Demigod

Prerequisites: At least one parent who is a deity of divine rank 1 or higher. The offspring of a union between a deity and any other being is potentially possible, when a demigod arises apply this template to the base creature.
Benefits:

  • Attribute maximum becomes 30 for all. Choose; +10 to one stat (greater deity parent required), +5 to two stats (greater deity parent required), +2 to three stats, or +1 to all stats.
  • Divine life: Maximum hit point gain for each hit dice.
  • Divine affinity: Your magical attunement limit increases by one, and you can use magical items related to your deity even if you could not under normal circumstances.
  • Epic Destiny: Choose one epic boon with your DM that fits your parentage.
  • Magical Attacks: Attacks count as magical.
  • Magic resistance: advantage on saving throws vs magical spells.
  • Psionic resistance: advantage on saving throws vs psionic abilities.
  • Damage resistance: half damage from bludgeoning, piercing and slashing attacks from weapons that are not magical.
  • Elite Creature: Double XP requirement to level up.
  • Legendary Creature:
    • Legendary actions 3 regain 1 per round; gain the following legendary actions.
      • 1 take another move action.
      • 2 take a standard action.
      • 3 take another full turn.
  • Godly parentage: gain the following abilities depending on the main domain associated with the parent deity.
    • Civilization Domain
      • City Animals: you can communicate with city pets, common pests such as rats, and birds that typically stay in the city.
      • City Streets: roads and streets “talk” to you, know where they lead to, it’s easy to find anything connected to roads, and know which way to take to get to your destination.
      • Faster healing: Can heal from injuries in half the usual time, and recover from exhaustion twice as quickly while in civilized settlements.
    • Crafting Domain
      • Proficiency to any and all crafting and tool related skills.
      • Efficient Craftsman: take half as long to make items, applies to magical items.
      • Mechanical Sense: advantage to saving throws against traps that you can see.
    • Chaos Domain
      • Dishonourable fighter: while fighting with “dirty” tactics you gain advantage on attack rolls, and do an extra 2d6 sneak attack damage.
      • Chaos: reroll any die roll yours or an opponents before success or failure has been determined once per rest.
      • Random Damage: on damage rolls you can add one of the following types of elemental damage, based on a D4 roll.
        1. Fire
        2. Cold
        3. Electricity
        4. Acid
    • Commerce Domain
      • Proficiency with persuasion skill.
      • Know the true worth of coins, gems, art objects, and other items.
      • Any checks, or profession related rolls, or value, gain a 50% advantage to making money at that venture.
    • Darkness Domain
      • Magical Dark vision: can see in magical darkness, and has the ability to see in darkness normally, i.e. As far as the eye can see.
      • Darkness: gain the ability to cast darkness at will.
      • Shadow Walk: while standing in darkness you can hide as a bonus action with advantage, further you can teleport to any other dark area within 10feet/level a number of times per rest equal to your constitution modifier.
    • Death Domain
      • Necrotic resistance: resistance to necrotic damage.
      • The Dead Serve: Cast true resurrection once per long rest.
      • Finger of Death: cast finger of death spell once per long rest.
    • Dream Domain
      • Cast sleep spell at will at first level.
      • Resistance to psychic damage.
      • Immune to magical sleep effects.
    • Knowledge Domain
      • Naturally gifted: Gain skill, tool or language proficiency equal to your intelligence modifier.
      • Excellent memory: advantage to skill checks to recall information.
      • Magical identification: can use arcana checks to identify magical/psionic items and how they work.
    • Law Domain
      • Honorable fighter: while fighting honorably you gain advantage on all attack rolls.
      • Fearless: Immune to fear
      • Lawful: instinctively know when you are about to do something illegal and the punishment for it for the area you are in.
    • Life Domain
      • Divine Health: as paladin ability page 85 of player’s handbook 5e. Grants immunity to disease.
      • Divine Healing: can cast the heal spell as a 9th level once per long rest.
      • Live Again: can cast the resurrection spell without material components once per long rest.
    • Light Domain
      • Light Empowerment: Add 1D8 radiant damage to weapon damage rolls.
      • Let there be Light: gain the light cantrip, it has double the effect as per normal if the user wills it to be so.
      • Healing Light: regains one hit point per round while exposed to natural daylight.
    • Love Domain
      • Divine beauty: Gain +5 to comeliness and you have advantage to persuasion checks to beings whom are naturally attracted to your type.
      • Hate to love: attackers find you so loveable and attractive that they are loath to harm you and as such have disadvantage to hit you.
      • Passion: when you perform any act of passion with a creature, such as a kiss, it is as if you had cast the charm spell on that person, once failed they creature cannot break free from the control unless they are outside of your presence for 24 hours and perform a short rest. A remove curse spell can also nullify the effect.
    • Madness Domain
      • Immunity to madness effects.
      • Inflict madness: you can touch any subject and give them any 1 madness effect per round you maintain the hold, creatures are entitled to a sanity/charisma saving throw to resist the effect.
      • Cure madness: you can touch any subject and cure them of any 1 madness effect per round you maintain the hold, creatures are entitled to a sanity/charisma saving throw to resist the effect if they so choose.
    • Nature Domain
      • Animal Friends: can speak with animals and understand them, further animals are not naturally aggressive to the demigod and if they are aggressive for a reason they have disadvantage to hit the demigod. The Demigod has advantage on persuasion checks to get animals to co-operate with him and has advantage on handle animal checks to train animals who are friendly and willing to be trained.
      • One with nature: can speak with plants and understand them within 60 feet, further can sense any corruption or severe pollution in natural settings.
      • Faster healing: Can heal from injuries in half the usual time, and recover from exhaustion twice as quickly while in natural environments.
    • Tempest Domain
      • Weather prediction: can predict the weather for the next week in the general area of the demigod.
      • Elemental Attacks: can add a D8 elemental damage of a type related to the parent deity to all weapon attacks. Can change the natural element damage type of spells to the elemental damage type of the parent deity without otherwise changing the spell, i.e. a fireball being turned into a lighting ball.
      • Weather manipulation: can change the weather in a 1mile radius/hit die in minor ways I.e. Heavy rain to light rain, and vice versa, hot weather to mild weather, etc. Can direct wind to blow in a certain direction, the wind is strong enough to blow out candles, and help speed/slow vessels that travel by wind power.
    • Time Domain
      • Quick Fighter: always act first in initiative unless the opposition rolls a natural 20.
      • Time Immunity: immune to magical aging, and not affected by others casting of time stop.
      • Cast Time stop once per long rest.
    • Trickery Domain
      • Silver tongue: gain proficiency in persuasion, bluff, and intimidate skills, and advantage on all attempts to use the skills against NPC’s.
      • Natural thief: gain proficiency in the use of lock picking tools, sleight of hand, and stealth.
      • Magical Mischief: Advantage on saving throws to resist magical effects which may stop or detect the mischief the demigod is up to.
    • Undeath Domain
      • Undead Master: Undead you control have advantage to saving throws against features that turn or control undead.
      • Undead Traits: You do not need to eat, drink, sleep, or breathe, you can do so if you like however.
      • Resistance to poison damage.
    • War Domain
      • Weapon and Armor Mastery: proficiency with any weapon, and any armor, the demigod instinctively knows how to wield it.
      • Child of war: Has advantage to attack rolls with any weapon, including improvised weapons.
      • Natural Athlete: proficiency in athletics, and acrobatics, further has advantage in using these abilities in grapple checks.

<Back