Demigod (3.5e Race)
From D&D Wiki
Demigods are the Children of a mortal and a god, hence the name Demigod. They carry the blood of mortals, tempering their godly lineage, however, their immortal blood cannot truly be subdued. They carry the strength of ten men, the magic of their godly parent. Some don't even know they are demigods, while some use their title to their power.
Just like their mortal parents race, Demigods come with a wide range of personalities. Most Demigods personalities however, match that of their godly parents. For instance, a child of Hermes, the god of thieves and messengers, tends to be mischievous and chaotic while a child of Nemesis tends to be more neutral and angry do to their mother being the goddess of revenge. However, most demigods are chaotic, the belief that the world is theirs to rule. Because of this, their reigns are short and glorious, but come to a shuddering end.
A Demigod appears as their mortal parents race. However, they may be more physically handsome or beautiful, a side-affect of their lineage. They also occasionally carry signs of the gods that birthed them. Perhaps a owl-likeness that appears as a scar for Athena's children, or a birthmark that looks like a hammer for children of Hephaestus or Thor.
Demigods tend to more or less get along with everyone. Some demigods don't care about their godly parents. They believe their parents don't care for them because they don't visibly help them in times of need. Others believe that every action of theirs are holy and undeniably, spoiled with power like sour wine. They crave power, and manipulate people that way.
They usually have the same alignment as their godly parent. Most tend to chaotic because of their godly heritage, and some tend to good or evil because of the society of their mortal parents.
Demigods live anywhere there mortal parent would live. They are raised in the culture of their parents, but perhaps they will be banished with their parents to far away lands if the god that was their parent is the enemy of their race.
Demigods tend to worship there godly parents. Sometimes they will worship someone from another pantheon, but it it almost always a deity with similar portfolios.
All Demigods speak Common, Celestial, and the language of their mortal race. They can learn any other languages. Children of deities of death also speak Spiritongue. Spiritongue can not be taught. It can only be spoken by children of death gods. It lets them talk to undead even if they don't share a common language. It works on undead, spirits of the dead, and other such creatures. However, children of gods of wisdom, such as Athena, attain unnatural abilities to read all languages
Demigods have names from there mortal parents race.
If your godly heritage has two of these heritages, you can choose only one.
ASI: +2 Strength, +1 Constitution Racial Feature: Strength of a God If you ever fail a saving throw or weapon attack, you can reroll it and must use the new roll. When you make a melee weapon attack, you roll an additional 1d4 force damage. You can only use this feature twice per long rest at level one, thrice at level five, four times at level 10, five times at level 15, and six times at level 20. Forge clerics and war clerics gain +1 to their proficiency bonus.
ASI: +2 Strength, +1 Dexterity Racial Feature: Will of the Water When you are within 100 feet from a body of water, you can call the power of your heritage and use a bonus action to heal 1d4 health points and gain 1d8 additional health or gain advantage on attack rolls for the next hour near the water or until you leave the range of the water. You can use this feature twice per long rest at level one, thrice at level five and the range becomes 150 feet, four times at level 10, five times at level 15 and the range becomes 200 feet, and six times at level 20. Tempest clerics gain +1 to their proficiency bonus.
ASI: +2 Charisma, +1 Dexterity Racial Feature: The Soul Charmer You can use a bonus action to attempt to cast magic to manipulate minds which can: 1) give you advantage on attack rolls, insight rolls, and Charisma rolls against the creature. 2) give you minor control over the target. You cannot force the creature to do anything self-destructive nor to fight someone they wouldn't fight normally. The Wisdom saving throw DC is 10 + proficiency + Charisma. Trickery clerics gain +1 to their proficiency bonus.
lighting strike: at level one a descendant of a weather/lightning god can call cast the spell lightning bolt one every long rest and they gain one more lightning bolt every 4 levels
PLEASE CONTINUE THIS I DONT WANT THIS TO DIE