Demigod
Demigods, born of divine blood, walk the mortal realms as living legacies of the gods. Possessing a spark of their deity's power, these celestial beings are shaped by the Divine Domain that influences their existence. Whether a product of a union between a god and a mortal or ancient rituals, demigods carry extraordinary potential and command awe and fear in equal measure. Their divine heritage may manifest in various ways, from radiant eyes and resonant voices to an ethereal grace that sets them apart. Though they may resemble their mortal ancestors, the power within them is unmistakable, granting them abilities far beyond ordinary mortals.
Tied to a specific Divine Domain, a demigod's abilities and nature are deeply influenced by this bond. They might command storms, channel life-giving light, or weave intricate arcane magic, making them formidable beings in any realm. However, their power comes with great responsibility, as they often find themselves torn between the will of their divine progenitor and the challenges of mortal existence. Despite their celestial nature and the majesty they exude, demigods remain mortal, facing the same trials as others, albeit with the potential to overcome them in extraordinary ways.
Demigod Traits
As a Demigod, you have the following traits.
Ability Score Increase. Increase one ability score by 2 and increase a different one by 1, or increase three different ability scores by 1. If you are replacing your race with this lineage, replace any Ability Score Increase you previously had with this.
Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. If you are replacing your race with this lineage, you retain any languages you had and gain no new languages.
Creature Type. You are a Celestial.
Size. You are Medium or Small. You choose the size when you gain this lineage.
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Speed. Your walking speed is 30 feet
Ancestral Legacy. If you replace a race with this lineage, you can keep the following elements of that race: any skill proficiencies you gained from it and any climbing, flying, or swimming speed you gained from it. If you don't keep any of those elements, or you choose this lineage at character creation, you gain proficiency in two skills of your choice.
Darkvision. 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 discern colors in that darkness as shades of gray.
Celestial Magic. You are closely related to a Divine Domain due to your godly heritage, gaining one of the following sets of spells depending on your Domain.
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Arcana. You know the Prestidigitation cantrip. Once you reach 3rd level, you can cast the Nystul’s Magic Aura spell once with this trait, and regain the ability to do so when you finish a long rest. Once you reach 5th level, you can cast the Magic Circle spell once with this trait, and you regain the ability to do so when you finish a long rest.
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Death. You know the Infestation cantrip. Once you reach 3rd level, you can cast the Ray of Enfeeblement spell once with this trait, and regain the ability to do so when you finish a long rest. Once you reach 5th level, you can cast Speak with Dead spell once with this trait, and you regain the ability to do so when you finish a long rest.
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Forge. You know the Mending cantrip. Once you reach 3rd level, you can cast the Heat Metal spell once with this trait, and regain the ability to do so when you finish a long rest. Once you reach 5th level, you can cast the Galder’s Tower spell once with this trait, and you regain the ability to do so when you finish a long rest.
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Grave. You know the Toll the Dead cantrip. Once you reach 3rd level, you can cast the Wither and Bloom spell once with this trait, and regain the ability to do so when you finish a long rest. Once you reach 5th level, you can cast the Feign Death spell once with this trait, and you regain the ability to do so when you finish a long rest.
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Peace. You know the Blade Ward cantrip. Once you reach 3rd level, you can cast the Warding Bond spell once with this trait, and regain the ability to do so when you finish a long rest. Once you reach 5th level, you can cast the Beacon of Hope spell once with this trait, and you regain the ability to do so when you finish a long rest.
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Knowledge. You know the Guidance cantrip. Once you reach 3rd level, you can cast the Borrowed Knowledge spell once with this trait, and regain the ability to do so when you finish a long rest. Once you reach 5th level, you can cast the Sending spell once with this trait, and you regain the ability to do so when you finish a long rest.
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Life. You know, the Spare the Dying cantrip. Once you reach 3rd level, you can cast the Aid spell once with this trait, and regain the ability to do so when you finish a long rest. Once you reach 5th level, you can cast the Revivify spell once with this trait, and you regain the ability to do so when you finish a long rest.
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Light. You know the Light cantrip. Once you reach 3rd level, you can cast the Moonbeam spell once with this trait, and regain the ability to do so when you finish a long rest. Once you reach 5th level, you can cast the Daylight spell once with this trait, and you regain the ability to do so when you finish a long rest.
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Nature. You know the Druidcraft cantrip. Once you reach 3rd level, you can cast the Barkskin spell once with this trait, and regain the ability to do so when you finish a long rest. Once you reach 5th level, you can cast the Conjure Animals spell once with this trait, and you regain the ability to do so when you finish a long rest.
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Order. You know, the Thaumaturgy cantrip. Once you reach 3rd level, you can cast the Zone of Truth spell once with this trait, and regain the ability to do so when you finish a long rest. Once you reach 5th level, you can cast the Motivational Speech spell once with this trait, and you regain the ability to do so when you finish a long rest.
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Tempest. You know the Gust cantrip. Once you reach 3rd level, you can cast the Warding Wind spell once with this trait, and regain the ability to do so when you finish a long rest. Once you reach 5th level, you can cast the Lightning Bolt spell once with this trait, and you regain the ability to do so when you finish a long rest.
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Trickery. You know, the Vicious Mockery cantrip. Once you reach 3rd level, you can cast the Invisibility spell once with this trait, and regain the ability to do so when you finish a long rest. Once you reach 5th level, you can cast the Stinking Cloud spell once with this trait, and you regain the ability to do so when you finish a long rest.
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Twilight. You know the Dancing Lights cantrip. Once you reach 3rd level, you can cast the Darkvision spell once with this trait, and regain the ability to do so when you finish a long rest. Once you reach 5th level, you can cast the Leomund’s Tiny Hut spell once with this trait, and you regain the ability to do so when you finish a long rest.
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War. You know the Green-Flame Blade cantrip. Once you reach 3rd level, you can cast the Magic Weapon spell once with this trait, and regain the ability to do so when you finish a long rest. Once you reach 5th level, you can cast the Conjure Barrage spell at 3rd level once with this trait, and you regain the ability to do so when you finish a long rest.
Celestial Resistance. You are closely related to a Divine Domain due to your godly heritage, gaining one of the following benefits depending on your Domain. The Domain for this ability must be of the same Domain as your Celestial Magic trait.
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Arcana. You have advantage on saving throws against Spells.
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Death. You have resistance to Necrotic damage
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Forge. You have resistance to non-magical Bludgeoning damage.
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Grave. You have advantage on death saving throws.
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Peace. You are immune to the Charmed effect
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Knowledge. You have resistance to Psychic damage
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Life. You have resistance to Radiant damage
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Light. You have resistance to Fire damage
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Nature. You have resistance to Poison damage
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Order. You have resistance to Force damage
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Tempest. You have resistance to Lightning damage
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Trickery. You have resistance to Acid damage
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Twilight. You have advantage on saving throws to avoid Exhaustion.
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War. You have resistance to non-magical Slashing damage.
Change Log
v1.0
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Credits & References:
- Demigod created by ParzivalGaming
Art
- Taranika, Akron Veteran, by Eric Deschamps
Background Image Stains
Fan Content Policy
- This work is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
5E SRD Content
This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC, available here.
The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available here.