Demigod, Variant 2 (5e Race)
Demigod[edit]
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.
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; to 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.
Spark of Divinity[edit]
Demigods are born when a Spark of divine power is put in a woman during pregnancy, the divine strenght will empower the unborn child, in some cases giving them special powers. However this process is not flawless, and only a few of the kids obtain their powers. This process can be willingly be done by a god, or maybe some mortal may do this secretly, to obtain a warrior blessed by divine powers
Champion Call[edit]
The world is a dangerous place, evil is lurking in every corner, obscured necromancers are raising armi of the dead, evil warlords amass cast armies to conquer and pillage. In such dark times the world calls for a hero. While mortals can choose to answer the champion call, for demigods it's different, they are compelled to act, their nature forces them to do something. No demigod can just stay idle and enjoy a peaceful life, there will always be something that forces them to act, either fate or their nature
Dark Urges[edit]
Some demigods might rebel to their cruel fates of being forces in battle after battle, enduring losses and tragedy. Their nature forces them to act, but not always for good, some may ally themselves with the forces of evil, rising in their ranks until they become the same calamity that their kin is Born tò destroy
No Place in the World[edit]
Demigods tend to feel and be out of place in nearly
Deific Tell[edit]
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 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 who 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 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 deities 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 too interesting to pass up and mischievously follow you from place to place.
Demigod Names[edit]
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. The names of well-known demigods are as follows.
Male: Achilles, Arcas, Belleroph, Heracles, Perseus, Theseus, Romulus, Remus, Karna, Vali, Bragi
Female: Annabeth, Bianca, Draupadi, Diana, Elizabeth, Harmonia, Helen, Thalia
Demigod Traits[edit]
The offspring of a god and a mortal, a hero of days, a Demigod. Ability Score Increase. increase One of your ability scores by 2 and another by 1 Age. Demigods reach physical maturity in their late teens and live for 100 years naturally, showing no signs of age. It is unknown when or even if demigods can die of old age, all of them perish in battle 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. Demigods vary in height and built due to their humanoid parents coming from a variety of races, however, they always appear within the taller ranges and stronger builds of their mortal sides race. Your size is the size of your parent race. 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. |
Divine Sight. your eyes are far better than those of normale mortals, you can see perfectly and in fine details up to 1 mile distance. You have a darkvision of 120 feet, and can see even in magical darkness |
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. |
Mortal Parentage. Even though it is your godly parent that makes you special, you still have a mortal parent. While you don't receive any of the racial traits that your mortal parent has. Your mortal parent must be humanoid and you physically resemble that race in its most epitomized form. You retain your mortal parents racial features |
skilled. you gain proficiency in 3 different skills of your choice |
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. Subrace. the subrace is dependant on your portfolio |
Divine Portfolio Traits[edit]
You can pick one of the traits below provided you meet the divine domain prerequisite.
General Traits[edit]
Select one of the general traits below, provided you meet the divine domain prerequisites. Then select your portfolio, as you will gain all of them as you increase in level.
- Death Resistance.
Your divine power pushes your body to continue living
- 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 tell 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. Such as cold Tundras or Arid desert. Being in such enviroments does not harm you nor impose any disadvantage, you consume resources such as water and food like you were in normal traveling conditions
- The Battle is not Over
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 once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest.
- 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 glimpse 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 than 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 turn the tides against most magical effects. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
Portfolio Specific[edit]
Arcana[edit]
Arcanist. You are proficient in the Arcana skill and whenever you make an Intelligence (Arcana) check related to magic, you add double your proficiency bonus to the check
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 any spell list.
Unravel the Weave. At 5th level, you can cast the counterspell spell at the lowest level once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest.
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. You can use this trait a number of times equal to your Charisma, Wisdom or Intelligence modifier (your choice) and regains all uses when you finish a long rest
Magic Initiate. You know one cantrip of your choice from any spell list. When you reach 3rd level, you can pick one spell of your choice from the wizard spell list and cast it once. When you reach 5th level, you can also cast the heat metal spell once and need to finish a long rest before you can cast it again. When you cast either of these spells you need to finish a long rest before you can cast that spell again.
