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- 1 Demigod
- 1.1 Child of the Gods
- 1.2 Creating a Demigod
- 1.3 Class Features
- 1.4 Godly Parent
- 1.5 Uncanny Dodge
- 1.6 Evasion
- 1.7 Ability Score Increase
- 1.8 Magical Strikes
- 1.9 Base Resistance
- 1.10 Legendary Action
- 1.11 Legendary Resistance
- 1.12 Gift of the gods
- 1.13 Legendary Creature
- 1.14 Child of Aphrodite
- 1.15 Child of Ares
- 1.16 Child of Poseidon
- 1.17 Child of Zeus
- 1.18 Child of Hades
- 1.19 Child of Apollo
- 1.20 Child of Hephaestus
- 1.21 Child of Athena
- 1.22 Child of Dionysus
- 1.23 Multiclassing
A blinding flash lights up the night. Zombies are incinerated and villagers are healed. The elf responsible kneels and says a prayer to her father in the upper planes.
Child of the Gods
A demigod is the son or daughter of a god and a mortal parent. Often times the godly parent stays aloof and out of their childs lives. Sometimes however the gods take a more personal role in their childs lives, priming them and preparing them to fight and serve by their sides as gods themselves.
Creating a Demigod
|A Son of the Sea god|
When creating a demigod you should answer these questions to help build character. Who was your godly parent? How did your parents meet? Does your mortal parent know you are a demigod? Do YOU know you're a Demigod? How is your relationship with your godly parent? Do you reject or embrace your godly side?
- Quick Build
You can make a Demigod quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score, followed by the ability score which modifies the save DC for your godly powers.
As a Demigod you gain the following class features.
- Hit Points
Armor: Light, Medium, and shields
Weapons: Simple and Martial
Saving Throws: Strength and Dexterity
Skills: Any three skills
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Any three simple weapon or (b) Any two martial weapons
- (a) Studded leather armor or (b) Chain Mail
- (a) Explorers pack or (b) Dungeoneers pack
- (a) Longbow with 20 arrows or (b) two hand crossbows
|2nd||+2||Uncanny Dodge, Evasion|
|3rd||+2||Godly Parent Feature|
|4th||+2||Ability Score Improvement|
|5th||+3||Godly Parent Feature|
|7th||+3||Godly Parent Feature|
|8th||+3||Ability Score Improvement|
|11th||+4||Godly Parent Feature|
|12th||+4||Ability Score Improvement|
|14th||+5||Godly Parent Feature|
|16th||+5||Ability Score Improvement|
|17th||+6||Godly Parent Feature|
|18th||+6||Gift of the Gods|
|19th||+6||Ability Score Improvement|
You are the son or daughter of a deity from the outer planes. As you grow stronger, your parent blesses you with godly powers at any level.
Starting at 2nd level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
Beginning at 2nd level, you can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Starting at 6th level, your weapon attacks count as magical for the purpose of overcoming resistance.
Starting at 10th level, you gain immune to \ Bludgeoning Force Piercing Radiant Slashing
Starting at 13th level, you may take one legendary action per round, as seen in the Monster Manual to cast a spell, make a weapon attack, or use one of your godly parent features.
Starting at 15th level, once a day when you fail a saving throw, you may choose to succeed instead.
Gift of the gods
At level 18, your godly parent has given you a legendary item or artifact of their choice.
At level 20, you have become as powerful as the gods themselves. You may now take 3 Legendary actions and 3 legendary resistances. You also become immune to non-magical melee damage. You no longer need to eat, sleep, or drink, and you do not age and cannot die of old age. You also cannot be magically aged.
Child of Aphrodite
As a child of the love goddess, you use your looks and charms to befuddle and persuade enemies and friends alike.
For the effects of this parentage that would require a saving throw, the DC is equal to 8 plus your charisma modifier plus your proficiency bonus.
Your mother has blessed you with exceptional good looks. Starting at 1st level you have advantage on persuasion checks against those attracted to your gender.
At 3rd level, Aphrodite has given you the power to cast the Charm Person spell 3 times. Creatures attracted to your gender have disadvantage on the saving throw. You regain all uses of this feature over the course of a long rest.
