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Demigod (5e Race) : From D&D Wiki

This document describes the Demigod race for Dungeons & Dragons 5th edition. Demigods have ideal bodies and traits from their divine parent, such as eye/hair color or facial features. Their blood is a bright red/golden color like godly ichor. Demigods tend towards great heroism or villainy due to their greater capacity. Famous demigods from legends include Achilles, Hercules, and Karna. Demigods have a direct connection to their divine parent, who may communicate directly or perform miracles for them, depending on the nature of their relationship. The document provides tables to help determine a demigod's parent and the nature of their first encounter.
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100% found this document useful (3 votes)
576 views

Demigod (5e Race) : From D&D Wiki

This document describes the Demigod race for Dungeons & Dragons 5th edition. Demigods have ideal bodies and traits from their divine parent, such as eye/hair color or facial features. Their blood is a bright red/golden color like godly ichor. Demigods tend towards great heroism or villainy due to their greater capacity. Famous demigods from legends include Achilles, Hercules, and Karna. Demigods have a direct connection to their divine parent, who may communicate directly or perform miracles for them, depending on the nature of their relationship. The document provides tables to help determine a demigod's parent and the nature of their first encounter.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Demigod (5e Race)


From D&D Wiki

Contents
1 Demigod
1.1 Never Ordinary
1.2 Out of Place
1.3 Chronicle
1.4 Direct Link
1.4.1 Parentage Table
1.5 Deific Tell
1.6 Demigod Names
1.7 Demigod Traits
1.8 Divine Domain Ability Score Increases
1.9 Divine Portfolio Traits
1.9.1 General Traits
1.9.2 Portfolio Specific
1.9.2.1 Arcana
1.9.3 Death
1.9.4 Forge
1.9.5 Grave
1.9.6 Knowledge
1.9.7 Life
1.9.8 Light
1.9.9 Nature
1.9.10 Tempest
1.9.11 Trickery
1.9.12 War
1.10 Racial Feats: Divine Gift
1.11 References

Demigod
“That's what being a demigod was all about, not quite belonging in the mortal world or on
the Outer Plane but trying to make peace with both sides of their nature.”

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Demigods look like members of their mortal lineage, although they tend to have more ideal
bodies due to their godly parentage, epitomizing the height of their mortal species and
usually have traits carried from their godly parent. This can range from simple physical
characteristics such as common eye or hair color; similar facial shape or voice. However,
the biggest giveaway of their divine origin is the bright red, almost golden colored blood
that runs through their veins that resembles a godly ichor.

Never Ordinary

While most people exist complacently somewhere


between good and evil, content to putter along in their
dull lives exhibiting neither great heroism nor dastardly
villainy, a demigod is never ordinary to anything more
than passing observation. They may indeed go many
years at a time without doing anything noteworthy, but
they infallibly either prove themselves the most selfless
and noble of saints or the most depraved and demonic
of persons. Being as they have a far greater capacity
for good or ill than mortals, there is ultimately little in
way of grey about their personalities. Hercules Fighting the Nemean
Lion
Out of Place
by Peter Paul Rubens
There are few who can understand the strange
dynamic a demigod has with their godly parent so for
a demigod to seek out others of its kind is not uncommon despite the uniqueness of their
kind. However, of all the races that exist within the world, the aasimar are a people whom
demigods feel the greatest connection towards. Their celestial origins along with this shared
sense of conflicted purpose cause them to be largely understanding of each other and as
such demigods feel the greatest sense of community in these societies. A sense that often
becomes lost to them in their early teens when they begin to manifest their divine powers.

Chronicle

For as long there have been gods, there have been the half-blood children of them. Though
often the result of a direct union of a deity and a mortal, however, different circumstance
may cause a demigod to be born in another way. Demigods often grow to become great
heroes or terrible villains. The tales of individual demigods are told in legend, that is their
history. Such legends are Achilles, the hero of the great Trojan war, the famed Heracles and
his many exploits, Karna, the son of the Sun god Surya, Bragi, son of Odin and so on.
Each forged a legend of themselves through their great and not so great deeds and it is by
the legends they live on.

