When the immortal gods get frisky, humans always seem to be willing to bear their children. Depending on which god is getting frisky, demigods are born with varying abilities and traits. Although the Greek gods are named here, the themes are quite generic and the Greek gods could be replaced with members of the Roman, Norse, or Faerun pantheons.
Demigods look like any other human, but are typically slightly more attractive and less prone to blemishes and similar markings. Most gods never meet their children and rarely claim them as their own. Upon reaching puberty and into adulthood, many start to show signs of their godly parentage with amazing feats or abilities. Demigods find their way into all walks of life and most can go their whole lives without knowing what they truly are. Although their longevity gives them away eventually.
Demigod Traits
Demigods, as different as they are, all share a natural toughness and link to their godly parent.
Ability Score Increase.
Your Constitution score increases by 1.
Age
Demigods age at the same rate as humans, however they live significantly longer. On average, they can live about 300 years.
Allignment
A demigod’s alignment depends greatly on the alignment of their godly parent. However, the demigod’s human heritage can sometimes greatly influence a child’s alignment, causing even daughters and sons of even the most evil gods to be paragons of good and law.
Size
Demigods come in the same sizes as humans, ranging from 5 feet to well over 6 feet. Your size is Medium.
Speed
Your base walking speed is 30 feet.
Languages
You can speak, read, and write Common and language of your choice.
Parent's Assistance
You may call on your parent for assistance. The next time you roll a d20, you gain advantage on that roll. However, your parent prefers you walk your own path and will not assist you again until the next dawn.
Child of Aphrodite
You are a child of a god of love. Possible domains for your godly parent include Charm, Love, or Pleasure.
Ability Score Increase
Your Charisma score increases by 2.
Friend of Passion
You learn the Friends cantrip.
Child of Love
Whenever you fail to charm a creature or after a charm wears off, they are left unaware that you charmed or attempted to charm it.
Charming
You have proficiency with the persuasion and deception skills.
Child of Apollo
You are a child of the god of poetry, music, the sun, archery, and prophecy. Possible domains for your godly parent include Healing, Light, Life, Sun, or Knowledge.
Ability Score Increase
Your Charisma score increases by 2.
Friend of Banter
You learn the Vicious Mockery cantrip. Charisma is your spellcasting modifier for this spell.
Child of Music
You have proficiency with all instruments and the performance skill. While you are singing or playing an instrument, humanoids with intelligence 8 or less and all beasts are charmed by you. Creatures you attack or target with a harmful ability are immune to this charm for 24 hours
Child of Ares
You are a child of a god of war. Possible domains for your godly parent include War, Strength, Hatred, or Destruction.
Ability Score Increase
Your Strength score increases by 2.
Friend of Conflict
You are proficient with all weapons and light and medium armor.
Child of Battle
You are eager to battle, you cannot be surprised and you add 5 to your initiative roll.
Aura of War
You gain proficiency with the intimidation skill. You may add your strength modifier to any intimidation checks you make.
Child of Artemis
You are a child of a god of archery, the wilderness, the moon, and the hunt. Possible domains for your godly parent include Wilderness, Moon, Light, Nature, or Bestial.
Ability Score Increase
Your Dexterity score increases by 2.
Friend of Missiles
You have proficiency with all weapons with the ranged or thrown property.
Child of the Hunt
You have proficiency in the survival skill and advantage on checks to track creatures.
Hunter's Eyes
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 green. At close distances, your eyes cannot be fooled, in actual bright light you have true vision out to 20 feet.
Child of Athena
You are the child of a god of knowledge, wisdom, and/or strategy. Possible domains for your godly parent include Knowledge or War.
Ability Score Increase
Your Intelligence score increases by 2
Friend of Innovation
You learn the Guidance cantrip.
Child of Wisdom
You gain proficiency in one skill and tool of your choice. At level 1, when you choose skills for your first class, you may choose one more skill from that list. You may then choose a skill you are proficient in and gain expertise with that skill.
Wit Without Measure
You may substitute your intelligence modifier for your wisdom modifier when making Insight, Medicine, or Perception checks.
Child of
Demeter
You are a child of a god of nature. Possible domains for your godly parent include Nature, Life, Wilderness, Earth, or Plant.
Ability Score Increase
Your Wisdom score increases by 2.
Friend of Plants
You learn the Druidcraft cantrip.