At 5th level Your Lovely looks have become a distraction to others. when in combat, if a creature would attack you with a melee weapon, it is rolled at a D.C. of 2 higher.
At 7th level your mother has given you the power of Charmspeak. You may now cast the spell Suggestion 3 times. Creatures attracted to your gender have disadvantage on the saving throw.
Starting at 10th level, you gain resistance to Psychic damage.
At 11th level, your powers of persuasion have grown and the goddess' charm flows through your speech. You gain a passive persuasion of 15. This number goes up by 2 each time you gain a feature in this parentage.
At 14th level, your mother bestows upon you a magic kiss. Make a melee attack roll against a creature within 5 feet of you, the modifier for this is charisma. The creature then must make a wisdom saving throw against your Save DC. On a failed Save, the creature is charmed by you and is put under the effects of the Geas spell at its highest level. Creatures attracted to your gender have disadvantage on the saving throw.
Your powers and beauty now rival those of Aphrodite herself. Your charm effects are now so effective that returning to reality hurts. Whenever one of your charm effects ends on a creature, the creature takes 6d10 psychic damage.
Child of Ares
A child of the war god, you hone your weapon skills to eventually serve as one of your fathers war generals.
Starting at 1st level, the effects of this parentage that would require a saving throw, the DC equals 8 plus your proficiency bonus plus your Strength modifier.
When reaching level 3, your father has begun your training in the ways of war. You gain proficiency in heavy armor and shields.
Your Weapon attacks deal 1 extra damage die.
Starting at 5th level, your father has blessed you with supernatural strength. You may now wield two-handed weapons in one hand and oversized weapons in two hands. You may count any one handed weapon as a light weapon in regards to taking an attack with your bonus action. Heavy armor no longer inhibits your movement speed.
Starting at 7th level, you gain resistance to bludgeoning, slashing, and piercing damage
When you reach 10th level Ares gives you another lesson in the ways of war. You may choose to learn any 4 Fighter fighting styles.
Your supernatural strength reaches a whole new level. You may now wield oversized weapons in one hand. You may count any heavy or two-handed weapon as a light weapon in regards to taking an attack with your bonus action. In addition, you may use the brutal fighting style even if you dont use a weapon in two hands.
Your father has put you in command of a portion of his army. As an action, you may call 2d4 gladiators and 4d4 berserkers from the endless battlefield of Acheron. These warriors follow your orders but otherwise defend themselves from hostile creatures. These creatures fade away after an hour. You regain use of this feature after a short rest
Child of Poseidon
A child of the sea god is at home in water. Deriving their power from their fathers element the boost their combat abilities.
At 1st level For the effects of this parentage that would require a saving throw, the DC is equal to 8 plus your proficiency bonus plus your Charisma Modifier.
At 1st level, Poseidon has granted you the power to traverse his domain and speak to his peoples. You can speak, read, and write in Aquan and Deep Speech. In addition you gain a swim speed of 60 feet, can breathe underwater and are unaffected by water pressure.
At 1st Level, you may create a bubble of air for any allies you wish that are within 10 feet.
Strength of the Sea
At 3rd Level, Being in your fathers domain makes you stronger. While you're in a body of water, you get +1 to attack and damage rolls. This increases by 1 at every level.
Starting at 5th level, you gain resistance to cold damage.
At 7th level Your father has given you control over his element. You may take an action to control a small body of water. If this power would be used as an attack, The modifier for the attack roll is Charisma. This attack deals 2d10 cold damage. This damage increases by 1d10 whenever you gain a feature in this parentage.
At 10th Level As your power over water grows, your father shares with you the secret of using water to heal you.Whenever you are in a small or larger body of water, You regain 2d10 Hit points at the beginning of each of your turns. You may now control Medium bodies of water.
At 13th level Poseidon is not only the god of the sea, but also the god of those that travel over it. While you are on a ship or boat, you may spend one minute to attune to the craft. If you do, The ship does not need a crew to sail, row, or otherwise operate the ship. The ship Travels at double its normal speed and will not capsize. If the ship or boat would not normally be seaworthy, it is while you are attuned to it. Your swim speed increases to 120 feet.