Death[edit]
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.
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, rolling 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. Intelligence is your spellcasting ability for these spells.
Forge[edit]
Forgeborne. 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’re acclimated to Extreme Heat, as described in chapter 5 of the Dungeon Master’s Guide.
Weapon Forger. 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[2] spell once with this trait, requiring only a weapon, and you regain the ability to cast it this way when you finish a long rest. Intelligence is your spellcasting ability for it.
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 produce flame cantrip. 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 gain proficiency with smith's tools and add double your proficiency bonus to checks made with them, instead of your normal proficiency bonus. In addition, whenever you make an Intelligence (History) check related to forged equipment, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Forge Magic. Magic to help any forge master practice his craft. You know the mending cantrip. When you reach 3rd level, you can cast the create and destroy water[3] 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 heat metal spell once and need to finish a long rest before you can cast it again. Intelligence is your spellcasting ability for these spells.
Grave[edit]
Undead Resistance. Never underestimate the fear those of the grave portfolio cause undead, they hesitate, stutter, and rush the delicacy 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 siphon 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 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.
Knowledge[edit]
Prodigy. You have an exceptional capability to learn and soak up information like a sponge. You gain proficiency in any combination of 3 skills, tools, or languages of your choice.
Clairvoyant. The locating and collection of information can often be as valuable as the information itself. At 3rd level, you can cast the clairvoyance 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.
Mental Prowess. Your mind is a fortress, both in its defensive and strategic capabilities. You have resistance to psychic damage. In addition, you can communicate mentally with another creature that knows at least one language within a 60-foot radius. This creature doesn't need to share a language with you but unless they have telepathy themselves they can only receive and respond but can't initiate or terminate a telepathic conversation. You must be conscious to use this trait and cannot telepathically communicate with multiple creatures at once.
Calculated Defence. 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.
Lore Magic. The magic needed to gain the information every seeker of knowledge searches for. If your spellcasting ability would be Wisdom or Charisma, you may use Intelligence for your spellcasting ability instead Additionally, You know the message cantrip. When you reach 3rd level, you can cast the identify spell once, requiring no material components, and need to finish a long rest before you can cast it again. When you reach 5th level, you can also cast the detect thoughts spell once and need to finish a long rest before you can cast it again. Intelligence is your spellcasting ability for these spells.
Life[edit]
Ebb 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 plus your Charisma modifier. This healing only applies if the target of the spell has 0 hit points and you must complete a long rest before you can heal with this cantrip this way again.
Revive. Even when a hero has passed and no healing or medicine will help them you can bring them back. At 3rd level, you can cast the revivify 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.
Soul of Life. 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.
Perfect Health. You are exceptionally healthy, you've never been ill, suffered from poor hygiene, or been bedridden. You have advantage on saving throws against diseases and being poisoned. In addition, whenever you complete a short or long rest you gain a number of temporary hit points equal to your Constitution modifier.
Life Magic. The magic to both preserve and guide life. You know the guidance cantrip. When you reach 3rd level, you can cast the healing word 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 prayer of healing spell once and need to finish a long rest before you can cast it again. Charisma is your spellcasting ability for these spells.
Light[edit]
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 aligned. You know the light cantrip. In addition, when you complete a short rest in an area of bright sunlight you regain the maximum number of hit points from expanding Hit Die.
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.
Light Bringer. The night is darkest just before dawn. At 3rd level, you can cast the daylight 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.
Enchanting. You have an enchanting beauty. If you spend 1 minute conversing with a creature, you can attempt to seed it with overwhelming love. 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.
Enchanting Magic. You know the friends cantrip. When you reach 3rd level, you can cast the charm person 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 suggestion spell once and need to finish a long rest before you can cast it again. Charisma is your spellcasting ability for these spells.
