Fable Demigod
Fable Demigod
Divine Power
Below is some important information related to the class that
doesn't necessarily fit into any specific features.
Divine Ability Score. Your divine ability score is your choice
of Intelligence, Wisdom or Charisma. This is decided upon Equipment
choosing this class and can not be changed. You use this ability You start with the following equipment, in addition to the
score when calculating your saving throw for features from this equipment granted by your background:
class (8 + Prof bonus + Chosen Score) and whenever a feature (a) Chain Mail, (b) Scale Male, (c) Leather Armor or *(d)
calls for your divine ability score. Any weapon
Divine Attack Roll. Some features may call for a spell attack (a) A shield or (b) Any weapon
roll, your ability score for your spell attack rolls is the same as (a) One instrument of your choice or (b) One set of artisan
your Divine Ability Score.
tools of your choice
Divine Damage Type. Various features in this class may refer
One equipment pack of your choice
to your Divine Damage Type, which is decided quite simply. If
you are good aligned, this type is radiant. If you are neutral
aligned, this type is force. If you are evil aligned, this type is
necrotic.
Divine Physiology Semi Proficiencies
Upon ascending to the level of the gods at 1st level, your body Additionally at 1st level, you choose a number of skills equal
changes and evolves to become superior. The maximum for to the amount you normally get upon choosing your starting
your ability scores is 30, you additionally can't age, can't die class (2 as a Demigod) you gain semi proficiency in these
due to age, and suffer none of the effects of old age. skills. Meaning you add half of your proficiency bonus
However, your power overshadows mortal magic. You (Rounded down) to checks made with them.
cannot benefit from magical bonuses to your ability scores, Additionally, choose one saving throw you lack proficiency
AC, attack and damage rolls, proficiency bonus, saving in. You gain the same bonus to rolls made for that particular
throws, or spell save DC. Other magical effects, such as saving throw.
increased speed or advantage on saving throws against If you ever gain proficiency in a skill or saving throw you
spells, apply as normal. had semi-proficiency in, you may move your semi-proficiency
Magic items of Legendary or Artifact rarity ignore this to a new one of the same type.
limit. You only gain this feature if Demigod is the first class you
choose. You can not have two instances of this feature from
Divine Implement separate classes.
Additionally at 1st level, you are able to call upon a weapon Divine Exultations
worthy of your divine nature. On your turn you can summon
your divine implement to your hand (No action required) Beginning at 2nd level, the divine energy flowing within you
Your divine implement is a martial weapon you are begins to manifest. You gain 2 Divine Exultations, which are
proficient in, it deals your choice of bludgeoning, piercing or detailed later in this document. You learn additional
slashing damage (You choose when you gain this feature) and Exultations at certain levels, as shown in the Demigod class
it is considered a magical weapon for the purposes of table.
overcoming resistances and immunities. You may use your Some Exultations have prerequisites, if they do you must
Strength, Dexterity or Divine ability score for any roll meet them in order to learn the Exultation. If an Exultation
involving your divine implement. has a level prerequisite, it refers to your Demigod level.
Your divine implement disappears if it is more than 5-feet Whenever you gain a level in this class, you may replace
away from you for 1 minute or more. It also disappears if you one Exultation you know with another that you meet the
use this feature again, dismiss the weapon (No action prerequisites for.
required) or die.
You may additionally augment your divine implement with
things known as Divine Enchantments, once you choose an
enchantment it can not be changed. You begin with 1
enchantment known, which must be chosen from the
Starting Enchantments list. Your Starting Enchantment also
determines your divine implements damage die. You learn
new enchantments as shown in the Enchantments Known
column in the Demigod class table.
Shape Fate Divine Ability Score Improvement
Additionally at 2nd level, your presence shapes the course of Your divine nature causes your power to grow at rates beyond
history. Immediately after you make an attack roll, ability that of mortals. When you reach levels 4, 8, 12, 16, 20, 24 and
check, or saving throw, you can choose to roll again. So long 28, you may increase your ability scores. You can increase
as you have uses remaining for this feature, you can use it as your ability scores by a total of 4 points, you may distrubute
many times as you wish for a single roll. these points as you wish-however a single ability score still
Alternatively, when a creature you can see within 120-feet can not exceed your maximum.
of you makes an attack roll, ability check or saving throw, you Additionally when you gain this feature you may also gain a
can force them to reroll their roll as a reaction. If a creature feat of your choice. Feats gained with this feature do not
is unwilling, they can make a Charisma saving throw against increase your ability scores if they normally would.
your Demigod DC to resist this effect. Finally, at levels 9, 17 and 25, you instead gain a Legendary
If a creature successfully resists this effect, you do not Ability Score Improvement. This feature allows you to gain
expend your usage of it (Your reaction is still used however) the benefits of a Legendary Feat from the options listed in the
You have a number of uses of this feature equal to your Legendary Players Character document.
proficiency bonus, and you regain all expended uses when
you finish a short or long rest. Deific Action
Domain
Upon reaching 5th level in this class, the divine energy within
you begins to overflow and allow you to achieve the
Beginning at 3rd level, your destiny has finally been revealed impossible. On your turn you gain an additional action known
to you. Choose a domain from the options listed later in this as a Deific Action.
document, which represents the aspect of existence you have A Deific Action can only be used to take the Attack (One
control over. weapon attack only), Dash, Disengage, Hide or Use an Object
action.
