User:Quincy/Demigod (5e Race)
From D&D Wiki
- 1 Demigod
- 1.1 Physical Description
- 1.2 History
- 1.3 Society
- 1.4 Demigod Names
- 1.5 Demigod Traits
- 1.5.1 Descender of Courage
- 1.5.2 Descender of Death
- 1.5.3 Descender of Hunt
- 1.5.4 Descender of Knowledge
- 1.5.5 Descender of Life
- 1.5.6 Descender of Light
- 1.5.7 Descender of Love
- 1.5.8 Descender of Nature
- 1.5.9 Descender of Tempest
- 1.5.10 Descender of Trickery
- 1.5.11 Descender of War
- 1.5.12 Descender of Time
- 1.5.13 Descender of Spirits
- 1.5.14 Descender of the Ocean
- 1.5.15 Descender of Darkness
- 1.5.16 Descender of the Artificer
- 1.5.17 Descender of Madness
- 1.5.18 Descender of Magic
- 1.5.19 Descender of Dragons
- 1.5.20 Descender of Fire
- 1.5.21 Descender of the Sky
- 1.5.22 Descender of Hell
- 1.5.23 Descender of Psion
- 1.5.24 Descender of Rage
- 1.5.25 Descender of Disease
- 1.5.26 Descender of the Fist
- 1.5.27 Descender of Chaos
- 1.5.28 Descender of Ice
- 1.5.29 Descender of Commerce
- 1.5.30 Descender of The DM
- 1.5.31 Descender of The Spider
- 1.5.32 Descender of America
- 1.5.33 Descender of the Divine
- 1.5.34 Descender of Speed
- 1.6 Random Height and Weight
Legends always speak of heroes that defy the nature of all that is known in the world, those who seek glory within glorious deeds and great battles.
|Demigod Hercules, Source|
Demigods have been around for nearly as long as there have been gods and mortal creatures. Gods sometimes wander down to earth(or any other world) and when one thing leads to another and mortals end up giving birth to half-bloods: half mortal, half gods. These beings often end up feeling different from their peers and seek out the company of fellow demigods or friendly mythological creatures. When they band together they can sometimes create camps and often train together in order to survive longer against the beasts that are drawn to their blood. These demigods still never live very long unless they are extremely lucky because of the amount of danger they constantly put themselves in as well as the fact that people often seek to end their lives prematurely by poison or by blade. Despite this demigods continue to risk their lives not only for the greater good of society but also for their divine parent. Demigods are prevalent in various belief systems, especially the Greek and Roman spheres.
Demigods usually follow the ways of their immortal parent because of the latent alignment of the god, however they can be influenced by their mortal parent as well, so a demigod borne from Athena might still end up chaotic evil if they are under certain influences or stresses. The good demigods are obviously the most well know, e.g. Heracles, Perseus, Achilles etc. However some of the less well known, evil demigods, can be just as dangerous and you would do well to steer clear of them, an example being Scirion.
Demi-gods are usually named by their mortal parents as their godly half leaves either before or right after the child is born. In that case, the child would get a name from their mortal parent's race or culture. But in the case of the child's godly parent staying for longer than normal, the child may be given a name by their godly parent. These names might be given.
Male: Asura, Ares, Kronos etc...
Female: Venus, Anubis, Bastet etc...
The powerful children of mortals and gods or hero born of pure might and glory.
Ability Score Increase. You can increase an ability score by 10, or divide it up across any score of your choosing. Your ability scores may now go over 20 but not over 30.
Age. A demigod will generally live to be double the age of their mortal parent's race (assuming they survive that long). Demigods will generally live a life of adventure and generally do not die of old age.
Alignment. No set alignment, e.g. some demigods trick people into falling to their deaths, while some abide the laws and help people in need. They could be either extreme or anywhere in between.
Size. Your size can be whatever your mortal parent's size would be normally be it Small, Medium, or Large size character.
Speed. The base speed of your mortal race increases by 10 feet.
Godly Race. Choose 1 race. This race is the same race as your mortal parent. You possess all the features of that race. Ability Score Increases are still applied.
Senses. If your mortal parent had any kind of special sense, like darkvision, you also have them, if they don't have you gain darkvision out of 60 feet.
Languages. Common, Celestial and one other of your choosing, as well as the language of the mortal parent.
Subrace. The Demigods might be born of a specific deity with a specific theme such as:
Descender of Courage
Impenetrable Valor. You are immune to all fear and charm effects, and you have advantage on Wisdom saving throws.
