Demigod

***The offspring of one of the Aesar and a mortal race, demigods are gifted with incredible physical strength and endurance as well as partial control over their parent’s domain. Whether the child, grandchild, or further removed, genetic powers can recur after many generations.***

# Class Features

As a Demigod, you gain the following class features.

##### Hit Points

Your hit dice and hit points are determined by your heritage.

##### Proficiencies

**Armor:** Shields.

**Weapons:** Simple weapons, martial weapons.

**Saving Throws:** Saving throws are determined by your heritage.

**Skills:** Choose any three.

## **Half-blood Heritage**

As a demigod, one of your parents was an Aesar or higher being, granting you some portion of their power. Their domain defines the types of spells you may add to your ability list, your resistances, and any movement enhancements. This Heritage grants you features at levels 7, 11, and 15, and defines your hit dice and saving throws.

Generic Heritages: for any setting or deity.

Olympian Heritages: for those PJO fans.

## **Supernatural Durability**

Blessed with half of an Aesar’s genes, Demigods are incredibly strong and durable. At level 1, your AC equals 10+Dex+Con when you're not wearing armor, and you gain +2 to an ability score of your choice.

## **Innate Spellcasting**

Thanks to your Aesarian heritage, you have innate control over your parent’s domain. At 2nd level, this manifests as spell slots, all of a certain level, which increases as your level increases. Additionally, you learn up to three cantrips related to your domain. Whenever you gain a level, you may switch out a Demigod cantrip you know for one you don't. As innate spellcasters, demigods do not need (nor can they use) material components or spellcasting focuses.

## **Demigodly Gift**

At 3rd level, you can choose what direction you want to take your Demigod by choosing your Demigodly Gift. This can manifest as a Special Ability for an Olympian Heritage, or as a magical gift from your parent. Choose one of the following options:

**Bond Weapon:** you have a magical weapon of any type. You are proficient with it, and it always returns to you at the start of your next turn when thrown or lost. At 5th level it gains a +1 bonus. This bonus increases to +2 at level 11 and +3 at level 17. You can turn a weapon you find into your bond weapon by attuning to it during a long rest. The former weapon then becomes unbonded.

**Magic Item:** you have a magic item, given to you by your godly parent. This item can be anything. Talk to your DM.

## **Ability score improvement**

At levels 4, 6, 8, 10, 12, 14, 16, and 20, you may increase one ability score by 2, 2 scores by 1, or take a feat. These improvements cannot increase any one of your ability scores past 24, rather than 20 (the usual limit).

## **Feats of Legend**

At 5th level, you can achieve feats unimaginable to most. Whenever you roll for an ability check, attack roll, damage roll, or saving throw, you may add your Demigod level to the total. Once you use this feature, you may not use it again until you complete a long rest or until you roll a natural 20.

## **Godly Resistance**

At 6th level, you become in tune enough with your parent's domain that you gain resistance to an energy type associated with your Heritage. At level 11 and 17, you gain resistance to another energy type associated with your Heritage. If you run out of energy types, or don't have any energy types to begin with, you get nothing. Screw you man.

## **Inherent Authority**

At 9th level, other beings will instinctively recognize your authority. As an action, you can command a creature in your parent's domain (E.G., an air elemental for a child of Zeus or an automaton for a child of Hephaestus). The chosen creature must be of a CR equal to half your level or less. The target must make a wisdom save against your spellcasting ability or recognize you as an ally, treating you as a friend for the next 24 hours. Creatures you are fighting have advantage on this save, and once a creature succeeds on a save it becomes immune to this ability for 24 hours.

## **Domain Mastery**

At 20th level, you become an expert at controlling your parent's domain. Choose three spells from the list available to you, one each of 1st, 2nd, and 3rd level. You may cast those spells at their lowest level at will.