Child of Nature
While you are conscious, plants and foliage within 30 feet of you become difficult terrain for creatures you choose large or smaller. Creatures tiny or smaller are restrained and have their speed reduced to 0. Your DM may determine that small amounts of foliage may not be enough to create difficult terrain.
Wildling
You have proficiency with the Nature skill.
Child of Dionysus
You are a child of a god of grapes, wine, parties, and madness. Possible domains for your godly parent include Trickery, Madness, Nature, Life, or Chaos.
Ability Score Increase
Your Wisdom and Charisma scores increase by 1.
Friend of Wine
You learn the Acid Splash cantrip. You may choose Wisdom or Charisma as your spellcasting ability for it.
Child of Madness
You cannot be magically charmed or frightened. You are immune to poison and the poisoned condition. When you drink alcohol, you choose how drunk you become and how quickly you become sober.
Party Starter
When in a place where people gather socially, (a pub, tavern, inn etc) you may attempt to start a party. Roll a d20 and add your charisma modifier against a DC 12 (or higher based on DM’s discretion). If you succeed, you create a more lighthearted mood in the place. For the next 10 minutes, or longer based on the DM’s discretion, you have advantage on all charisma checks made in the area. You may attempt to start a party once per hour per establishment. (or sooner based on DMs discretion, for instance if a large group comes in after you failed to start a party)
Child of Hades
You are a child of a god of the dead and the underworld. Possible domains for your godly parent include Death, Grave, or Shadow.
Ability Score Increase
Your Wisdom and Constitution scores increase by 1.
Friend of Death
You learn the Spare the Dying cantrip.
Child of the Shadows
When you are in dim light or darkness, as an action you can teleport up to 30 feet to an unoccupied space you can see that is also in dim light or darkness.
Rot Resistance
You have resistance to necrotic damage.
Child of Hephaestus
You are a child of a god of smiths and the forge. Possible domains for your godly parent include Knowledge, Creation, Fire, Forge, or Metal.
Ability Score Increase
Your Dexterity and Intelligence scores increase by 1.
Friend of Fire
You learn the Produce Flame cantrip.
Child of the Forge
You are immune to fire and fire damage. You gain proficiency with any 2 tools of your choice.
Forge to Battle
You are proficient with all item types you have made.
Child of Hermes
You are a child of a god of travelers, thieves, and tricksters. Possible domains for your godly parent include Trickery, Travel, Shadow, Chaos, or Freedom.
Ability Score Increase
Your Dexterity score increases by 2.
Friend of Tricksters
You learn the Minor Illusion cantrip.
Child of a Master Thief
You have proficiency with thieves tools and the slight of hand skill. Whenever you use thieves tools to pick a lock, you have advantage on the ability check. You have advantage on stealth checks against lawful creatures.
Going Places at Night
Your base walking speed increases to 35. 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 grey.
Child of Poseidon
You are a child of a god of the sea. Possible domains for your godly parent include Tempest, Ocean, Sea, Storm, or Water domains.
Ability Score Increase
Your Dexterity and Constitution scores increase by 1.
Friend of the Waves
You learn the Shape Water cantrip.
Child of the Sea
You can breath underwater. You gain a swim speed equal to your walking speed. When entering any water, you may choose to stay dry. You can locate nearby sources of water and can tell if they are safe to drink or not.
Ocean's Caress
While you are completely submerged in water and have less than half of your maximum hp, you regain 1hp every round or (6 seconds).
Child of Zeus
You are a child of the god of the sky. Possible domains for your godly parent include Tempest, Air, or Storm.
Ability Score Increase
Your Strength and Constitution scores increase by 1.
Friend of the Winds
You learn the Gust cantrip
Child of the Sky
Starting at 5th level, you have a flight speed of 30 while you are not wearing armor with a strength requirement.
Bolt-Proof
You gain resistance to lightning damage.
Child of Zeus (no flying)
You are a child of the god of the sky. Possible domains for your godly parent include Tempest, Air, or Storm.
Ability Score Increase
Your Strength and Constitution scores increase by 1.
Friend of Lightning
You may have your unarmed strikes deal 4 lightning damage and you may use Dexterity instead of Strength for the attack roll and damage modifier.
Child of the Sky
You and creatures you are touching are always under the effects of the Slow Fall spell.
Aren't So Frightening
You gain resistance to lightning and thunder damage.-
Bxnes
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