Light Magic. The light of the sun flows from you. You know the word of radiance[4] cantrip. When you reach 3rd level, you can cast the burning hands 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 flaming sphere spell once and need to finish a long rest before you can cast it again. Charisma is your spellcasting ability for these spells.
Nature[edit]
Forestborne. You were born in the forest and you know it better than anyone. You have proficiency in the Nature skill and whenever you make an Intelligence (Nature) check while in a natural environment, you add double your proficiency bonus to the check, instead of your normal proficiency bonus. 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.
Sibling of the Beasts. The beast of the forest raised you one way or another. 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 proficient in the Persuasion skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Tongue of Trees. The trees speak to you, the rustle of leaves, the sway, and the wane of the oak are as clear as to you as a spoken word. At 3rd level, you can cast the speak with plants 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.
Naturalist. The nature grows where you tell it to grow and flourishes when you demand it so. At 3rd level, you can cast the plant growth 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.
Nature Magic. The magic to preserve and protect the natural world. You know the druidcraft cantrip. When you reach 3rd level, you can cast the absorb elements[5] 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 spike growth spell once and need to finish a long rest before you can cast it again. Wisdom is your spellcasting ability for these spells.
Order[edit]
Voice of Authority. You know the friends cantrip. In addition, you have advantage on all Persuasion and Intimidation checks.
Commanding Presence. You have a commanding presence that gives you an aura of authority. If you converse with another creature for 1 minute you can attempt to embolden your presence. You cast the “command” spell. At the end of the minute, you can use any action to force the creature to make a Wisdom saving throw. On a failed save, the target has any charmed and frightened condition removed by you. This effect immediately ends if the you take damage and fail a Constitution save. 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.
Just Path. The path you long to follow is a just one; more than anything you wish to travel a righteous path.
You know the “true strike” cantrip. When you reach 3rd level, you can cast the “calm emotions” 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 “skill empowerment” spell once and need to finish a long rest before you can cast it again. Charisma is your spellcasting ability for these spells. Charisma is your spellcasting ability for this spell.
Heroic Aura. You know the “heroism” spell, anyone within 15 feet of you can not be frightened or charmed.
Peace[edit]
Centered on Balance. Your nature is of the core of serenity and peace, always watching the flow of power in the world and what the motivations of others are around you. You know the “sense emotion” spell. You are proficient in the Perception skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Peaceful Presence. You carry yourself with effortless grace. If you spend 1 minute conversing with a creature, you can attempt to seed it with overwhelming sense of calm. You cast the “calm emotions” spell and at the end of the minute, you can use an action to force the creature to make a Wisdom saving throw. On a failed save, the target has any charmed and frightened condition removed by you. This calming effect immediately ends if the you take damage and fail a Constitution save. 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.
Socially Adept. You are adept at conversing and talking with others, you have ease at convincing people to aid you in many ways. At 3rd level, you can cast the fast friends 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. Charisma is your spellcasting ability for this spell.
Sage Understanding. The desire for peace flows from you. You know the “message” cantrip. When you reach 3rd level, you can cast the beacon of hope 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 greater restoration spell once and need to finish a long rest before you can cast it again. Charisma is your spellcasting ability for these spells.
Peace and Prosperity. The magic to preserve and protect the lives of the world. At 3rd level, you can cast the clairvoyance 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. Charisma is your spellcasting ability for this spell.
Tempest[edit]
With the Wind. You, like the wind, are always moving, always flowing. Your base walking speed increases by 10 feet, and you can take the Dash or Disengage action as a bonus action.
Waterborne. You are as adept 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.
Wings of the Wind. You can shoot through the sky like a bolt of lightning on wings made of wind. At 3rd level, you gain a fly speed equal to your walking Speed, this is considered a magical floght
Lightning Bringer. You may call forward the destructive wrath of a storm in the form of lightning. You can cast the call lightning 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. Charisma is your spellcasting ability for this spell. When you cast this spell it deals 1d10 lightning damage instead of 3d10. At 3rd level, this increases to 2d10 and at 5th level, you may cast the spell as normal.