Direct Link

In the way, a cleric has a connection to his or her deity a demigod has that same connection
with a more personal touch. Whereas a god may be distant from their cleric only giving
them occasional pushes in the right direction, a god may appear before their child in a more
direct fashion to grant insights into their quests and may even perform miracles the demigod

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wouldn't be able to themselves. However, while there are demigods that are close enough
to their godly parents to request such things there are demigods who despise or even hate
their parents as well as those whose godly parents haven't even acknowledged the divine
blood that courses through them. Normally the first meeting of a demigod and their parent
sets the tone for the relationship and it is up to your Dungeon Master to determine the
nature of the relationship. Your Dungeon Master may roll on the Parentage Table instead if
they wish.

Parentage Table

First
d20 Encounter Example Encounter
1 You did Asger, son of Thor, used his gift of strength to murder an
something that innocent man. As his body dropped to the floor a bolt of
violated your lightning from the heavens hit him perfectly, not enough to kill him
parents' but enough to scar him physically and emotionally, the anger,
dogma and knowledge, and disappointment of his father flowing through
they reacted him.
angrily.
2-5 Your parent While wondering the forest, Penelope, daughter of Pan, found
has never herself surrounded by pixies who whispered and teased the
acknowledged secret of her father to her as they braided and decorated the
you and you shocked girl with the fauna of the forest.
found out
about their
existence and
your
connection to
them in some
other way.
6-9 You were Nina, daughter of Sobek, fell into the crocodile-infested waters,
protected or struggling to get out he found himself surrounded by the beasts
saved in some and in their eyes, a golden iris met his and he knew he was safe,
minor way by as their snaps and croaks joined together his mind was filled with
your parent, the truth of his parentage.
but otherwise
you were not
acknowledged
up until that
point.
10- Your parent Nico, son of Kelevmor, stood over the corpse of his uncle, the
12 sent some grieving faces of his family stood around him and just before you
form of could turn to leave, everything around him seems to stop and his
messenger to uncles corpse spoke, frozen in shock Nico listened as the spirit
you to tell you spoke of the task it has been given and of Nico's connection to
of your the Judge of the Damned, Kelevmor.
parentage.
13- Your parent Amar, son of Oghma, walked and wondered the halls of the
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15 appeared library, reading the spines of books as he passed them hoping to


before you in find something to sate his desire for knowledge and there, much
some sort of to his want, was a title that made him stop in his tracks, "Amar:
dream or Something to get you thinking beyond this little library". Amer,
vision. naturally curious, picked up the book and when he opened it he
found himself elsewhere, floating above a scene watching how
Oghma, God of Knowledge and his mother met and just like the
book promised his mind was opened.
16- Your parent Vali, son of Tyr, walked into his temple, a sacrifice over his
17 publically back, the head of an evil witch that had haunted his village for
claimed you in years. As his placed the head in the center of a flaming braiser
some way. and kneeled before it in prayer, a bright beam of light shone
down through the temple onto him and a booming voice echoed
through the minds of all who were there, "I, Tyr, God of justice,
claim you, Vali, son of mine, go forward and punish the wrong-
doers, and further the teachings of law and good within the
world for I am with you." With each word spoken, a memory
was imparted, knowledge of the good, the bad and what made
him special to Tyr and it when then that Vali knew what he must
do.
18- You parent Aella, daughter of Artemis, lined her shot up against the practice
19 walked among marker, landing it dead center. She turned to her head at the
the masses sound of another bow being drawn and in her view she saw a
and directly woman of a familiar beauty shoot her arrow at the furthest of
introduced markers and land right in the center. The woman turned to her
themselves. and introduced herself as her mother.
20 Your godly Linos, son of Hestia, ascended the infinite staircase that had to
parent and been revealed to him so many moons ago. His destination? The
your mortal Seven Heavens of Mount Celestia. Going over to his mothers
parent still see was always such a hassle but he knew better then to make the
each other. goddess of home and family cry, and even if there were twice as
many steps he would climb them all the same to see that perfect
ageless smile of hers. He's been doing this since he was young
after all but he wonders about how old his father is getting. If
only she didn't have to follow Zeus's ridiculous laws she could
see him again before he passes but maybe there is something a
demigod can do to make that happen he thought to himself as he
climbed the last step, taking in the pristine beauty that is the
summit.

