantrips. Starting at 3rd level, you can cast the mass healing word, remove curse, beacon of hope, and death ward spells once per long rest, requiring no material components. In addition, once per long rest, when a creature within 15 feet of you makes an attack roll, you can use your reaction to grant that creature a bonus to the roll equal to 5 + your proficiency bonus. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.
Tempest Domain:
With the Blizzard Winds. You, like the cutting winter wind, are always moving, always flowing, and always brutal. You gain the Mobile feat, and you can take the Dash action as a bonus action. In addition, you know the frostbite cantrip, can cast the gust of wind spell once per long rest, requiring no material components, and can cast the feather fall spell at will. When you cast the gust of wind spell, each creature that starts its turn in the line must also make a Constitution saving throw, taking 2d12 cold damage on a failed save, or half as much damage on a successful one.
Sea-born. You are as adapted for the water as you are for the land. You have a swimming speed equal to your walking speed and can breathe both water and air. In addition, you can cast the fog cloud and create or destroy water spells at will and have advantage on all Dexterity saving throws.
Riding the Storm. You can shoot through the sky like a bolt of lightning on wings made of thundering wind. At 3rd level, you can cast the fly spell three times per long rest, requiring no material components. When you fly in such a way, each creature within 10 feet of you that you passed as you flew must make a Constitution saving throw, taking 1d10 thunder damage on a failed save, or half as much damage on a successful one. In addition, you know the thunderclap cantrip and are immune to being deafened.
Lightning Bringer. You may call forward the destructive wrath of a storm in the form of lightning. You know the shocking grasp cantrip and can cast the call lightning spell once per long rest, requiring no material components. Charisma is your spellcasting ability for this spell. When you cast this spell, it deals 2d10 lightning damage instead of 3d10. At 3rd level, this increases to the spell's normal damage and at 5th level, this increases to 4d10 lightning damage.
Storm-tempered. Your body is tempered by storms and thrives in weather that would disadvantage most. You are resistant to cold, lightning and thunder damage. In addition, you are immune to the negative effects brought on by storms, such as difficult terrain and obscured vision and you have advantage on all Constitution saving throws.
Tempest Magic. You know the lightning whip cantrip. When you reach 3rd level, you can cast the warding wind spell three timers per long rest and the shatter spell once per long rest, requiring no material components. Wisdom is your spellcasting ability for these spells. In addition, you gain advantage on all Strength saving throws when you are not underground and when you deal cold, lightning, or thunder damage to a Large or smaller creature, you can also push it up to 10 feet away from you or toward you.
Trickery Domain:
Light Footed. The slightest let up of one's attack against you is enough for you to recover and begin again. You gain the Mobile feat, can take the Disengage action as a bonus action, and when you do so, you can expend a Hit Die to regain hit points.
Silver Tongued. You speak eloquently and are persuasive in your manner of speech, allowing you to get around most obstacles with your words. You know the friends cantrip and gain expertise in both the Persuasion and Deception skills. In addition, you are immune to being charmed and gain advantage on all Charisma saving throws.
Call of Inaction. Your words have a certain magic to them if toned right. If you spend 1 minute conversing with a creature, you can attempt to instill it with overwhelming ennui. At the end of the minute, you can use an action to force the creature to make a Wisdom saving throw. The save automatically succeeds if the target is immune to being charmed. On a failed save, it sits and is incapacitated for 10 minutes. This effect immediately ends if the target or any ally it can see is attacked or takes damage. On a successful save, the creature is unaffected and has no inkling of your attempt to bend its will. Charisma is your spellcasting ability for this trait.
Call of Violence. Your words have a certain magic to them if toned right. If you spend 1 minute conversing with a creature, you can attempt to leave a simmering violence in its mind. At the end of the minute, you can use an action to force the creature to make a Wisdom saving throw to resist feeling violent urges against one creature you describe to it or name. The save automatically succeeds if the target is immune to being charmed. On a failed save, the target attacks the chosen creature if it sees that creature before 10 minutes ends, using weapons or spells against a creature it was already hostile toward or unarmed strikes against an ally or a creature it was neutral toward. Once the fight starts, it continues to attack for a minute before this effect ends. This effect immediately ends if the target or any ally it can see is attacked or takes damage from any creature other than the one it has been incited against. On a successful save, the creature is unaffected and has no inkling of your attempt to bend its will. Charisma is your spellcasting ability for this trait.
Trickster Magic. You know the vicious mockery cantrip and can cast the alter self spell at will. When you reach 3rd level, you can cast the nystul’s magic aura and mirror image spell once per long rest. Charisma is your spellcasting ability for these spells. In addition, you gain advantage on all Dexterity and Intelligence saving throws and gain the Actor feat.
Twilight Domain:
Ethereal Sight. Blessed with the ability to peer into the liminal spaces of the world, you can see beyond the veil. You can see 30 feet onto the Ethereal Plane while on the material plane. In addition, you have expertise in the Perception skill and gain the Observant feat.
One with the Shadows. The darkness of the night is your closest confidante, obscuring you from harm. You can take the Hide action as a bonus action while in dim light, shadows, or darkness. In addition, you have expertise in the Stealth skill and gain the Shadow Touched feat.