Stormborne. Your body is tempered by the storms and thrives in weather that would disadvantage most. You are resistant to lightning and thunder damage. In addition, you are immune to the negative effects brought on by storms such as difficult terrain and obscured vision.
Tempest Magic. Magic that mimics the wrath of the tempest. You know the shocking grasp cantrip. When you reach 3rd level, you can cast the command 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 warding wind[6] spell once and need to finish a long rest before you can cast it again. Charisma is your spellcasting ability for these spells.
Trickery[edit]
Light Footed. The slightest let-up of one's attack against you is enough for you to recover and begin again. You can take the Disengage action as a bonus action, and when you do so you can expand a Hit Die to regain hit points.
Silver Tongued. You speak eloquently and persuasive in your manner of speech getting around most obstacles with your words. You gain proficiency in both the Persuasion and Deception skills. In addition, whenever you make an Charisma (Persuasion) check against humanoids with a Charisma score of 10 or lower, you can add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Call of Inaction. Your words have a certain magic to them if said right. If you spend 1 minute conversing with a creature, you can attempt to seed 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 said right. If you spend 1 minute conversing with a creature, you can attempt to leave 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.
Tricksters Magic. Magic to jest, disguise and deceive others. You know the vicious mockery cantrip. When you reach 3rd level, you can cast the disguise self 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 nystul’s magic aura spell once and need to finish a long rest before you can cast it again. Charisma is your spellcasting ability for these spells.
Twilight[edit]
Superior Darkvision. You have Darkvision out to a range of 200 feet.
Vigilant. Your mind is naturally aware of things near you. You have proficiency in initiative rolls, and you can use a bonus action to gain initiative equal to your Dexterity score + your Dexterity modifier.
Rhythm of the night. At 3rd level, you can cast the otto's irresistible dance 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.
Soothing touch. As a reaction, you can heal a creature by the roll of a D6. You can do this once, and can regain the ability to do so when you finish a long rest.
Dusk-caster. You know one cantrip of your choice from the dolorous bell. When you reach 3rd level, you can cast flame of life and cast it once per long rest. When you reach 5th level, you can also cast the darkness
War[edit]
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 it, 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 to overcome 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 damage 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[7] 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.
Void[edit]
Demigods of the void are quite different from other demigods. They weere created by taking some substance from the void outside of creation, they are seen as abomination from celestial entities. Possessed by a great hunger that forces them to consume and consume, such as the voidborn Monsters that wants nothing more than devour all creation. It is believed that a demigods of the void will destroy pur multiverse, and everyone of this particular caste is hunted down and slayed as soon as is known of their existance.
No mortal body can withstand Power from the void, so instead of a kid from a mortal race, the Spark of Divinity is put in an homunculus created with alchemy soecifically to contain their power
Homunculus Body. your body is made of a semiliquid substance that you can change shape at will. You can change your features, such like height and weight, and appear as any race as you want. You do not need to sleep or breathe, and can consume sny organic substance for food
Hollow Knight. you are born not understanding human emotions such as Anger and Affection, even if you can understand them in time, you mantain an alien point of view of them. You have advantage against all effects that might charm, freighten, or alter yoru emotions or will in some way, such as the command spell
Shadow of Death. if you dropped to 0 hitpoints you die and can't be resurrected by enyway, not even the Wish spell, your essence will the return to the void
Alien Mind. your mind is too much different from other mortals to be comprehended. creatures that try to pry in your mind, such as in the Detect Thoughts or Modify Memory spells must pass a Wisdom Saving Throw against 8 + your proficiency bonus + your Intelligence modifier or be freightened by you for 1 turn
Void Magic. you have the mind sliver cantrips Always ready. At 3rd level you can cast the harms of hadar spell once without expending a spellslot. At 5th Level you can cast the crown of madness spell once without expending a spellslot. You must finish a long rest before you can cast these spells again. You can choose your Spellcasting ability for the spells from Intelligence, Wisdom or Charisma
Racial Feats: Divine Gift[edit]
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[edit]
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