Deific Tell

Many beings including yourself have a connection to the celestial realm your godly parent
makes their home. Particular beings or creatures can tell of the connection you and they
both possess, most the time these are celestial, fey, fiends or other creatures like a medusa
or minotaur and their relationships with the divine will normally affect their relationship with
you. For example, a celestial being that comes across you may react to you in a variety of
ways given the deity that created them. They may see you like an angelic guide sees an
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aasimar and approach you with an interest, driven by a sense of responsibility or they may
assist you in some minor way to allow you to continue to forge your own path while also
gaining favor from your godly parent. However, on the other side of the coin, they may
react violently to your presence as not all demigods are the spawn of good-aligned deity's
and seek to smite you or deal with you in some other way. Fiends may try to use or trick
you as part of an attempt to gain more power. Fey may find you simply be too interesting to
pass up and mischievously follow you from place to place.

Demigod Names

Demigods use the same naming conventions as the native culture they were born into. A
demigod born into and brought up in The Seven Havens of Mount Celestia would have a
very different name to one brought up within a humble house in Waterdeep. The names of
well-known demigods are as follows.

Male: Achilles, Arcas, Belleroph, Heracles, Perseus, Theseus, Romulus, Remus, Karna,
Vali, Bragi

Female: Annabeth, Bianca, Draupadi, Diana, Elizabeth, Harmonia, Helen, Thalia

Demigod Traits

The offspring of a god and a mortal, a hero of days, a Demigod.


Ability Score Increase. Your ability scores increase depending on your godly parents
Divine Domain.
Age. Demigods reach physical maturity in their late teens and live for 100 years naturally,
showing no signs of age. When they reach 100 years of age they continue to live on
sustained directly by their godly parent or if their godly parent does not wish to they may
sustain their selves through gaining their own renown and worship.
Alignment. Demigods are as varied as their mortal and godly parents, although they
always feel a strong inclination towards the alignment of their godly parent.
Size. Demigods vary in height and built due to their humanoid parents coming from a
variety of races, however, they always appear within the taller ranges and stronger builds of
their mortal sides race. Regardless of your position in that range or your parent's race, your
size is Medium.
Speed. Your base walking speed is 30 feet.
Fated. The threads of fates unravel and tie themselves anew for a demigod. When you roll
a 1 on an attack roll, ability check, or saving throw, you can re-roll the die and must use the
new roll.
Deific Tell. Your connection to the divine is strong and its strength gives you away to
others. Creatures with the celestial, fey or fiend creature type as well as creatures with a
divine connection know you are a demigod. A successful Intelligence (Religion) check can
be done against your Charisma (Deception) check to discern who your godly parent is. In
addition, if you are of a divine class such as cleric, you must choose the domain of your
godly parent.
Divine Domain. You are innately better than others in areas pertaining to your godly
parent's divine domain. Choose an option from the Divine Domain Ability Score Increases
that pertains to your godly parent's domain.
Divine Portfolio. Your godly parent has dominion over a specific portfolio. Choose an
option from the Divine Portfolio Traits that pertains to your parent's divine domain. This
must be the same as the option you picked for your divine domain trait.
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Godly Parentage. Unswerving of will and unassailable of mind, you have advantage on
saving throws against being charmed and frightened. In addition, you cannot be aged
magically.
Mortal Parentage. Even though it is your godly parent that makes you special, you still
have a mortal parent. While you don't receive any of the racial traits that your mortal parent
has. Your mortal parent must be humanoid and you physically resemble that race in its most
epitomized form.
Portfolio Sense. Demigods have a limited ability to sense events involving their portfolios.
You automatically sense notable events and minor events within 5 miles that involves your
portfolio. When a demigod senses an event, it merely knows that the event is occurring and
where it is. The demigod receives no sensory information about the event. For example, if a
demigod of the nature portfolio was within 5 miles of a forest fire it would become aware of
it and where it is happening. If it was 10 miles away it wouldn't have any idea but if that
forest fire broke the seal on an ancient evil that their godly parent or some other nature god
locked away you would become aware of it as well as the location of the site.
Languages. You can speak, read and write Common and all demigods have the innate
ability to speak, read and write Celestial. Whether they discover this by meeting an angel or
when a traveling Aasimar got a peek at their scribbles as a child is, it is ultimately up to you.
Celestial as a language sounds like a heavenly choir when spoken, and is written with a
grace and fluidity that no mortal language has replicated.

Divine Domain Ability Score Increases

Your ability scores increase based on the Divine Domain of your godly parent. If your
godly parent has more then one Divine Domain then pick one of those they have to be
aligned with. The domains are Death, Knowledge, Life, Light, Nature, Tempest, Trickery,
or War.

Arcana Your Intelligence score increases by 2, and your Wisdom score increases by 1.

Death: Your Constitution score increases by 2, and your Intelligence score increases by 1.

Forge: Your Intelligence score increases by 2, and your Constitution score increases by 1.

Grave: Your Constitution score increases by 2, and your Strength score increases by 1.

Knowledge: Your Intelligence score increases by 2, and your Wisdom score increases by
1.

Life: Your Constitution score increases by 2, and your Charisma score increases by 1.

Light: Your Charisma score increases by 2, and your Dexterity score increases by 1.

Nature: Your Wisdom score increases by 2, and your Intelligence score increases by 1.

Tempest: Your Charisma score increases by 2, and your Strength score increases by 1.

Trickery: Your Dexterity score increases by 2, and your Charisma score increases by 1.

War: Your Strength score increases by 2, and your Constitution score increases by 1.

Divine Portfolio Traits

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You can pick one of the traits below provided you meet the divine domain prerequisite.

General Traits

Death Resistance.

Prerequisite: Must be either the Life, Death Domain


Your divine power pushes your body to continue living. You have advantage on death
saving throws and you know one cantrip of your choice from the cleric spell list. Charisma
is your spellcasting ability for it.

Divine Awareness.

The world tells you all its secrets and reveals every deception. You can sense all creatures
within 10 feet of you and know if any of those creatures tells you a lie.

Environmental Adapt.

Your body is more resilient than most. You’re acclimated to high altitudes, including
elevations above 20,000 feet. You're also naturally adapt to all extreme environments, as
described in chapter 5 of the Dungeon Master’s Guide.

Godly Endurance.

Prerequisite: Must be either the Life, Tempest or War Domain


A wound thought fatal is but a flesh wound to you. When you are reduced to 0 hit points
but not killed outright, you can drop to 1 hit point instead. When you do this you gain
temporary hit points equal to 1d8 + your Constitution modifier. You can’t use this feature
again until you finish a long rest.

Heart of a Hero

You can cast the heroism spell on yourself once with this trait, requiring no material
components, and you regain the ability to cast it this way when you finish a long rest.
Charisma is your spellcasting ability for this spell.

Higher Ability Scores.

An aspect of your form has been enhanced beyond what is capable of a normal race.
Instead of gaining an increase of 2 to your primary racial ability score you gain an increase
of 3. This cannot increase your chosen ability score above 20.

Skilled.

You are naturally adept at a particular set of skills. You have proficiency in three skills of
your choice.

True Seer.

Your godly parent has given you the ability to lift the veil from your eyes and glimpses the
truths of the world briefly. As an action, you can focus your sight to perceive and reveal the
truths of the world. For 1 minute you have truesight within a 30 foot radius. You can use

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this trait once due to the strain it causes on your eyes and you must complete a long rest
before you can use it again.

Toughness.

Whether it is your solid build or an indomitable spirit you can take a greater beating them
most. Your hit point maximum increases by 1, and it increases by 1 every time you gain a
level.

Partial Magic Resistance.

Your strength of will is enough to turns the tides against most magical effects. You have
advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.

Portfolio Specific

Arcana

Arcanist. You are proficient in the An ability score was not entered for this template!
skill and whenever you make an Intelligence (Arcana) check related to magic, you add
double your proficiency bonus to the check, instead of your normal proficiency bonus.
Innate Focus. Your body is a natural conduit for magical energy. You are considered the
arcane focus when you cast spells and you know one cantrip of your choice from the
sorcerer spell list. Charisma is your spellcasting ability for this spell.
Unravel the Weave. At 3rd level, you can cast the counterspell spell once with this trait,
requiring no material components, and you regain the ability to cast it this way when you
finish a long rest.
Magical Protection. As a reaction, when you take damage from a spell or other magical
effect you can gain resistance to that damage until the end of your next turn. Once you use
this trait you cannot use it again until you complete a short or long rest.
Magic Initiate. You know one cantrip of your choice from the wizard spell list. When you
reach 3rd level, you can pick one spell of your choice from the wizard spell list and cast it
once. When you reach 5th level, you can also cast the heat metal spell once and need to
finish a long rest before you can cast it again. When you cast either of these spells you need
to finish a long rest before you can cast that spell again. Intelligence is your spellcasting
ability for these spells.

Death

One with the Dead. As an action, you can become undetectable to all undead with a
Intelligence of 10 or less. Unless provoked you remain undetectable to them for 10
minutes. In addition, you have resistance to necrotic damage.
Raiser. The dead answer your call. At 3rd level, you can cast either the animate dead
spell or the speak with dead spell once with this trait, requiring no material components,
and you regain the ability to cast it this way when you finish a long rest. Intelligence is your
spellcasting ability for this spell.
Soulsight. You can see the essence of others through sight alone. You have darkvision
within 60 feet. In addition, you have soulsight, which allows you to see the souls of all
creatures within 60 feet of you. This allows you to see invisible creatures and discern the
creature type of any living creature within range. This sight penetrates walls and objects and
those without souls such as undead and constructs can't be detected using soulsight.
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Defier. If you drop to 0 hit points but are not killed outright, you may continue to fight as
normal, rollings death saves as normal. You regain the ability to do this when you complete
a long rest. In addition, if you are stabilized at 0 hit points you may regain 1 hit point and
become conscious.
Death Magic. The magic of necromancy. You know the toll the dead[1] cantrip. When
you reach 3rd level, you can cast the false life spell once and need to finish a long rest
before you can cast it again. When you reach 5th level, you can also cast the ray of
enfeeblement spell once and need to finish a long rest before you can cast it again.
Intelligence is your spellcasting ability for these spells.

Forge

Forgeborne. Your body is tempered by the warmth of the forge and instinctively knows
how to use its productions. You are proficient with the light hammer, mace, maul and
warhammer. Your speed is not reduced by wearing heavy armor. In addition, you’re
acclimated to Extreme Heat, as described in chapter 5 of the Dungeon Master’s Guide.
Weapon Forger. Weapons wielded by you whether they be mundane or magical give off
power as if they have just been pulled from a forge of elemental chaos. At 3rd level, you
can cast the elemental weapon[2] spell once with this trait, requiring only a weapon, and
you regain the ability to cast it this way when you finish a long rest. Intelligence is your
spellcasting ability for it.
Heart of the Forge. Your chest burns with a fierce heat found in the heart of any forge.
You have resistance to fire and cold damage. In addition, you know the produce flame
cantrip. Intelligence is your spellcasting ability for it.
Forge Mastery. The will to craft to create was forged in your mind along with the skills to
do so. You gain proficiency with smith's tools and add double your proficiency bonus to
checks made with them, instead of your normal proficiency bonus. In addition, whenever
you make an Intelligence (History) check related to forged equipment, you are considered
proficient in the History skill and add double your proficiency bonus to the check, instead
of your normal proficiency bonus.
Forge Magic. Magic to help any forge master practice his craft. You know the mending
cantrip. When you reach 3rd level, you can cast the create and destroy water[3] spell
once and need to finish a long rest before you can cast it again. When you reach 5th level,
you can also cast the heat metal spell once and need to finish a long rest before you can
cast it again. Intelligence is your spellcasting ability for these spells.

Grave

Undead Resistance. Never underestimate the fear those of the grave portfolio cause
undead, they hesitate, stutter and rush the delicacy's needed to create potent magic. You
have advantage on all Constitution, Wisdom, and Charisma saving throws when the
creature imposing the saving throw is an undead.
Life Drinker. Life given to those who would squander it and cause suffering is better put
to use by you. At 3rd level, you can cast the vampiric touch spell once with this trait, and
you regain the ability to cast it this way when you finish a long rest.
Shroud. As an action, you can syphon energy from your gods plane of death to bolstering
yourself with a necromantic vail of life, you gain a number of temporary hit points equal to
10 + your level for 1 hour or until they are depleted. You regain the ability to do this when
you finish a long rest.
Purifying Mark. The dead should stay dead. You are resistant to necrotic damage, you
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can't become undead, and when you reduce a creature to 0 hit points it can not become an
undead.
Grave Magic. Magic that would assist any believer in putting to rest the undead. You
know the chill touch cantrip. When you reach 3rd level, you can cast the protection from
evil and good spell once and need to finish a long rest before you can cast it again. When
you reach 5th level, you can also cast the gentle repose spell once and need to finish a long
rest before you can cast it again. Intelligence is your spellcasting ability for these spells.

Knowledge

Prodigy. You have an exceptional capability to learn and soak up information like a
sponge. You gain proficiency in any combination of 3 skills, tools or languages of your
choice.
Clairvoyant. The locating and collection of information can often be as valuable as the
information itself. At 3rd level, you can cast the clairvoyance spell once with this trait,
requiring no material components, and you regain the ability to cast it this way when you
finish a long rest.
Mental Prowess. Your mind is a fortress, both in its defensive and strategic capabilities.
You have resistance to psychic damage. In addition, you can communicate mentally with
another creature that knows at least one language within a 60-foot radius. This creature
doesn't need to share a language with you but unless they have telepathy themselves they
can only receive and respond but can't initiate or terminate a telepathic conversation. You
must be conscious to use this trait and cannot telepathically communicate with multiple
creatures at once.
Calculated Defence. You analyze your environment and your opponents every move
knowing their movements and actions sometimes before even they do. You can use your
Intelligence score in place of your Strength, Dexterity or Constitution score when you are
forced to make a Strength, Dexterity or Constitution saving throw.
Lore Magic. The magic needed to gain the information every seeker of knowledge
searches for. You know the message cantrip. When you reach 3rd level, you can cast the
identify spell once, requiring no material components, and need to finish a long rest before
you can cast it again. When you reach 5th level, you can also cast the detect thoughts
spell once and need to finish a long rest before you can cast it again. Intelligence is your
spellcasting ability for these spells.

Life

Ebb Out Life. You touch can save the lives of others and even cause wounds and injuries
to heal instantly. You know the spare the dying cantrip. In addition, when you cast this
spell you may heal the target creature for 2d8 plus your Charisma modifier. This healing
only applies if the target of the spell has 0 hit points and you must complete a long rest
before you can heal with this cantrip this way again.
Revive. Even when a hero has passed and no healing or medicine will help them you are
able to bring them back. At 3rd level, you can cast the revivify spell once with this trait,
requiring no material components, and you regain the ability to cast it this way when you
finish a long rest.
Soul of Life. You are an exceptional conduit for the magic that gives life. When you regain
hit points or you cause another creature to regain hit points, they gain additional hit points
equal to your level. Once you use this trait you can't use it again until you complete a short
or long rest.

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Perfect Health. You are exceptionally healthy, you've never been ill, suffered from poor
hygiene or been bedridden. You have advantage on saving throws against diseases and
being poisoned. In addition, whenever you complete a short or long rest you gain a number
of temporary hit points equal to your Constitution modifier.
Life Magic. The magic to both preserve and guide life. You know the guidance cantrip.
When you reach 3rd level, you can cast the healing word spell once and need to finish a
long rest before you can cast it again. When you reach 5th level, you can also cast the
prayer of healing spell once and need to finish a long rest before you can cast it again.
Charisma is your spellcasting ability for these spells.

