Asura Demigod (5e Race)

From D&D Wiki

Jump to: navigation, search
Padlock.png
The primary contributor has requested no further edits to this page by anonymous users
The user above has requested no further edits to this page by anonymous users. This page is considered complete and balanced to a degree. As such, the page has been locked so that only registered users can edit it. If you are an IP user and wish to make alterations to this page, or you see an error, please discuss it on the talk page. If this page is not fully protected, please either contact an administrator or remove this template.
This content deviates from 5th edition standards. Its use could dramatically alter campaigns, take extreme care. DesignDisclaimer.png
Caution - Here there be monsters!
LookClosely.png
This content intends to provide a different experience, or goes beyond the scope of the anticipated subjects and situations, than the 5th edition rules were intended to handle. Some portions of the content below may not be what you expect from traditional game content. When implementing this content, DMs and Players should read over all the information carefully, and consider the following specific notes of interest:
This race is, quite blatantly, more powerful than other races... but won't be game-breaking or spotlight-stealing in epic campaign settings. Still, you should ask your GM before using this background.


Asuran Demigod

That's what being a demigod was all about, not quite belonging in the mortal world or on the Outer Plane but trying to make peace with both sides of their nature.

A storied race in many senses, asura are an ancient race that are said to be lacking in the self control their human descendants have. There are many stories of their origins and motivations - who they answer to or why they do what they do - but all of them point back to the gods, and a divine purpose for their existence.

Demigods look like members of their mortal lineage, although they tend to have more ideal bodies due to their godly parentage, epitomizing the height of their mortal species and usually have traits carried from their godly parent. This can range from simple physical characteristics such as common eye or hair color; similar facial shape or voice. However, the biggest giveaway of their divine origin is the bright red, almost golden colored blood that runs through their veins that resembles a godly ichor.

Physical Description

507-5071436_ben-nelson-drole-seven-deadly-sins-hd-png.png
A depiction of an Asura Demigod

The asura take many forms, all of them humanoid, and their most distinct feature is their six arms. An Asuran Demigod retains some of this feature, retaining two pairs of arms while losing the third. The stories, and the cultures that birthed them, believed that this was due to their greater power when compared to humans - more arms, more overall strength of body or spirit. Whatever the case may be, it is evident from afar that an asura is no ordinary humanoid. There are many recorded instances of asura having three faces, or wearing three masks despite having just one face. They are often vaguely human sized, if slightly larger, and most often have hair on the short side that billows up or stands on end.

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 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 often becomes 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 are told in legend, that is their history. Such legends are Achilles, the hero of the great Trojan war, the famed Heracles and his many exploits, Karna, the son of the Sun god Surya, Bragi, son of Odin and so on. Each forged a legend of themselves through their great and not so great deeds and it is by the legends they live on.

It is said that asura were created to be servants to the gods, and gifted power and knowledge to carry out this task. Unfortunately, their wild personalities gave rise to many wars and conflict, resulting in various splits in their race that would eventually cement them in history as "lesser creatures." Given distinctions based on which god they served, or reviled for their strange powers and disturbing figures, asura were perpetually divided and used by those more composed than they.

Most asura are long since gone, having died, been transformed into another race, or wiped from existence by an angry god. The few that remain seclude themselves in temples, some seeking to control the wild energy within and others seeking to hone it as a weapon. Ultimately, an asura will always be an incredible sight to behold. The few Asura Demigods in existance were created by a union of a diety and an Asura, thus transforming the once inferior race to demigodhood

Deific Tell

Many beings including yourself 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 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, on the other side of the coin, they may react violently to your presence as not all demigods are the spawn of good-aligned deity's and 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 simply be too interesting to pass up and mischievously follow you from place to place.

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 Havens of Mount Celestia would have a very different name to one brought up within a humble house in Waterdeep. Asura use names based on Hindu tradition, and their system of writing is said to have birthed Sanskrit. The names of well-known demigods are as follows.

Male: Achilles, Arcas, Belleroph, Heracles, Perseus, Theseus, Romulus, Remus, Karna, Vali, Bragi, Shukra, Vritra, Sambara, Madhu, Kaitabha

Female: Annabeth, Bianca, Draupadi, Diana, Elizabeth, Harmonia, Helen, Thalia, Holika, Durga, Simhika, Diti, Mandodari