Moon Child. Being kin to the moon, you are innately gifted with some of its mystic qualities. You can cast the sleep spell at will. At 3rd level, you may roll 7d8 when casting it, and at 5th level, you may roll 10d8 when casting it. In addition, you can cast the moonbeam spell once per long rest, you are immune to being charmed, and you no longer need to sleep and can’t be forced to sleep by any means.To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as reading or keeping watch.
Guardian of the Night. While others may dread the night, you are an indomitable bastion of the darkness and twilight. You gain the Alert feat. In addition, you can see normally in darkness, both magical and nonmagical, to a distance of 120 feet, are immune to being frightened, and have advantage on all Constitution, Intelligence, and Wisdom saving throws.
Twilight Magic. You know the dancing lights cantrip and can cast the detect evil and good spell at will. When you reach 3rd level, you can cast the bane and bless spells three times per long rest and the arms of hadar or darkness spells once per long rest. When you cast the arms of hadar spell, it deals, 5d6 necrotic damage. In addition, your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
War Domain:
Tactical Striker. To get into a brawl with you is to ask for trouble. Your fists are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d6 + your Strength or Dexterity modifier. In addition, when you make an unarmed strike against a creature within 5 feet of you, you can make one unarmed strike as a bonus action. When you make such an attack, you can force the creature to make a Constitution saving throw or be stunned until the end of your next turn three times per long rest.
Martial Expertise. You are a master of martial combat. You gain proficiency in two martial weapons of your choice. While wielded by you, these weapons are considered magical for the purpose of overcoming damage resistances and immunities. In addition, you gain expertise in the Athletics skill, have advantage on all Strength saving throws, and may learn one Fighting Style option from the Fighter class. If you already have a style, the one you choose must be different.
Protective Shroud. You have an invisible veil of divinity that protects you from harm. While unarmored, your Armor Class is equal to 13 + your Dexterity modifier. You can still receive this bonus while wielding a shield. In addition, you have advantage on breaking out of grapples, bindings, and saving throws against being paralyzed and resistance to your choice of either bludgeoning, piercing, or slashing damage.
Winding Attack. When you land a well-placed strike the effect is potent enough to wind even the most powerful foes. 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 damages of the critical hit. In addition, when you do this you may make a shove attack as part of the same attack.
War Magic. You know the green-flame blade and blade ward cantrips. When you reach 3rd level, you can cast the compelled duel and spiritual weapon spells twice per long rest. Wisdom is your spellcasting ability for these spells. In addition, you gain the Athlete feat and you weapon attacks are magical. When you hit with any weapon, the weapon deals an extra 1d6 of the weapon's primary damage type.
Zeal Domain:
Burning Passion. As a child born of a god of zealousness, the flames of intense emotion are no stranger to you--in fact, they are your most powerful weapons. You know the produce flame and fire bolt cantrips. Starting at 3rd level, you can cast the searing smite spell three times per long rest. When you cast the searing smite spell in such a way, the damage dice are 1d8 instead of 1d6. You have resistance to fire damage and are immune to being frightened.
Consuming Devotion. While others can indeed be devoted to their cause and patron deity, your zeal for your divine parent can be channeled into truly unchecked ferocity. Starting at 3rd level, when you roll for attack damage, you can deal maximum damage instead of rolling for a single turn. Once you use this trait, you cannot use it again until you complete a long rest. In addition, you have resistance to radiant damage and have expertise in the Religion skill.
Thunderous Fervor. When impassioned, your zeal demands to be heard like the echoing roar of thunder. You know the booming blade and thunderclap cantrips. Starting at the 3rd level, you can cast the thunderous smite spell three times per long rest. When you cast the thunderous smite spell in such a way, the damage dice are 2d8 instead of 2d6. You have resistance to thunder damage and are immune to being deafened.
Swift Dedication. Your zeal grants you a rapidity of movement and action unparalleled. When you use the Attack action, you can make one weapon attack as a bonus action. You can use this feature a number of times equal to your proficiency modifier per long rest. Starting at 3rd level, you can cast the longstrider spell at will as a bonus action and the haste spell once per long rest. In addition, you gain the Mobile feat.
Zeal Magic. You know the sacred flame cantrip and can cast the divine favor spell at will. Starting at 3rd level, you can cast the crusader's mantle spell twice per long rest. Charisma is your spellcasting ability for these spells. In addition, fire, thunder, and radiant damage you deal is treated as normal damage if it would have been resisted and is treated as resisted if it would have been nullified because of immunity.
Domain Sense
Demigods have a limited ability to sense events involving their domains. You automatically sense notable events and minor events within 5 miles that involves your domains. When a demigod senses an event, it merely knows that the event is occurring and where it is. The demigod receives no sensory information about the event. For example, if a demigod of the Nature Domain was within 5 miles of a forest fire, it would become aware of it and where it is happening. If it was over 5 miles away, it would not be able to sense the event.
Languages
You can speak, read, and write Common and Celestial.
Previous Versions
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