Full of Zeal. At the start of a new round, you can use your reaction to make additional movement at half your speed toward an enemy, or use it to attack an enemy using your melee or ranged attack.
Inspiring Heroism. You can spend a bonus action to remove a fear or charm effect from an ally as long as they are within sight.
Champion of Honor. Once every short or a long rest, you can call upon your enemies revealing your location, but rendering you immune to non-magical slashing, bludgeoning and piercing damage for 1 minute.
Descender of Death
Magic of Death. You know the Spare the Dying cantrip. Once you reach 3rd level, you can cast the Vampiric Touch spell once/long rest. Once you reach 6th level, you can cast the Animate Dead spell, as a 3rd level spell, at will. Intelligence is your spellcasting ability for these spells.
Undying. You gain advantage on death saving throws.
Soul of Death. You are immune to necrotic damage.
Paid Immortality. As long as you are use your Vampiric Touch spell on a living target that was gained by the Magic of Death feature, you don't age or require the needs of water, food or sleep for 24 hours. You will suffer 1 level of exhaustion if you not take a long rest at least once every 3 days.
Dark Omen. You can choose one creature which you can see, causing it to have disadvantage on either attacks, skill checks, or saving throws (choose two). Also, creatures that attacking or target it with spells have advantage against that creature for 1 minute. You can use this trait once per long rest.
Descender of Hunt
Wild One. You gain proficiency with Nature, Perception, and Survival.
Hunting Companion. If you are a ranger, the CR rating of the beast you may take as a companion go as up as 3 with out restrictions.
Mark of The Hunt. You can spend a normal or bonus action to mark a target as your quarry, you gain an advantage to melee or range attacks against your quarry.
Unrelenting Tracker. You have advantage on Wisdom (Survival) checks to track a target, as well as on Intelligence checks to recall information about them. You automatically succeed any check to track your quarry of your Mark of The Hunt or your favored enemy if you are a ranger.
Natural Scout. You have advantage on Intelligence or Wisdom checks to understand or gain information about any terrain, if you are a ranger, you automatically succeed any check to understand or gain information about your favored terrain.
Descender of Knowledge
Professional Knowledge. You gain proficiency in either four skills or tool's.
Seeker of The Unknown. You gain advantage to any roll made by you to seek any kind of information.
Linguistics. You gain a number of languages equal to your Intelligence modifier.
Read Thoughts. You can magically read the surface thoughts of one creature within 120 feet of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, you can continue reading its thoughts, as long as your concentration isn't broken (as if concentrating on a spell). While reading the target's mind, you have an advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target.
Descender of Life
Perfect Health. You are immune to all diseases and poisons, and you have advantage on Constitution saving throws.
Healer's Faith. Whenever you use an ability or a spell of 1st level or higher to restore hit points to a creature you can heal an additional creature, your healing abilities cause target creatures to regain additional hit points equal to half your character's level rounded up + your character's proficiency bonus.
Sacrificial Aid. As a bonus action you may sacrifice 10 hit points to heal, if you are a spellcaster, you can instead spend a 1st level spell slot or higher instead of sacrificing hit points. The amount of hit point regained increases by 1d10 for each slot level above 1st.
Martyr Soul. Once every 3 days, you can cast the True Resurrection spell without spending a spell slot or components even on self. You can only use the Martyr Soul feature on yourself if you have not used it within the last 3 days.
Descender of Light
Angelic Weapons. When you hit with any weapon, the weapon deals an extra 2d8 radiant damage.
Healing Touch. You touch another creature. The target magically regains 2d8 + your character level hit points and is freed from any curse, disease, poison, blindness, deafness, petrification or other "physically" harming or altering effect. You can use this ability to a number of times equal to your proficiency bonus per short or long rest.
Divine Awareness. You know if you are hearing a lie.
Divine Sight. You gain Truesight of 40 feet.
Descender of Love
Perfect Beauty. When a creature is within your sight and can see you, you have an advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against that creature. Plus, that creature gain a disadvantage to attack rolls against you. This ability doesn't work against construct or undead creature.
Beauty To Behold. During a short rest, you and your allies regain maximum hit points from expended Hit Die from that rest while you are resting with them. During a long rest, you and your allies gain the benefits of a Great Restoration spell 1/day.
Divine Kiss. When you kiss a creature, you can cast the Charm spell on that person. This ability doesn't work against construct or undead creature.
Undying Love. You can give your love and favor to one character giving them resistance to non-magical slashing, bludgeoning and piercing damage, plus, if the creature is under the effect of your Charm spell, they also gain an advantage to attack rolls against enemies that are attacking you. This ability can be used once every short or long rest, and if you used it on a second target, the first will lose the benefits of this ability.
Descender of Nature
Tree Stride. You can use 10 feet of your movement to step magically into one living tree within your reach and emerge from a second living tree within 300 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be large or bigger.
Primal Connection. If you are a druid, your beast shape may have up to a CR rating of 4 with no type restrictions.
Speak with Beasts and Plants. You can communicate with beasts and plants as if they shared a language.
Animal Form. You can chose one animal (the DM must agree on the chosen animal) to transform to it at will. The creature CR must 4 or lower.
Animate Trees. You magically animates one or two trees you can see within 60 feet of you. These trees have the same statistics as a treant, except they have Intelligence and Charisma scores of 1, they can't speak, and they have only the Slam action option. An animated tree acts as an ally to you. The tree remains animate for 1 day or until it dies; until you die or you are more than 120 feet from the tree; or until the you takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible. You can use this ability once every long or short rest.
Descender of Tempest
Elemental Weapons. You gain the Elemental Weapon Spell to cast 3 times per short or long rest.
Elemental Aura. You gain advantage on saving throws that would have you take damage from the following damage type: acid, cold, fire, lightning, or thunder damage.
Storm Step. You gain the ability to fly based on your movement speed.
Weathered Skin. You gain resistance to acid, cold, fire, lightning, and thunder damage.
Descender of Trickery
Polymorphic. You gain the ability to cast the Polymorph Spell once per short or long rest.
Cunning Trickster. You gain proficiency with Deception, Sleight of Hand, and Stealth.
Hidden Mischief. You can cast the Invisibility Spell on yourself once a day.
Surprise Attack. If you surprise a creature and hit it with an attack during combat, the target takes an extra 6d6 damage on each attack.
Avoidance. When you are attacked by an enemy using a melee or ranged weapon, you can choose to escape the attack and neglect the damage. You can use this ability once every short or long rest. (This does not work against spells)
Descender of War
Versatile Armory. You gain proficiency with all armors, shields simple, and martial weapons.
Brute Force. A weapon deals an extra die of damage of its type when you hit with it.
Weapon Mastery. You have a mastery over all weapons, you can add your proficiency bonus to your damage.
Parry. You can spend your reaction to adds your proficiency bonus to your AC against one melee attack that would hit you. To do so, you must see the attacker and be wielding a melee weapon.
War Training. You gain two Feats.
Battleborn. You have a Extra Attack which is the same as your class extra attack, even if it doesn't.
Descender of Time
Manipulate Time. Once for each spell during a short or long rest, you can cast the spells Haste or Slow.
Ageless. You no longer age unless you choose to. You cannot be affected by age altering effects.
Chrono Vision. You cannot be surprised due to perceiving the past, present and future at the same time.
Future Sight. Once per long rest, you can gain advantage on attack rolls, saving throws and ability checks for 1 minute.
Descender of Spirits
Guardian of Souls. Once per short of long rest, you can cast the spell Guardian of Faith.
Spiritual Defenders. Once per short or long rest, you can cast the spell Spirit Guardians as a 4th level spell using your Wisdom to determine the spell DC.
Medium. You are always considered to be under the effect of the See Invisibility and Speak with the Dead spells.
Ethereal Form. You may cast the Etherealness spell. You may use this ability once before the next dawn.
Descender of the Ocean
Amphibious. You have a swimming speed equal to your current move speed. You are also able to breath underwater.
Water Manipulator. You can cast the Control Water spell as many times equal to your proficiency modifier per long rest. While using Control Water from this feature, you can apply any effect from the Shape Water cantrip to the spell without expending an action.
Limited Telepathy. You can communicate telepathically with sea creatures. They understand you as long as they have an Intelligence score higher than 3.
Fluid Form. You have immunity to poison damage.
Descender of Darkness
Pitch Black Vision. You have darkvision with a range of 120ft. Magical darkness does not impede your darkvision.
Thrown Shadow. Spells that generate light that you cast instead create darkness.
Shadow Jump. As an action, you can enter and leave Shadowfell at will.
Shadows of Fear. Creatures in darkness that you created must make a Wisdom saving throw against fear. Charisma is the spellcasting ability to determine the DC.
Descender of the Artificer
Of the Stone. You are always under the effect of the Investiture of Stone spell. This cannot be dispelled. You have proficiency in History, if you don’t already, and you have double proficiency on History checks regarding work that can be done by all artisan tools.
Natural Craftsman. You can cast Stone Shape three times per short or long rest. Items you create using this feature are considered magical.
Creationist. You can cast the Fabricate and Creation spell once each per long rest.
Upon the Earth. You can cast the Move Earth or Transmute Rock once each long rest.
Descender of Madness
Instilled Madness. You are under the effect of an Indefinite Madness condition as described in the DMG. This madness cannot be cured or dispelled.
Insane Mind.. You cannot be charmed or frightened. You have immunity to psychic damage.
Spontaneous Laughter.. You often find yourself laughing for no reason causing those of your choice to join your infectious laughter. Once per short or long rest, you can cause up to proficiency modifier creatures to be under the effect of Tasha’s Hideous Laughter. Creatures that are immune to being charmed are immune to this feature.
Muddled Thought.. You can use weapons regardless if you are proficient or not using half of your proficiency bonus.
Descender of Magic
Potent Magic. Spells you cast are casted as if you used 1 spell slot higher than the slot used up to 8th level.
Magical Discovery. You are always aware of magic in a 30ft radius of yourself and you can cast the spell Identify at will. You have advantage on Arcana skill checks.
Undeniable Power. Your spells ignore resistance to damage types but does not ignore immunities or absorption.
Limited Spell Immunity. You are immune to spells of 2nd level or lower.
Descender of Dragons
Roar of Might. You have a frightening presence out to 30ft. Charisma is your ability used to determine the DC.
Breath of Power. You have a breath weapon with the recharge trait of 6. Your breath weapon is the equivalent of a Dragonborn and you have an appropriate immunity that matches your breath weapon’s damage dice.
Wings of Fury. You have wings that give you the flying speed equivalent to a wyrmling of the same damage type and immunity of your Breath of Power.
Descender of Fire
Intense Flames. Fire damage you deal ignores fire resistance and you may reroll 1s and 2s for fire damage dice.
Volcanic Body. You are permanently under the effect of the Investiture of Fire spell.
Fire Mastery. You put off bright light out to 30ft and dim light 30ft after that. You can make this light incredibly dim to where it only emits 5ft of dim light but it requires your concentration as if concentrating on a spell. You can cast the Fire Bolt cantrip at will, at 3rd level you can cast Pyrotechnics and at 6th level you may cast Fireball once before a long rest. Charisma is your spellcasting ability for these spells.
Blazing Aura. Within 10ft of you is blazing aura. This aura inflicts 1d6 fire damage to creatures that start their turn in this aura. In addition, creatures that hit you with a melee attack also take 1d6 fire damage.
Descender of the Sky
One with Wind. You are permanently under the effect of the Investiture of Wind spell. You can cast Gust of Wind three times per short or long rest.
Sky Dance. You can summon an Air Elemental as through the Conjure Elemental spell twice per short or long rest.
Wind Caller. You may cast Control Winds once per short rest. You may cast Whirlwind once per long rest.
Forceful Blasts. For every 5ft that is forced movement caused by spells that you cast or features you use cause 1d6 force damage.
Descender of Hell
Demonic Resistance. You are immune to Necrotic and Fire damage.
Bad to the Bone. You gain advantage on intimidation checks.
Blood Wings. You gain flight speed equal to your base walk speed.
Devil's army. Once per long rest you can summon an imp familiar
Descender of Psion
Hardened mind. You gain immunity to psychic damage and immunity to the charm and fear effects.
Reader of Memories. You have the ability to read the base thoughts of creatures 120ft from you.
Personality Warper. Once per short rest you can force a creature with an intelligence of 3 or above to make an intelligence saving throw. On a failed save they take 6d6 psychic damage and cannot make any bonus action until your next turn.
Mental Barrier. You can add your intelligence bonus to your AC.
Descender of Rage
Raw Power. You gain profecency in athletics. All strength and athletics checks are made at advantage.
Bezerker's Fury. You can go into a rage once per long rest you can go into a barbarian's rage. If you are a barbarian than you gain an extra rage.
Damaging Blows. You add your strength modifier twice to damage rolls.
Colossal Size. While raging your size increasess by one.
Descender of Disease
Infected Blood. You are immune to disease, poison damage, and the poisoned condition.
Viral Touch. Once per long rest you can touch a creature and have it make a DC con save against your (8+Prof+Con) or take 1d6 necrotic damage every 1 hour for 24 hours.
Parasite Soul. If you hit with a melee attack against a creature, you can deal an extra 1d10 necrotic damage and heal the damage done in necrotic. You can do this up to your con modifier a day.
One with the inflicted. Undead wont see you as a threat until you do a harmful action to them or their allies.
