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Sorcerer: Demigod

Subclass from Odyssey of the Dragonlords by Arcanum Worlds.

Sorcerer: Demigod


Hit Points

Hit Dice: d6 per Sorcerer: Demigod level
Hit Points at first Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier

Proficiences

Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: None
Saving Throws: Constiution, Charisma
Skills: Choose 2 from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion

Overview & Creation

Your magic springs from the divine blood that flows through your veins. The gods have often been known to consort with mortals, and such unions sometimes produce half-divine offspring. These individuals are called demigods, and many of them are born with a powerful aptitude for magic.   Demigods exhibit powers that are related to the domain of their godly ancestor, but their magic is not constrained by this association. Rather, they may channel the power in their blood to improve the efficacy of any spell, regardless of its type. Additionally, the divine power that courses through their blood makes demigods impressive specimens of both physical fitness and beauty.


Subclass Options

Godly Ancestor

Starting at 1st level, choose the divine domain of your godly ancestor from the following list. You can cast each of the associated spells once without using any spell slots, and you regain the ability to do so after completing a short or long rest.   Additionally, whenever you make a Charisma check when interacting with gods or celestials, your proficiency bonus is doubled if it applies to the check.
Divine Domain Associated Spells
Arcana Mage Armor, Magic Missile
Death Bane, Ray of Sickness
Forge Identify, Searing Smite
Grave False Life, Protection from Evil and Good
Knowledge Command, Guiding Bolt
Life Cure Wounds, Bless
Light Burning Hands, Faerie Fire
Nature Entangle, Healing Word
Order Detect Evil and Good, Heroism
Peace Heroism, Sanctuary
Prophecy Detect Magic, Shield
Tempest Fog Cloud, Thunderwave
Trickery Charm Person, Hideous Laughter
Twilight Faerie Fire, Sleep
War Shield of Faith, Thunderous Smite

Inherited Strength

Starting at 1st level, your godly lineage bestows you with extraordinary strength for someone without martial training. You are proficient in Strength saving throws. Additionally, you may choose to add your Charisma modifier to melee attack and damage rolls instead of your Strength.

Empowered Magic

Starting at 6th level, echoes of divine power flow through your spells. When you cast a spell, you may spend 1 sorcery point to increase the spell's level by 1. You cannot use this feature to increase a spell’s level by more than 1. For example, if you use a 5th-level spell slot to cast fireball as a 5th-level spell, you may spend 1 sorcery point to cast the spell at 6th level instead.

Divine Resistance

Starting at 14th level, your divine blood allows you to shrug off effects that would destroy mere mortals. When you fail a saving throw, you may choose to succeed instead. You may use this feature once, and you regain the ability to do so after completing a long rest.

Ascendant Sorcery

Starting at 18th level, your power has begun to rival your divine ancestor’s. When you use the Empowered Magic feature, you may increase the spell’s level by more than 1. You must spend 1 sorcery point for each level that you add to the spell.

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