Wrath of the sea
At 15th level You may now call upon the very sea to do your bidding. You may now control large bodies of water. Also as an action, you may raise a tidal wave 100ft. long and 50 feet high. each creature less than 30 feet away from the wave must make a Strength saving throw equal to your save DC. On a failed save, the creature takes your water control damage plus 5d10 bludgeoning damage and are swept up by the tidal wave. The creature takes 5d10 bludgeoning damage on each of its turns. Creatures swept up by the wave may remake the saving throw to escape. this wave moves 30 ft. forward each round and lasts for 6 rounds.
Child of Zeus
As a child of the king of the gods, your power surpasses all other gods except for those of the children of Poseidon and Hades. With this power and prestige comes responsibility however.
At first Level, for the effects of this parentage that would require a saving throw, the DC equals 8 plus your proficiency bonus plus your charisma modifier.
Ride the Wind
At 3rd Level, Zeus has gifted you with the power to ride the wind. You gain a fly speed of 60 feet. You have a maximum of 3 hours of flight, after which you must wait 24 hours before flying again.
At 5th level, You have learned to create a blast of wind that pushes your opponents over. You may create a gust of wind that deals 2d6 bludgeoning damage in a 30 foot cone. Creatures inside this cone must make a strength saving throw or be knocked prone. You may use this feature 2 times and regain all uses of this feature over a long rest.
Your father isn't just the god of the sky, but also the god of storms. Starting at 7th level, once per long rest, when you are outside, you may conjure a storm 100 feet in diameter at a point 100 feet directly above you. While inside the radius of the storm, your weapon attacks deal an extra 1d10 lightning damage and regain 1d6 of health each turn.
Starting at 10th level, you gain resistance to lighning damage.
Starting at 11th level, as a sign of your power, you may now summon a thunderclap 3 times per to deafen and stun your foes. Each creature in a 60 foot radius must make a constitution saving throw or take 2d10 thunder damage and be deafened for 1 minute and stunned for 1 round. On a successful save the creature only takes the damage. you regain all uses of this feature over a long rest.
As your power matures, at 14th level, you learn to call down lightning from a clear sky three times per long rest as an action. Target creature within 60 feet of you makes a Dexterity saving throw. On a failed save, it takes 7d10 lightning damage and half that on a successful one.
Fury of the Storm
Your godly powers have reached their utmost. At 17th level, your fly speed increases to 120 feet. When you summon your storm, It lasts for 1 hour and its size increases to 200 feet. when you are inside its area, you gain the following added effects.
- Your weapons strikes deal an extra 5d10 Lightning damage.
- When you use Call Lightning, you may target any number of creatures within the storm.
- Whenever you use Call Lightning, a Thunderclap immediately follows.
- Thunderclaps range is doubled
- Saving throws made against your abilities are made at disadvantage.
Child of Hades
A Child of Hades is outcast and spurned. The lord of the undead is not a very popular figure. His powers span the realms of the underworld and shadows.
For the effects of this parentage that would require a saving throw, the DC is equal to 8 plus your charisma modifier plus your proficiency bonus.
Your father has begun your training in his brand of magic. You may cast the spell Inflict Wounds 3 times per long rest.
Hades has given you authority over his subjects. You may now issue basic commands to undead. The Undead so ordered obey your commands without question to the best of their ability.
Starting at 10th level, you gain immunity to necrotic damage.
As your control over the undead grows, Your father gives you the power to make your own. You may cast the Animate Dead spell 3 times per long rest. You do not need to recast the spell to retain control over undead you create with this spell.
Starting at 4 level, you have reached a milestone in your training. Hades has taught you a special way of travel. 3 times per long rest, you may spend 10 feet of movement to step into a shadow and step out of another shadow 300 feet away. Each time you gain a feature in this parentage, the range increases by 100 feet.
You have made a study of necrotic energy during your tutelage in the underworld. Your weapon strikes now deal an extra 3d10 necrotic damage.
As your power over the necrotic grows, you have learned to use it to drain the life out of living creatures. Whenever you deal or take necrotic damage, you gain hit points equal to the damage taken or dealt.