Descender of the Fist
Divine Knuckles. You are profecient with unarmed strikes that deal 1d4+str/dex. If you are a monk than the damage die increases by one(1d4 increases to 1d6 and so on).
Monotheistic Mind. All weapons that you are proficient with are considered monk weapons.
Fleet of Foot. Your base speed increases by 10ft and you can take the dash and disengage actions as bonus actions.
Rapid Blows. When you make an attack with a weapon that is considered a monk weapon or an unarmed strike, you can make another unarmed attack as a bonus action. If you already have martial arts than you can make two unarmed strikes as a bonus action.
Descender of Chaos
Uncontrollable Mind and Soul. You are immune to possession, charm, and sleep effects. You are also resistant to psychic damage. You are also immune to spells that can change your form (Polymorph and True Polymorph).
Warped Form. You are resistant to critical damage.
Chaotic Strikes. When you roll for damage, Roll a d12. use the damage typing on the list To dictate what kind of damage you do. (1 is Acid, 2 is fire, 3 is frost, 4 is thunder, 5 is lightning, 6 is force, 7 is psychic, 8 is slashing, 9 is bludgeoning, 10 is peircing, Radiance is 11, necrotic is 12)
Meta Magic Defence. As many times equal to your charisma modifier each day you can negate all damage to you. Using this you must roll on the meta magic table.
Descender of Ice
Unforgiving Winter. Cold damage you deal ignores cold resistance and you may reroll 1s and 2s for cold damage dice.
Cold Miser. You are constantly under the effects of Investiture of Ice
Ice Mastery. You can cast the Ray of Frost cantrip at will, At 3rd level you can cast Snilloc’s snowball swarm and at 6th level you can cast Sleet Storm once per long rest. You use your charisma modifier for the DC and Hit.
Cold Heart. All water 10ft from you is instantly frozen if it has no natural source of heat. All Water Elementals must make a DC Con save of 15 or take 1d10 cold damage if they end their turn in that radius.
Descender of Commerce
Lods of Emone. When rolling for starting money, Times the final product by 100.
Midus Touch. Once per long rest you can use the spell, Flesh to Stone. This however turns the person into gold rather than stone. You use your charisma modifier for the DC.
Deal with Death. you can allow any allies within 10 feet to treat a failed death saving throw as if it were a success. You may use this ability up to three times before a long rest.
Gold Digger. The value of treasure you find doubles.
Descender of The DM
Plot Armor. Once per long rest you and up to 3 of your allies get temporary hitpoints equal to twice your charisma mod.
Im a Player Character!. You have advantage on persuasion and deception checks against NPCs and DMPCs.
The 4th Wall. Once per short rest you can destroy the fabled wall, Causing all enemies 30 ft from you to make a wisdom saving throw against your charisma mod or be stunned for 1d6 turns.
2 OP 4 U!. For 1d4 turns you can deal max damage with any weapon or cantrip. This can only be done once per long rest.
Descender of The Spider
Web Walker. You are constantly under the effects of Spider Climb and you instantly succeed on any check to break out of a spiders web.
Silk Shooter. You can cast the spell "Web" up to your charisma modifier each day.
Venom Glands. All your attacks deal an extra 1d4 poision damage and you become resistant to poison damage and immune to the poisoned condition.
Lolth's Children. Once per long rest you can summon a Ettercap. at level 10 you can summon a Drider once per long rest.
Descender of America
Right to Bear Arms!. You gain proficiency with all simple weapons, martial weapons, and firearms (If DM allows)
Right to an Attorney!. You can instantly break out of any magical or non-magical bindings equal to your charisma mod every long rest.
FREEDOM!. You can add your charisma mod to your weapons damage.
Rightous Eagle!. You gain a pair of eagle wings and eyes, you gain a flight speed of 50ft and advantage on sight based perception rolls.
Descender of the Divine
God's Knowledge. You gain advantage on all rolls in regards to god's (E.G: Rolls to gain knowledge on a god, Recall information about a god, when speaking or attacking a god)
God's Boon. You gain a additional epic boon.
God's Flight. You can spout divine wings at any time and gain flight speed equal to you movement speed. (These can be retracted to hide)
Divine Speech. You gain proficiency in persuasion, deception and intimidation. (if you are already proficient you gain double proficiency.
Descender of Speed
Speed Freak. Increase your base movement speed by +20
Agile Movement. When you move out of a targets attack range, you take no attacks of opportunity.
Dashing Speed. You can use the Dash Action once per turn as a free action.
Fastest Attacks. You gain +1 Extra attack per attack action.
Random Height and Weight
|Base Height||Height Modifier||Base Weight||Weight Modifier|
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