Miracles At level 14 you may take two Deific Actions on your turn,
Also at 3rd level, your divine energy grants you access to and at level 23 you may take three Deific Actions on your
special godly techniques known as Miracles. You know a turn.
number of Miracles equal to the amount shown in the
Miracles Known column of the Demigod class table. A list of Latent Arcana
Miracles you can learn can be found later in the document, Upon reaching 7th level, your divinity shines light on magic-
you are unable to learn a Miracle if you do not meet its even if you are not a deity of magic. Now and again at levels
domain prerequisite. 11, 15, 19, 23 and 27 you learn a spell. Spells gained from this
Miracles are very similar to spells, however they are fueled feature do not require spell slots or material components,
by a demigods divinity and will rather than the weave. If a and use your Divine Ability Score for their casting.
Miracle requires an attack roll or saving throw, you use your The spells you may choose are listed below, once you
Divine Ability Score for it. Miracles do not require verbal or choose a spell you can not change it. You must be at the
somatic components. Miracles can not be counterspelled or appropriate level in order to choose a spell (You must be level
dispelled, however they fail to function in a zone of antimagic. 11 to choose a spell from the Tier 2 Category) however you
may still choose from previous categories (You may choose a
spell from the Tier 1 category even if you are level 11)
Spells cast using this feature are cast at their lowest level.
Tier 1 (Level 7+). Command, Comprehend Languages,
Detect Evil and Good, Detect Magic, Divine Favor, Identify,
Illusory Script, Sanctuary, Unseen Servant
Tier 2 (Level 11+). Calm Emotions, Clairvoyance,
Enhance Ability, Gentle Repose, Sending, Tongues, Zone of
Truth
Tier 3 (Level 15+). Bestow Curse, Borrowed Knowledge,
Intellect Fortress, Nystul's Magic Aura, Remove Curse,
Shield, Spider Climb
Tier 4 (Level 19+). Absorb Elements, Create Food and
Water, Galder's Tower, Guiding Bolt, Immovable Object,
Spiritual Weapon, Vortex Warp
Tier 5 (Level 23+). Counterspell, Death Ward, Dispel
Magic, Locate Object, Tiny Servant, Zephyr Strike
Tier 6 (Level 27). Arcane Eye, Fabricate, Hold Person,
Misty Step, Suggestion
Sever Fate One of the Divine
Additionally at 7th level, you are able to snap the fates of Bginning at 21st level, your divine physiology resonates with
those who would cross you. When you would deal damage to your growing strength, granting you the following benefits:
a creature, you can expend a usage of your Shape Fate
feature to maximize the damage against them (This only You are resistant to nonmagical Bludgeoning, Piercing,
works on one creature at a time) and Slashing damage.
This feature does not work on legendary creatures. You may cast a Tier 1 spell from Latent Arcana as a Deific
Action.
Divine Damage Empowerment
By expending two Deific Actions on your turn, you may
Beginning at 10th level, your Divine Damage Type grows take the dodge action.
stronger. Depending on your alignment on the Law/Chaos
axis, your Divine Damage Type gains an additional typing. A
creature must be resistant or immune to both types in order Apotheosis
to be resistant or immune to it. Finally at 30th level, your divinity burns brighter than ever
Law. Cold before. You gain the following benefits:
Neutral. Acid
Chaos. Fire You are immune to nonmagical Bludgeoning, Piercing,
If a creature is resistant to one and not the other, they take and Slashing damage.
normal damage from your Divine Damage Type. If they are You are resistant to magical Bludgeoning, Piercing and
resistant to both they take half damage. If they are immune to Slashing damage. Magic weapons of Legendary or Artifact
one and resistant to the other they take half damage. If they rarity ignore this resistance, or if they are a Divine
are immune to both they are immune to your Divine Damage Implement. If a creature with a Strength or Dexterity
Type. If they are vulnerable to one and aren't score of 26 or higher makes an unarmed strike against
resistant/immune to the other they take double damage. you with the respective ability score, this also ignores your
resistance.
Secondary Domain
Upon reaching 13th level, your destiny shines even brighter. You may cast a Tier 3 or lower spell from Latent Arcana
You may choose a second domain from the options listed as a Deific Action.
later in this document, you gain that domains 3rd level If you end your turn with any unspent Deific Actions, these
features. unspent actions become Legendary Actions that you may
Upon reaching 22nd level, this lesser domain grows use before the start of your next turn.
stronger. You gain that domains 6th level features.