Madness of the Grave
Starting at 17 level, as your studies merge, you have learned the ultimate underworld magic technique. Once per long rest, you may force a creature to listen to the insane wailing of tortured souls on the fields of punishment. The creature must then make a charisma saving throw or be killed instantly. However nobody but Hades and his children can listen to those wails without going insane. On a successful save, the creature gets one of the following indefinite madness effects than can only be cured by a divine intervention or a wish spell.
|01||The character feels compelled to repeat a specific activity over and over, such as washing hands, touching things, praying, or counting coins.|
|02||The character suffers from partial amnesia. The character knows who he or she is and retains racial traits and class features, but doesn't recognize other people or remember anything that happened before the madness took effect.|
|03||I keep whatever I find.|
|04||I try to become more like someone else I know-adopting his or her style of dress, mannerisms, and name.|
|05||I must bend the truth, exaggerate, or outright lie to be interesting to other people.|
|06||Achieving my goal is the only thing of interest to me, and I'll ignore everything else to pursue it.|
|07||I find it hard to care about anything that goes on around me.|
|08||I don't like the way people judge me all the time.|
|09||I am the smartest, wisest, strongest, fastest, and most beautiful person I know.|
|10||I am convinced that powerful enemies are hunting me, and their agents are everywhere I go. I am sure they're watching me all the time.|
|11||I can't take anything seriously. The more serious the situation, the funnier I find it.|
|12||I've discovered that I really like killing people.|
Child of Apollo
Children of the god Apollo bring light and life to those around them.
Your spellcasting modifier is wisdom.
For the effects of this parentage that would require a saving throw, the DC is equal to 8 plus your wisdom modifier plus your proficiency bonus.
A child of Apollo is gifted in music. You are proficient in 3 musical instruments of your choice.
Your godly powers begin to develop, you begin to glow with a bright light. You shed bright light in a 10 foot radius and dim light for another 20 after that.
Starting at 10th level, you gain immunity to radiant damage.
Your father has granted you healing powers. You may cast Cure Wounds at a 4th level spell slot 3 times per long rest.
You have learned to concentrate your inner light into one blinding flash. Three times per long rest each creature in a 30 foot radius must make a constitution saving throw or be blinded for 1 minute.
Your healing powers have reached a notable point. You may now cast Mass Cure Wounds spell 3 times per long rest.
You now are able to combine all of your powers into one radiant blast. Once per long rest, you may cause your inner light to explode outward in a 60 foot radius. Any number of creatures you choose within this radius are healed for 100 hit points. The rest must make a Constitution saving throw or take 12d8 radiant damage and be blinded for 1 minute. (Half damage and no ill effects on a successful save.)
Child of Hephaestus
Children of Hephaestus are good at working with their hands. They create weapons and automatons to fight with.
At 1st level Your work as a Weaponsmith has begun. You gain proficiency in Smiths Tools. You may create any weapon you have seen with this feature.
At 1st level As your apprenticeship with your father progresses, Hephaestus has taught you to create suits of armor. You may create any set of metal armor you have seen.
Hephaestus has given you a set of blueprints on building Automatons. You may now create a robotic version of any creature with CR 3 or less. This CR goes up by 3 each time you gain a feature in this parentage (CR3 at 3rd, CR7 at 7th, CR11 at 11th, CR15 at 15th and CR18 at 18th). In combat, You may take a bonus action to command one of your Automatons to take an action or protect/attack another creature. Otherwise the Automaton will defend itself from hostile creatures.
Starting at 10th level, you gain resistance to fire damage.
At 7th level You have spent so much time at the forge, you have advantage on tinker's checks.
At 11th level Over time, You have learned to imbue your weapons and armor with fire magic. Weapons created by you Deal an extra 2d10 fire damage. Armor created by you grants the wearer immunity to fire damage.
At 15th level After much tweaking and experimenting, you have learned to light yourself on fire for 1 minute once per long rest as a bonus action. This fire covers your entire body But you can see, breathe, and talk as normal. While in this state, if you would be hit by a ranged attack, the projectile is incinerated by the flames curling around you and you take no damage(Large boulders hurled by giants and other such missiles are not effected by this). Whenever you are hit with a melee attack, the attacking creature takes 3d10 fire damage.
