Child of Hades

***Children of Hades are easily the most taboo of the half-blood community. Not for any particular reason other than vibes and certain historical examples, of course.***

## Heritage Traits

### Heritage-Specific Traits

As a child of Hades, your hit dice are d10's and you are proficient with Constitution and Wisdom saves. Wisdom is your spellcasting modifier for demigod spells.

### Darkvision

As a Child of Hades, you gain darkvision out to 120 feet. This darkvision isn't impeded by magical darkness.

### Cantrips

*Chill Touch*

*Sapping Sting*

*Thaumaturgy*

*Toll the Dead*

### Available Spells

*Cause Fear*

*Dissonant Whispers*

*Hex*

*Inflict Wounds*

*Ray of Sickness*

*Borrowed Knowledge*

*Darkness*

*Ray of Enfeeblement*

*Shadow Blade*

*Animate Dead*

*Fear*

*Speak with Dead*

*Summon Undead*

*Vampiric Touch*

*Blight*

*Shadow of Moil*

*Antilife Shell*

*Awaken* (undead only)

*Danse Macabre*

*Circle of Death*

*Create Undead*

*Soul Cage*

## Special Ability: Curse of Fortune

At 3rd level, you can choose this feature instead of a Bond Weapon or Magic Item. Wherever you go, gems and precious metals will appear nearby. These items are real and valuable, but sometimes carry a heavy curse. Whenever a creature willingly takes a gem or precious metal item you conjured with this ability, roll percentile dice. If the result is greater than your Demigod level, the creature is subjected to the Curse of Fortune. A cursed creature rolls critical failures on rolls of 5 or less. If left untreated, this curse will usually result in death by misfortune within a month. As with most curses, it can be removed with a casting of *Remove Curse* or a similar spell, but only if the cursed item has been disposed of or given away.

This feature is obviously not all bad, as it provides you with essentially infinite wealth (Assuming you're willing to value that over human life. It's like being a billionaire). As an action, you can summon up to 100 gp worth of precious stones or metals through the ground to your feet, or move up to 100 pounds of similar material up to 30 feet in any direction with your mind. These limits increase by 100 gp and 100 pounds respectively at levels 5, 11, and 17.

## Special Ability: Deathly Fortitude

At 3rd level, you can choose this feature instead of a Bond Weapon or Magic Item. Your maximum hit points increases by 3, and you gain an extra hit point each time you gain a level in the Demigod class. This deathly fortitude comes at a cost, though, causing your appearance to become frail and ghostly. You cannot benefit from being proficient in persuasion.

## Extra Attack

At 5th level, you gain the Extra Attack feature.

## Shadow Travel

At 7th level, you learn to travel through darkness, the realm of your father. As an action, you can step into an area of darkness and emerge from another area of darkness up to 100 feet away. If you take this action in combat, you may immediately make a melee attack as a bonus action. You can choose to travel up to a mile using this ability, but you must make a constitution save if you do (DC 15), taking a level of exhaustion on a failed save. If you take this action outside of combat, you can take up to one willing creature with you. This limit increases to two at level 11 and three at level 17.

At higher levels, you can push the boundaries of your shadow travel, with the close range increasing to 200 feet and the long range increasing to 10 miles at level 11 and both values increases to 300 feet and 100 miles, respectively, at level 17.

## Destroy Undead

At 11th level, you can command undead to be unmade. As an action, you may point at an undead creature you can see. The target, which must be of a CR equal to or less than your level, must make a wisdom save against your spell DC or immediately turn to dust. Undead that are immune to being turned are immune to this ability, and undead that have turn resistance have advantage on saves against this ability.

## King of Ghosts

At 15th level, you radiate authority over death. All friendly undead that start their turn within 30 feet of you gain temporary hit points equal to your Demigod level, and all hostile undead must make a wisdom save, becoming charmed or frightened by you (your choice) on a failed save. You may choose to instantly destroy undead of a CR 1 or less that fail this save.