Finally at 29th level, your weaker domain becomes clearer
to you. You gain that chosen domains 11th level features.
Arcana Domain
Weave Weaver
Upon choosing this domain at 3rd level, you are one with the
weave and can manipulate it much more than other deities
can.
When you gain this feature and every two levels afterwards,
you may select a spell from the Wizard spell list that is of a
level equal to or less than your proficiency bonus. A selected
spell must not have material components with a gold cost.
These spells are known as your Weaver Spells.
You may cast a Weaver Spell without expending a spell slot
or material components, if you do so it is cast at its lowest
level. Your spellcasting ability is the same as your Divine
Ability Score.
When you cast a Weaver Spell of 6th level or higher using
this feature, you are unable to cast that spell again using this
feature until the end of your next long rest.
You are able to cast a spell using this feature 2 times. Every
2 levels after you gain this feature, you gain an additional
usage. You regain all expended usages upon completing a
long rest.
Arcanic Knowledge
Additionally at 3rd level, your domain knowledge grows. You
gain proficiency in the Arcana skill, or another skill if you are
already proficient, and your proficiency bonus is doubled for
any check you make using Arcana.
You also learn two cantrips of your choice from the Wizard
spell list, and learn an additional cantrip everytime you
choose a Latent Arcana spell.
Focused Mind
Upon reaching 6th level, your dominion over magic
heightens. Granting you the following benefits:
You gain proficiency in your choice of Intelligence,
Wisdom or Charisma saving throws.
You gain resistance to your choice of fire, force or Mage of Aeon's
lightning damage. You gain resistance to another of these
damage types at levels 11 and 18. If you choose a damage Once you reach 18th level, you are able to manipulate the
type you are already resistant to, you instead gain fates of those who believe they can resist your magic much
immunity. more easily than you could before. When you cast a Weaver
Spell that forces multiple creatures to make a saving throw,
Once per turn, you may use a Deific Action to cast a you may expend a use of Shape Fate (No action required) to
wizard cantrip you know. force all creatures to roll their saving throw with
disadvantage.
Bend the Weave
Beginning at 11th level, you learn how to alter the nature of Magicka Master
spells and miracles you wield. Whenever you cast a Weaver Finally at 26th level, the lower levels of magic are no harder
Spell or use a Miracle that deals damage, you may change all than cantrips for you. You may cast Weaver Spells of 1st or
of the damage to a damage type you are resistant or immune 2nd level at will, not requiring usages of your Weave Weaver
to. feature.
If you change the damage type using this feature, all
damaged creatures suffer additional damage equal to your
Divine Ability Score Modifier.
Death Domain Deathly Knowledge
Additionally at 3rd level, your domain knowledge grows. You
Call the Haunted gain proficiency in the Arcana and Medicine skills, and your
Upon choosing this domain at 3rd level, death is something proficiency bonus is doubled for any check you make using
you can explore and manipulate with ease. those skills. If you are already proficient in one of those skills,
You can cast the Animate Dead spell at will without you may instead choose a different one.
requiring material components or expending a spell slot. If
cast this way, its casting time is one action. Undead raised Hollow Life
with this feature remain under your control until you die or Upon reaching 6th level, your nature as a lord of the dead
they are destroyed. further manifests. Granting you the following benefits:
You can only control 1 undead at a time with this feature.
Every two levels after you gain this feature, the amount of You gain proficiency in your choice of Constitution,
undead you can control increases by 1. Intelligence or Charisma saving throws.
Attempting to raise a new undead while at your limit
causes an existing one raised by this feature to crumble back You gain resistance to your choice of cold, necrotic or
into a lifeless corpse. You may choose which one this poison damage. You gain resistance to another of these
happens to. Undead raised with this feature that are reduced damage types at levels 11 and 18. If you choose a damage
to 0 HP or crumbled in this manner are unable to be raised type you are already resistant to, you instead gain
again with this feature. immunity.
Once per turn, you may use a Deific Action to use your
Call the Haunted feature.
Chosen Undead
Beginning at 11th level, the undead you raise stand out from
the crowd of common undead. Undead you raise with your
Call the Haunted gain the following benefits:
Their maximum HP is increased by an amount equal to
your demigod level.
They gain a bonus to attack and damage rolls equal to
your Divine Ability Score Modifier.
Upon hitting with a weapon attack, they deal 1d6 bonus
damage. This damage is the same as your Divine Damage
Type.