Asuran Demigod Traits

The multi-armed offspring of a god and an Asura, a hero of days, a Demigod.
Ability Score Increase. Your ability scores increase depending on your godly parents Divine Domain.
Age. Demigods reach physical maturity in their late teens and live for 100 years naturally, showing no signs of age. When they reach 100 years of age they continue to live on sustained directly by their godly parent or if their godly parent does not wish to they may sustain their selves through gaining their own renown and worship.
Alignment. Demigods are as varied as their mortal and godly parents, although they always feel a strong inclination towards the alignment of their godly parent.
Size. Asura tend to be much larger than humans with more powerful builds. You range from 7 to 13 feet tall. Your size is Large.
Speed. Your base walking speed is 40 feet.
Fated. The threads of fates 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.
Divine Domain. You are innately better than others in areas pertaining to your godly parent's divine domain. Choose an option from the Divine Domain Ability Score Increases that pertains to your godly parent's domain.
Divine Portfolio. Your godly parent has dominion over a specific portfolio. Choose an option from the Divine Portfolio Traits that pertains to your parent's divine domain. This must be the same as the option you picked for your divine domain trait.
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.
Asuran Prodigy. You are gifted with superior martial prowess that is accented by your multilimbed body. You have four arms instead of two; these additional limbs can hold objects and wield weapons as normal. Your arms get in each other's way at times; while wielding a two-handed weapon, you cannot benefit from a shield or wield a second two-handed weapon. You have a climbing speed equal to your walking speed and armor must be tailored to fit you due to your unique frame.
Multi-Weapon Mastery. Born with four arms, you have learned to fight using all of them at once. You gain the following benefits: Whenever you take the Attack action during your turn, you may make additional weapon attacks or unarmed strikes using your extra arms, to a maximum of 3 additional attacks in total from your extra arms. You must have a weapon in each arm you use for this, and the attacks have a -2 penalty to their attack rolls. Fighting so extensively with your lower arms forces you to leave yourself open or move into extremely close range. Each time you hit with attacks granted by this feat, any attack against you is at advantage until the start of your next turn.
Portfolio Sense. Demigods have a limited ability to sense events involving their portfolios. You automatically sense notable events and minor events within 5 miles that involves your portfolio. 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 portfolio was within 5 miles of a forest fire it would become aware of it and where it is happening. If it was 10 miles away it wouldn't have any idea but if that forest fire broke the seal on an ancient evil that their godly parent or some other nature god locked away you would become aware of it as well as the location of the site.
Languages. You can speak, read and write Common and all demigods have the innate ability to speak, read and write Celestial. Whether they discover this by meeting an angel or when a traveling aasimar got a peek at their scribbles as a child is, it is ultimately up to you. Celestial as a language sounds like a heavenly choir when spoken, and is written with a grace and fluidity that no mortal language has replicated.

Avatar of Destruction

Your ability scores increase based on the Divine Domain of your godly parent. If your godly parent has more then one Divine Domain then pick one of those they have to be aligned with. The domains for Asura are War, Death and Dominion.

Death: Your Constitution score increases by 2, and your Wisdom score increases by 1.

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

Vengeance: Your Strength score increases by 1, your Constitution score increases by 1, and your Wisdom score increases by 1.

Divine Portfolio Traits

You can pick one of the traits below provided you meet the divine domain prerequisite.

General Traits

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.

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.

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 Hero

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.

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.

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.

Portfolio Specific

Death

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, you have resistance to necrotic damage.
Raiser. The dead answer your call. At 3rd level, you can cast either the animate dead spell or the speak with dead spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Wisdom is your spellcasting ability for this spell.
Soulsight. You can see the essence of others through sight alone. You have darkvision within 60 feet. In addition, you have soulsight, which allows you to see the souls of all creatures within 60 feet of you. This allows you to see invisible creatures and discern the creature type of any living creature within range. This sight penetrates walls and objects and those without souls such as undead and constructs can't be detected using soulsight.
Defier. 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.
Death Magic. The magic of necromancy. You know the toll the dead[1] cantrip. When you reach 3rd level, you can cast the false life 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 ray of enfeeblement spell once and need to finish a long rest before you can cast it again. Wisdom is your spellcasting ability for these spells.

War

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 can make one unarmed strike as a bonus action.
Martial Expertise. You are a master are 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.
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.
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. The magic to bend and break your opponents. You know the green-flame blade[2] cantrip. When you reach 3rd level, you can cast the compelled duel 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 spiritual weapon spell once and need to finish a long rest before you can cast it again. Wisdom is your spellcasting ability for these spells.

Vengeance

Death's 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. You are undetectable to all undead with a Intelligence of 10 or less. Unless provoked you remain undetectable to them unless they pass a DC 18. In addition, you have resistance to necrotic 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.
Soulsight. You can see the essence of others through sight alone. You have darkvision within 60 feet. In addition, you have soulsight, which allows you to see the souls of all creatures within 60 feet of you. This allows you to see invisible creatures and discern the creature type of any living creature within range. This sight penetrates walls and objects and those without souls such as undead and constructs can't be detected using soulsight.
Defier. 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.
Domination Magic. The magic to bend your opponents to your will. You know the green-flame blade[3] and the toll the dead[4] cantrips. When you reach 3rd level, you can cast the compelled duel and animate dead spells once each and need to finish a short rest before you can cast them again. When you reach 5th level, you can also cast the spiritual weapon and crown of madness spells once without the need for components and need to finish a short rest before you can cast them again. Wisdom is your spellcasting ability for these spells.

Racial Feats: Divine Gift

Normally a feat represents a talent or an area of expertise that gives a character special capabilities. It embodies training, experience, and abilities beyond what a class provides. Demigods like every other race can receive these as well, however, they can also receive gifts from their godly parent represented in the form of a racial feat. At certain levels, your class gives you the Ability Score Improvement feature. Using the optional feats rule, you can forgo taking that feature to take this racial feat instead. You can take this feat multiple times and if you ever lose this feat's prerequisite, unlike normal feats, you can still use it.

Divine Gift

Prerequisite: Be of good or neutral standing with your godly parent

  • The primary or secondary ability score of your Divine Domain increases by 1.
  • You may choose a Divine Portfolio Trait of your choice that you don't already have, as long as you meet its prerequisites.

References

  1. Xanathar's Guide To Everything pp.169
  2. Sword Coast Adventure's Guide pp.143
  3. Sword Coast Adventure's Guide pp.143
  4. Xanathar's Guide To Everything pp.169



Back to Main Page5e HomebrewRaces

Home of user-generated,
homebrew pages!


Advertisements: