DEMIGOD DIVINE DOMAIN
Demigods look like members of their mortal lineage, although
they tend to have more ideal bodies due to their godly Arcana.
parentage, epitomizing the height of their mortal species and Ability Score Increase. Your Intelligence score increases by 2,
usually have traits carried from their godly parent. This can range and your Charisma score increases by 1.
from simple physical characteristics such as common eye or hair Magical Protection (Divine Trait). As a reaction, when you take
color, similar facial shape or voice. However, the biggest damage from a spell or other magical effect you can gain
giveaway of their divine origin is the bright red, almost golden resistance to that damage until the end of your next turn. Once
colored blood that runs through their veins that resembles a you use this trait you cannot use it again until you complete a
godly ichor. short or long rest.
DEMIGOD TRAITS Death.
Ability Score Increase. Your Constitution score increases by 2,
Your character has the following racial traits. and your Intelligence score increases by 1.
Defier (Divine Trait). If you drop to 0 hit points but are not killed
Ability Score Increase. Your ability scores increase depending on outright, you may continue to fight as normal, rollings death
your godly parents Divine Domain. saves as normal. You regain the ability to do this when you
complete a long rest.
Age. Demigods reach physical maturity in their late teens and
live for 100 years naturally, showing no signs of age. When they Forge.
reach 100 years of age they continue to live on sustained directly Ability Score Increase. Your Intelligence score increases by 2,
by their godly parent or if their godly parent does not wish to and your Constitution score increases by 1.
they may sustain their selves through gaining their own renown Forge Mastery (Divine Trait). The will to craft to create was
and worship. forged in your mind along with the skills to do so. You gain
proficiency with smith's tools and add double your proficiency
Alignment. Demigods are as varied as their mortal and godly bonus to checks made with them, instead of your normal
parents, although they always feel a strong inclination towards proficiency bonus. In addition, whenever you make
the alignment of their godly parent. an Intelligence (History) check related to forged equipment, you
are considered proficient in the History skill and add double your
Size. Demigods vary in height and built due to their humanoid proficiency bonus to the check, instead of your normal
parents coming from a variety of races, however, they always proficiency bonus.
appear within the taller ranges and stronger builds of their
mortal sides race. Regardless of your position in that range or Grave.
your parent's race, your size is Medium. Ability Score Increase. Your Constitution score increases by 2,
and your Strength score increases by 1.
Speed. Your base walking speed is 30 feet. Shroud (Divine Trait). As an action, you can syphon energy from
your gods plane of death to bolstering yourself with a
Languages. You can speak, read and write Common and all necromantic vail of life, you gain a number of temporary hit
demigods have the innate ability to speak, read and write points equal to 10 + your level for 1 hour or until they are
Celestial. Whether they discover this by meeting an angel or depleted. You regain the ability to do this when you finish a long
when a traveling aasimar got a peek at their scribbles as a child rest. You are resistant to necrotic damage, you can't become
is, it is ultimately up to you. Celestial as a language sounds like a undead.
heavenly choir when spoken, and is written with a grace and
fluidity that no mortal language has replicated. Knowledge.
Ability Score Increase. Your Intelligence score increases by 2,
Darkvision. Blessed with a radiant soul, your vision can easily cut and your Wisdom score increases by 1.
through darkness. You can see in dim light within 60 feet of you Mental Prowess (Divine Trait). Your mind is a fortress, both in
as if it were bright light, and in darkness as if it were dim light. its defensive and strategic capabilities. You have resistance to
You can't discern color in darkness, only shades of gray. psychic damage. In addition, you can communicate mentally
with another creature that knows at least one language within a
Godly Parentage. Unswerving of will and unassailable of mind, 60-foot radius. This creature doesn't need to share a language
you have advantage on saving throws against with you but unless they have telepathy themselves they can
being charmed and frightened. In addition, you cannot be aged only receive and respond but can't initiate or terminate a
magically. telepathic conversation. You must be conscious to use this trait
and cannot telepathically communicate with multiple creatures
Divine Trait. Your divine trait is depending on your godly at once.
parents Divine Domain.
Life.
Ability Score Increase. Your Constitution score increases by 2,
and your Charisma score increases by 1.
DEMIGOD MADE BY LAZARVCK
Soul of Life (Divine Trait). You are an exceptional conduit for the or takes damage from any creature other than the one it has
magic that gives life. When you regain hit points or you cause been incited against. On a successful save, the creature is
another creature to regain hit points, they gain additional hit unaffected and has no inkling of your attempt to bend its
points equal to your level. Once you use this trait you can't use will. Charisma is your spellcasting ability for this trait.
it again until you complete a short or long rest. You
have advantage on saving throws against diseases and War.
being poisoned. Ability Score Increase. Your Strength score increases by 2, and
your Constitution score increases by 1.
Light. Martial Expertise (Divine Trait). You are a master at martial
Ability Score Increase. Your Charisma score increases by 2, and combat. While unarmored, your Armor Class is equal to 13 +
your Dexterity score increases by 1. your Dexterity modifier. Your fists are natural weapons, which
Enchanting (Divine Trait). You have an enchanting beauty to you can use to make unarmed strikes. If you hit with them, you
you. If you spend 1 minute conversing with a creature, you can deal bludgeoning damage equal to 1d6 +
attempt to seed it with overwhelming love. At the end of the your Strength or Dexterity modifier. In addition, when you make
minute, you can use an action to force the creature to make an unarmed strike against a creature within 5 feet of, you can
a Wisdom saving throw. The save automatically succeeds if the make one unarmed strike as a bonus action.
target is immune to being charmed. On a failed save, the target
is charmed by you for 10 minutes. This effect immediately ends
if the target or any ally it can see is attacked or takes damage.
On a successful save, the creature is unaffected and has no
inkling of your attempt to bend its will. Charisma is your
spellcasting ability for this trait. You are resistant to fire.
Nature.
Ability Score Increase. Your Wisdom score increases by 2, and
your Intelligence score increases by 1.
Sibling of the Beasts (Divine Trait). The beast of the forest raised
you one way or another. You have proficiency in the Nature skill.
Through sounds and gestures, you can communicate with beasts
as if under the effect of the speak with animals spell. Whenever
you make a Charisma (Persuasion) check towards beasts, you
are considered proficient in the Persuasion skill and add double
your proficiency bonus to the check, instead of your normal
proficiency bonus.
Tempest.
Ability Score Increase. Your Charisma score increases by 2, and
your Strength score increases by 1.
With the Wind (Divine Trait). You, like the wind, are always
moving, always flowing. Your base walking speed increases by 10
feet. You are as adept for the water as you are for the land. You
have a swimming speed equal to your walking speed and can
breathe both water and air.
Trickery.
Ability Score Increase. Your Dexterity score increases by 2, and
your Intelligence score increases by 1.
Call of Violence (Divine Trait). Your words have a certain magic
to them if toned right. You gain proficiency in both
the Persuasion and Deception skills. If you spend 1 minute
conversing with a creature, you can attempt to leave a
simmering violence in its mind. At the end of the minute, you can
use an action to force the creature to make a Wisdom saving
throw to resist feeling violent urges against one creature you
describe to it or name. The save automatically succeeds if the
target is immune to being charmed. On a failed save, the target
attacks the chosen creature if it sees that creature before 10
minutes ends, using weapons or spells against a creature it was
already hostile toward or unarmed strikes against an ally or a
creature it was neutral toward. Once the fight starts, it continues
to attack for a minute before this effect ends. This effect
immediately ends if the target or any ally it can see is attacked
DEMIGOD MADE BY LAZARVCK