Demigod V1.2emigods are the children of mortal beings, and Language. You can speak, read, and understand Common
beings of true divinity; the Gods themselves. and Celestial
The gods interact with motrals in many distinct Credit: Ekatarina Burmak
ways, and parenting children to live among
Dthem and do them justice is most definetly one
of them.
Finding their Way in 2 worlds
Demigods often feel trapped between the world of mortality
and the world of the divine. Their divine parent may task
them with errands and quests they must fulfil for divine favor,
while their mortal home is under siege and they feel the need
to defend it.
The Strength of Divinity
Demigods are powerful alone, but not as powerful as some
may think. Divinty comes at the cost of attracting monsters,
so divine parentage can often be limited in what abilities they
get, so most Demigods are only equally as powerful as their
non-divine counterparts in some cases. Still, having a little bit
of divinity never hurt anyone (Said no one ever).
Demigod Physical Appearance
Demigods are typically found in the more human
looking races (Human/Elf/Dwarf/etc), Demigods
can be of any race. However if you choose this
race, you forgo the stats of the desired race for the
stats of a Demigod. (ex, you want to play an Elf
Demigod, you do not use the elf stats, the Elf
description is merely for roleplay/aesthetic
purposes)
Demigod Traits
Your Demigod has the following racial traits:
Ability Score Increase. Your Constitution score
increases by 2
Age. Demigods typically age similarly to their birth race,
though most don’t tend to survive long enough to make it
to old age
Alignment. Demigods typically share the alignment of
their godly parent, or try to be nothing like their godly
parent and oppose them in every way, including their
alignment.
Size. Demigods can range in size from 3 feet tall to 8 feet
tall, depending on their mortal race. Your size is Medium
Speed. Your Walking Speed is 30
Savage Attacks. 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.
Strength in Numbers. When you take the Help action to
aid an ally’s attack, you can make one weapon attack as a
bonus action. You can use this feature a number of times
equal to your Constitution modifier (minimum of once).
You regain expended uses when you finish a long rest.
RACE | DEMIGOD 1
Sub-Races Darkvision. The light of your heritage allows your eyes to
pierce the darkness. You can see in dim light within 60
Across the planes of reality, there are many gods and feet of you as if it were bright light, and in darkness as if it
goddesses, each governing their own aspect of the known were dim light. You can't discern color in darkness, only
universe. This also means that Demigods also share the shades of gray.
same diversity as their godly parent. Light of your Soul. You know the cantrip Sacred Flame.
You also know the spell Faerie Fire. You can cast Faerie
Magic Fire without using a spell slot once per day. You regain
this ability after a short rest. Wisdom is your spellcasting
Ability Score Increase. Your Intelligence Score increases Ability for these spells
by 1
Magical Blood. You can learn two Cantrips from any spell Nature
list. You also learn Detect Magic, and can cast it once per
short rest. Intelligence is your Spellcasting Ability for Ability Score Increase. Your Dexterity Score Increases
these spells. Constitution is your Spellcasting Ability for by 1
these spells Knowledge of Nature. Your have proficiency in Animal
Knowledge of the Arcane. Whenever you make a Handling and Nature
Intelligence (Arcana) or a Intelligence (Religion) check, Flora and Fauna. You learn the Druidcraft cantrip. You
you can roll a d4 and add the number rolled to the total also learn Speak with Plants and Speak with Animals.
ability check. You can cast either spell without using a spell slot once
per short rest. Dexterity is your Spell Casting Ability for
Underworld these spells
Ability Score Increase. Your Wisdom Score increases by Justice
1
Death Aura. You are resistant to Necrotic damage. Ability Score Increase. Your Charisma Score Increases
Aid from Beyond. When you reduce a creature within 5 by 1
feet of you to 0 hit points, you gain temporary hit points Reign of Justice. You know the spell Command. You can
equal to your Wisdom modifier (minimum of 1 temporary cast Command without using a spell slot once per day.
hit point). When cast not using a spell slot, it is cast as a 1st Level
spell. You regain this ability after a short rest. Charisma is
Smithing your Spellcasting Ability for this spell
Voice of Reason. Whenever you make a Charisma
Ability Score Increase. Your Intelligence Score increase (Persuasion) and Charisma (Intimidation) check, you can
by 1 roll a d4 and add the number rolled to the total ability
Heat of the Forge. You are resistant to fire damage. check.