Light

Solar Affinity. You carry a light in your chest wherever you go and it is in the brightest of
light that you feel the most aligned with. You know the light cantrip. In addition, when you
complete a short rest in an area of bright sunlight you regain the maximum number of hit
points from expanding Hit Die.
Solar Resistance. The sun blesses you with burning light in your soul that pushes back
even the darkest of nights. You are resistant to fire, radiant and necrotic damage.
Light Bringer. The night is darkest just before the dawn. At 3rd level, you can cast the
daylight spell once with this trait, requiring no material components, and you regain the
ability to cast it this way when you finish a long rest.
Enchanting. You have an enchanting beauty to you. If you spend 1 minute conversing
with a creature, you can attempt to seed it with overwhelming love. At the end of the
minute, you can use an action to force the creature to make a Wisdom saving throw. The
save automatically succeeds if the 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.
Enchanting Magic. You know the friends cantrip. When you reach 3rd level, you can
cast the charm person spell once and need to finish a long rest before you can cast it
again. When you reach 5th level, you can also cast the suggestion spell once and need to
finish a long rest before you can cast it again. Charisma is your spellcasting ability for these
spells.
Light Magic. The light of the sun flows from you. You know the word of radiance[4]
cantrip. When you reach 3rd level, you can cast the burning hands spell once and need to
finish a long rest before you can cast it again. When you reach 5th level, you can also cast
the flaming sphere spell once and need to finish a long rest before you can cast it again.
Charisma is your spellcasting ability for these spells.

Nature

Forestborne. You were born to the forest and you know it better than anyone. You have
proficiency in the Nature skill and whenever you make an Intelligence (Nature) check while
in a natural environment, you add double your proficiency bonus to the check, instead of
your normal proficiency bonus. In addition, you can attempt to hide even when you are
only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural
phenomena.
Sibling of the Beasts. The beast of the forest raised you one way or another. Through
sounds and gestures, you can communicate with beasts as if under the effect of the speak

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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.
Tongue of Trees. The trees speak to you, the rustle of leaves, the sway, and wane of the
oak are as clear as to you as a spoken word. At 3rd level, you can cast the speak with
plants spell once with this trait, requiring no material components, and you regain the ability
to cast it this way when you finish a long rest. Wisdom is your spellcasting ability for this
spell.
Naturalist. The nature grows where you tell it to grow and flourishes when you demand it
so. At 3rd level, you can cast the plant growth spell once with this trait, requiring no
material components, and you regain the ability to cast it this way when you finish a long
rest. Wisdom is your spellcasting ability for this spell.
Nature Magic. The magic to preserve and protect the natural world. You know the
druidcraft cantrip. When you reach 3rd level, you can cast the absorb elements[5] spell
once and need to finish a long rest before you can cast it again. When you reach 5th level,
you can also cast the spike growth spell once and need to finish a long rest before you can
cast it again. Wisdom is your spellcasting ability for these spells.

Tempest

With the Wind. You, like the wind, are always moving, always flowing. Your base walking
speed increases by 10 feet, and you can take the Dash action as a bonus action.
Waterborne. 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.
Wings of the Wind. You can shoot through the sky like a bolt of lightning on wings made
of wind. At 3rd level, you can cast the fly spell once with this trait, requiring no material
components, and you regain the ability to cast it this way when you finish a long rest.
Lightning Bringer. You may call forward the destructive wrath of a storm in the form of
lightning. You can cast the call lightning spell once with this trait, requiring no material
components, and you regain the ability to cast it this way when you finish a long rest.
Charisma is your spellcasting ability for this spell. When you cast this spell it deals 1d10
lightning damage instead of 3d10. At 3rd level, this increases to 2d10 and at 5th level, you
may cast the spell as normal.
Stormborne. Your body is tempered by the storms and thrive in weather that would
disadvantage most. You are resistant to lightning and thunder damage. In addition, you are
immune to the negative effects brought on by storms such as difficult terrain and obscured
vision.
Tempest Magic. Magic that mimics the wrath of the tempest. You know the shocking
grasp cantrip. When you reach 3rd level, you can cast the command spell once and need
to finish a long rest before you can cast it again. When you reach 5th level, you can also
cast the warding wind[6] spell once and need to finish a long rest before you can cast it
again. Charisma is your spellcasting ability for these spells.

