Demi-God

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.

### **Out of Place**

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 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. You may roll on the Parentage Table instead if they wish.

**Parentage Table**

### **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 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 Traits**

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

***Ability Score Increase.*** Increase one ability score by 2, and increase a different one by 1 and one by 1 based on your parents divine domain.

***Age.*** Demigods reach physical maturity based on their mortal race, showing no signs of age. When they reach the last years of their life 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 35 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.

**Godly Endurance.** 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.

***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 3 options 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.

***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.

**Godly Resilience.** You have advantage on saving throws against poison, and you have resistance against poison damage.

***Mortal Parentage.*** Even though it is your godly parent that makes you special, you still have a mortal parent. While you don't receive all the traits your mortal parents has you gain 2 racial traits form them. 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.

**Darkvision.** Thanks to your godly blood, you have superior vision in dark and dim conditions. 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 can't discern color in darkness, only shades of gray.

***Languages.*** You can speak, read and write Common and all demigods have the innate ability to speak, read and write a language of their godly parent and mortal parent

### **Divine Portfolio Traits**

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. Intelligence, Wisdom or 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 30 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. Because of this you gain resistance to cold damage if you already gain it trough some other benefit then it will become immunity to cold.

Unyielding.

You have advantage on saving throws against being prone, paralyzed and petrified.

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 short or long rest. Intelligence, Wisdom or 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 4 at the cost of the increase by 1. This can 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 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 3, and it increases by 3 every time you gain a level.

Magic Resistance.
Your strength of will is enough to turns the tides against most magical effects. You have advantage on all saving throws against magic.

### **Portfolio Specific**

#### **Arcana**

***Arcanist.*** You are proficient in the Arcana 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 and 2 first level spells 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 and *Dispel Magic* and at 9th level you are able to cast *Planar Binding* each 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. You can use this trait up to your proficiency bonus + half your charisma modifier (rounded up) you cannot use it again until you complete a long rest.

***Magic Initiate.*** You know one cantrip of your choice from the wizard spell list. When you reach 3rd level, you can pick two spells 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. when you cast these spells other the the cantrip in this way you must finish a long rest before you can cast it 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 and the *speak with dead* and at 9th level you can cast *Danse Macabre* spells each 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, Wisdom or Charisma is your spellcasting ability for this spell.

***Soulsight.*** You can see the essence of others through sight alone. You have darkvision within 90 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.

***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* 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, Wisdom or Charisma is your spellcasting ability for this spell.

#### Forge

***Forgers Rest.*** When you take a long rest, you must spend at least 4 hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.

***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* spell an amount of times equal to your proficiency bonus +half you intelligence modifier (rounded down) 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. You also gain the ability to remake your robotic limbs if you lose one it will take 1 day of work and 50 gold.

***Forgers expertise.*** You gain proficiency with 2 types of artisan tool of your choice you can have 1 artisan tool integrated into your body and you add double your proficiency modifier for that tool, you must have proficiency with the tool to integrate it into your body. In addition when you create items as a forger the DC to make that item is lowered by your intelligence mod + half your proficiency bonus (rounded down).

**Forgers Resilience.** You made yourself have remarkable fortitude, as you replaced your flesh with robotic parts, this shows by the following benefits:

* You gain a +2 bonus to Armor Class.

* You are considered both construct and humanoid and the mending cantrip is like using healing word on you
* You are immune to being poisoned, and immune to poison damage.
* You don’t need to eat, drink, or breathe.
* You are immune to disease.
* You don't need to sleep, and magic can't put you to sleep except by the spell dispel magic as the magic in you is keeping you awake and running.( casting dispel magic on a forger requires a dc save of 10+the forgers intelligence + constitutions and casting dispel magic on a forger is like casting sleep on someone else at the same level as the spell slot used)

***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* 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.

***Forgers eyes.*** You can sense the heat off of creatures and objects in a 60 foot radius. This sight penetrates walls but is unable to detect creature with no heat signature.

#### 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 saving throws and ability checks when the creature imposing the saving throw or ability checks 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 an amount of times equal to your constitution + half your proficiency (rounded up), 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 + twice 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 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, Wisdom or Charisma is your spellcasting ability for this spell.

***Undead's fear.*** All undead including ones with frightened immunity can be frightened by those of the grave portfolio as an action you can use the *fear* spell a amount of times equal to your proficiency bonus if used on undead they have disadvantage on the saving throw.

#### 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.

***Knowledge's imprint.*** You are unable to forget anything of which you have learned when you make skill checks that involve intelligence you count as proficient in those skills if you already have proficiency you count as though you have expertise in the skill.

#### 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 Constitution modifier. This healing only applies if the target of the spell has 0 hit points. Also you gain the ability to cast it at a range of 30 feet.

***Revive.*** Even when a hero has passed and no healing or medicine will help them you are able to bring them back. At 5th 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. At 9th level you can cast reincarnate 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 twice your level + your proficiency bonus. You can use this trait a number of times equal to your constitution modifier + half your proficiency bonus (rounded down)

***Perfect Health.*** You are exceptionally healthy, you've never been ill, suffered from poor hygiene or been bedridden. You immune to poison and immune to diseases. In addition, whenever you complete a short or long rest you gain a number of temporary hit points equal to twice your level + 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 *Aid* spell a number of times equal to half your proficiency bonus and need to finish a long rest before you can cast it again. When you reach 5th level, you can also cast the *Mass Healing Word* spell a number of times equal to your constitution modifier and need to finish a long rest before you can cast it again. constitution is your spellcasting ability for these spells.

***Radiant Body.*** The life magic flowing through you makes a radiant body your release bright light in a 10 foot radius and dim light in another 10 foot. You can spend 5 minutes turning a weapon into a radiant weapon all damage dealt with that weapon now does radiant damage the radiance of your body also gives you a plus 2 to ac. Also you can use an action to realise some radiant energy from your body every creature within 30 feet of you must make a dexterity saving throw if the creature is undead or fiend it does so with disadvantage and if it fails the saving throw it takes 3d12 radiant damage.

***Prayer to life.*** Being the child of a life deity gives you special perks with life. You can spend 8 hours praying to your godly parent praying for divine help. After spending 8 hours of prayer you are able to speak with your gold parent and ask if they can bring back a friend of yours from death if they do accept it will be like using true resurrection on a person if they choose not to help you may ask why and get a response but then are forced out of the domain.