At 20th level You have completed your apprenticeship under Hephaestus. You may now create Automatons of creatures of CR 30 or less. Weapons and armor you create have a +2 enhancement. Crafting time for Automatons, Weapons, and Armors is halved.
Child of Athena
Children of Athena are powerful strategists and tacticians. Their wisdom is their most useful asset, allowing them to read their enemies moods and intentions.
For the effects of this parentage that would require a saving throw, the DC equals 8 plus your wisdom modifier plus your proficiency bonus.
As their very first lesson, the children of Athena are taught to find their enemies and sense their intentions. You gain proficiency in the Perception and Insight skills.
Your mother has praised you as a natural leader. you may now use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you. That creature can immediately use its reaction to make one weapon attack with advantage.
Starting at 10th level, you gain resistance to thunder damage.
Your mother has taught you the following combat maneuvers to disorient your enemies. You may use any of the abilities listed below a number of times per long rest to your wisdom modifier.
- Feinting Attack: You can use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature. If that attack hits, add your wisdom modifier to the damage roll.
- Goading Attack: When you hit a creature with a weapon attack, you can attempt to goad the target into attacking you. You add Your wisdom modifier to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.
- Lunging Attack:When you make a melee weapon attack on your turn, you can increase your reach for that attack by 5 feet. If you hit, you add Your wisdom modifier to the damage roll.
- Menacing attack: When you hit a creature with a weapon attack, you can attempt to frighten the target. You add your wisdom modifier to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
Your mother has taught you how to parry weapon strikes. When you are hit by an attack, before damage is rolled you may add your proficiency bonus to your AC, potentially causing the attack to miss.
Besides studying tactics, your mother has given you combat training. Choose 2 Fighting styles from the Fighter class.
Athena has taught you a technique that allows you to gain advantage on all weapon attacks against a creature. You may spend a bonus action to make a Wisdom(Insight) Check against a DC of 20. On a successful check, you have advantage on all attack rolls against the creature targeted.
Athena has departed to you her divine wisdom. You may now add your wisdom modifier to all attack rolls, damage rolls, and AC. If you roll a critical hit, the creature hit must make a wisdom saving throw or die instantly.
Child of Dionysus
Children of the wine god are wild party goers and chaotic, drunken fighters.
For the effects of this parentage that would require a saving throw, the DC is equal to 8 plus your proficiency bonus plus your constitution modifier.
A child of the wine god never goes anywhere without a bottle. As a bonus action, once per long rest you may summon a bottle of fine wine into your open palm.
Life of the Party
You are now live the life of the party. You gain proficiency in the Performance skill and one musical instrument of your choice.
Starting at 10th level, you gain resistance to poison damage.
You have formed a peculiar drunken fighting style. While you are drunk, you gain the following features:
- You may take the the Disengage action as a bonus action on your turn.
- If you have the prone condition, you don't have disadvantage on your attack rolls and creatures within 5 ft of you don't gain advantage on their attack rolls against you. Standing up only costs you 5 feet of movement.
- When you Shove a creature, you may make a Dexterity (Acrobatics) check instead of a Strength (Athletics) check. If creature within 5 ft. of you makes a melee attack roll against you and misses, you may use your reaction to immediately Shove them.
You have made a career of drinking and you gain the following features.
- Drunken Smell:Your clothes are all soaked in wine, emitting a smell so putrid, creatures within 5 feet of you have disadvantage on attack rolls.
- Strong Liver:You no longer gain the poisoned condition from drinking.
Your breath has become so toxic from Years of drinking it is now poisonous to other life forms. You gain a breath attack that deals 8d6 poison damage in a 30 foot cone. Creatures within the cone must make a constitution saving throw or be poisoned for 1 minute and take 2d8 poison damage per round.
You have learned to draw healing from the very poison that sustains you. Whenever you drink a bottle of conjured wine, you regain 8d8 hit points.
Drunken Combat Mastery
Due to your unpredictable drunken movements, while you are drunk, you get +2 to AC. Attacks made against you are made at disadvantage and attacks made by you have advantage.
Prerequisites. To qualify for multiclassing into the demigod class, you must meet these prerequisites: Strength +5 Dexterity +4 Charisma +6 Proficiencies. When you multiclass into the demigod class, you gain the following proficiencies: Light armor, Martial weapon