Trickery

Light Footed. The slightest let up of ones attack against you is enough for you to recover
and begin again. You can take the Disengage action as a bonus action, and when you do so
you can expand a Hit Die to regain hit points.
Silver Tongued. You speak eloquently and persuasive in your manner of speech getting
around most obstacles with your words. You gain proficiency in both the Persuasion and

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Deception skills. In addition, whenever you make an Charisma (Persuasion) check against
humanoids with a Charisma score of 10 or lower, you can add double your proficiency
bonus to the check, instead of your normal proficiency bonus.
Call of Inaction. Your words have a certain magic to them if toned right. If you spend 1
minute conversing with a creature, you can attempt to seed it with overwhelming ennui. At
the end of the minute, you can use an action to force the creature to make a Wisdom saving
throw. The save automatically succeeds if the target is immune to being charmed. On a
failed save, it sits and is incapacitated 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.
Call of Violence. Your words have a certain magic to them if toned right. 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 or takes damage from any creature other than the one it has
been incited against. 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.
Tricksters Magic. Magic to jest, disguise and deceive others. You know the vicious
mockery cantrip. When you reach 3rd level, you can cast the disguise self spell once and
need to finish a long rest before you can cast it again. When you reach 5th level, you can
also cast the nystul’s magic aura spell once and need to finish a long rest before you can
cast it again. Charisma is your spellcasting ability for these spells.

War

Tactical Striker. To get into a brawl with you is to ask for trouble. Your fists are natural
weapons, which you can use to make unarmed strikes. If you hit with them, you deal
bludgeoning damage equal to 1d6 + your Strength or Dexterity modifier. In addition, when
you make an unarmed strike against a creature within 5 feet of, you can make one unarmed
strike as a bonus action.
Martial Expertise. You are a master are martial combat. You gain proficiency in two
martial weapons of your choice, while wielded by you, these weapons are considered
magical for the purpose of overcoming damage resistances and immunities.
Protective Shroud. You have an invisible veil of divinity that protects you from harm.
While unarmored, your Armor Class is equal to 13 + your Dexterity modifier.
Winding Attack. When you land a well-placed strike the effect is potent enough to wind
even the most powerful foes. 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
damages of the critical hit. In addition, when you do this you may make a shove attack as
part of the same attack.
War Magic. The magic to bend and break your opponents. You know the green-flame
blade[7] cantrip. When you reach 3rd level, you can cast the compelled duel spell once
and need to finish a long rest before you can cast it again. When you reach 5th level, you
can also cast the spiritual weapon spell once and need to finish a long rest before you can
cast it again. Wisdom is your spellcasting ability for these spells.
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Racial Feats: Divine Gift

Normally a feat represents a talent or an area of expertise that gives a character special
capabilities. It embodies training, experience, and abilities beyond what a class provides.
Demigods like every other race can receive these as well, however, they can also receive
gifts from their godly parent represented in the form of a racial feat. At certain levels, your
class gives you the Ability Score Improvement feature. Using the optional feats rule, you
can forgo taking that feature to take this racial feat instead. You can take this feat multiple
times and if you ever lose this feat's prerequisite, unlike normal feats, you can still use it.

Divine Gift

Prerequisite: Be of good or neutral standing with your godly parent

The primary or secondary ability score of your Divine Domain increases by 1.


You may choose a Divine Portfolio Trait of your choice that you don't already have,
as long as you meet its prerequisites.

References

1. Xanathar's Guide To Everything pp.169


2. Players Handbook pp.237
3. Players Handbook pp.229
4. Xanathar's Guide To Everything pp.171
5. Elemental Evil Player Companion pp.15
6. Elemental Evil Player Companion pp.22
7. Sword Coast Adventure's Guide pp.143

Back to Main Page → 5e Homebrew → Races

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