History of the Forge. You have proficiency with Artisan’s
tools (Smith’s Tools). Also, Whenever you make an Tranquility
Intelligence (History) check that involve magical items or
technological devices, you can roll a d4 and add the Ability Score Increase. Your Charisma Score Increases
number rolled to the total ability check. by 1
Peaceful Aura. At the end of a long rest, you and a
Knowledge number of creatures up to your Constitution Modifier gain
the benefits of the spell Sanctuary. That effect lasts until
Ability Score Increase. Your Intelligence Score increases the start of your next long rest. Also, Whenever you make
by 1 a Charisma (Persuasion), you can roll a d4 and add the
Fast Learner. After a long rest, you can choose one skill number rolled to the total ability check.
or tool to gain proficiency with. You cannot choose a skill Calming Presence. You know the spell Shield of
or tool you already have proficiency with. You can change Faith.You also learn the spell Warding Bond at 5th Level.
this skill or tool after every long rest, losing proficiency You can cast both spells without using a spell slot once
with the previous skill or tool when you choose a new one. per long rest. Charisma is your Spellcasting Ability for
Careful Strategy. You add half your Intelligence Modifier these spells.
to saving throws (Minimum of 1)
Healing
Ability Score Increase. Your Wisdom Score increases by
1
Healing Hands. Whenever you make a Wisdom
(Medicine) check, you can roll a d4 and add the number
rolled to the total ability check.
Word of Life. You know the spell Healing Word. At 5th
Level, you learn Lesser Restoration. You can cast both
spells without using a spell slot once per day. You regain
this ability after a long rest. Wisdom is your Spellcasting
Ability for these spells.
Light
Ability Score Increase. Your Wisdom Score Increases by
1
2 RACES | DEMIGOD SUBRACES
Protection
Ability Score Increases. Your Strength Score Increases
by 1
Proficiency in Protection. You can utilize a shield as a
weapon without losing the +2 to your AC. You gain
Proficiency in using Shields as a weapon, and they deal
1d6 Bludgeoning damage in your hands.
Defense Master. You know the spell Shield. You can cast
Shield without using a spell slot once per day. You regain
this ability after a long rest. Constitution is your
Spellcasting Ability for this spell
Storm
Ability Score Increase. Your Dexterity Score Increases
by 1
Lightning in your Veins. You are resistant to lightning
damage. You know the cantrip Shocking Grasp. You also
learn the spell Thunderwave. Yopu can cast Thunderwave
without using a spellslot once per long rest
Voice of Thunder. Whenever you make a Charisma
(Intimidation), you can roll a d4 and add the number rolled
to the total ability check.
Illusions
Ability Score Increase. Your Charisma Score Increases
by 1
Lying through your Teeth. You are proficient in
Deception and Persuasion
Illusionary Bloodline. You know the cantrip Minor
Illusion. At 3rd Level, you learn the spell Disguise Self and
at 5th level, learn Invisibility at 5th level. You can cast both
spells without using a spell slot once per long rest.
Charisma is your Spellcasting Ability for these spells.
Shadows
Ability Score Increase. Your Wisdom Score Increases by
1
Darkvision. The light of your heritage allows your eyes to
pierce the darkness. You can see in dim light within 60
feet of you as if it were bright light, and in darkness as if it
were dim light. You can't discern color in darkness, only
shades of gray.
Between Life and Death. You do not need sleep. Instead,
you meditate deeply, remaining semi-conscious, for 4
hours a day. The Common word for this meditation is
"trance". After resting in this way, you gain the same
benefit a human would from 8 hours of sleep.
War
Ability Score Increase. Your Strength Score Increases
by 1
Weapons of War. You are proficient in 2 martial weapons
of your choice, Shields, and Light Armor. Also, Whenever
you make a Charisma (Intimidation) check, you can roll a
d4 and add the number rolled to the total ability check.
Zealous Attack. When you use the Attack action, you can
make one weapon attack as a bonus action. You can use
this feature a number of times equal to your Strength
modifier (a minimum of once). You regain all expended
uses when you finish a long rest.
Credit: ShelbycanDraw, Tumblr
RACES | DEMIGOD SUBRACES 3
Change Log
Overall
Skill Proficiency Removed Skill Proficiency and
replaced it with 1d4 to particular skill checks, as it
works more thematically with the idea od
Demigods, as well as makes the class features less
boring
Strength In Numbers Added it from the Solidarity
Sub-race to the main race,as it works more
thematically, and is a unique ability for each sub-
race to be able to use
Subraces
Removed Removed Zeal, Solidarity, and Strength,
as I didnt feel confident in them as sub-classes, as
well as some of the abilities being too powerful/not
nearly powerful enough to warrant an entire
subrace around it
Changed Aid From Beyond from giving you spells
to the feature from Monk of the Long Death, minus
trhe Wisdom Modifier. I think thematically, it fits,
but it isnt super