Bringer of Mercy
Beginning at 11th level, your ability to spread mercy grows
further. Whenever you cast a Soul Spell that restores hit
points to a creature or buffs them in some way (Such as Cure
Wounds, Bless, Aid, ect) the spell is cast at a level equal to
half of your proficiency bonus (Rounded down, maximum of
5th level)
Nature Domain Wild Heart
Upon reaching 6th level, your mastery over the wilderness
Primordial Bender grows. Granting you the following benefits:
Upon choosing this domain at 3rd level, you are one with the You gain proficiency in your choice of Strength,
forces of nature and it answers your desires. Constitution or Wisdom saving throws.
When you gain this feature and every two levels afterwards,
you may select a spell from the Druid spell list that is of a You gain resistance to your choice of acid, cold or thunder
level equal to or less than your proficiency bonus. A selected damage. You gain resistance to another of these damage
spell must not have material components with a gold cost. types at levels 11 and 18. If you choose a damage type you
These spells are known as your Primal Spells. are already resistant to, you instead gain immunity.
You may cast a Primal Spell without expending a spell slot
or material components, if you do so it is cast at its lowest Once per turn, you may use a Deific Action to cast a druid
level. Your spellcasting ability is the same as your Divine cantrip you know.
Ability Score.
When you cast a Primal Spell of 6th level or higher using Aspect of Nature
this feature, you are unable to cast that spell again using this
feature until the end of your next long rest. Once you reach 11th level, you are able to embody the power
You are able to cast a spell using this feature 2 times. Every of an animal. Choose any beast, this becomes your Sacred
2 levels after you gain this feature, you gain an additional Beast. You are able to communicate with your Sacred Beast
usage. You regain all expended usages upon completing a as if you shared a language, and they are always friendly
long rest. towards you.
Your physical form also takes on aspects of your Sacred
Natural Knowledge
Beast, such as gaining a tail for canines, or cat ears for
felines. You may expend a bonus action on your turn to
Additionally at 3rd level, your domain knowledge grows. You transform into your Sacred Beast, or back into your regular
gain proficiency in the Nature skill, or another skill if you are form. You appear as a medium sized version of your Sacred
already proficient, and your proficiency bonus is doubled for Beast, and your statistics do not change.
any check you make using Nature. Finally, you gain one of the following features of your
You also learn two cantrips of your choice from the Druid choice:
spell list, and learn an additional cantrip everytime you Amphibious. You can breath in water as if it were air, and
choose a Latent Arcana spell. you gain a swimming speed equal to your walking speed.
Burden. You are considered to be one size larger for the
purposes of determining your carrying capacity.
Keen Senses. You have advantage on Perception checks
made using your hearing, sight or smell.
Pack Tactics. You have advantage on attack rolls against
creatures if you have at least one ally within 5-feet of them
and that ally isn't incapacitated.
Pounce. If you move 20-feet in a straight line towards a
creature and hit them with your Divine Implement
immediately after, the struck creature must succeed on a
Strength saving throw against your Demigod DC or fall
prone.
Spider Climb. You are permanently under the effects of
the Spider Climb spell, this effect is nonmagical.
Winged. You gain a 30-foot flying speed, if you are wearing
armor of any kind you are unable to use this speed.
Fueled by the Primordial
Upon reaching 18th level, you draw from not only your
divinity, but the power of the primordial as well. You can
ignore somatic and verbal components of spells you cast
Natural Might
Finally at 26th level, the natural magics are much more open
to you. There is no longer a limit to how many times you can
cast 6th level Primal Spells between long rests. This limit
still exists for spells of 7th level or higher.
Tempest Domain Consume the Storm
Upon reaching 18th level, the dangers of storms are nothing
Roiling Wrath to you. When you would take Cold, Lightning or Thunder
Upon choosing this domain at 3rd level, you are one with the damage, you can reduce the damage to 0 as a reaction. If the
storm and the storm is one with you. damage already was 0 due to your immunities, you instead
When a creature within 10-feet of you that you can see hits regain HP equal to the amount of damage the effect would've
you with an attack, you can use your reaction to cause the dealt without your immunity.
creature to make a Dexterity saving throw. The creature takes You may use this feature a number of times equal to your
1d8 lightning or thunder damage (Your choice) on a failed Divine Ability Score Modifier (Minimum of 1) You regain all
saving throw, or half as much on a successful one. expended uses upon completing a long rest.
Additionally on a failed saving throw, if the creature
suffered any of the damage you may push them up to 10-feet Unending Storm
away from you. Finally at 26th level, your mastery over the storm reaches its
Every two levels after you gain this feature, this abilities peak. You are able to cast the Control Weather spell at will
damage increases by 1d8. without expending spell slots or material components. When
you do so, its casting time becomes one action (However it
Stormy Knowledge still takes the allotted time for the weather to change)
Additionally at 3rd level, your domain knowledge grows. You When you cast Control Weather using this feature, you are
gain proficiency in the Intimidations and Survival skills, and only able to change the Wind and Precipitation.
your proficiency bonus is doubled for any check you make
using those skills. If you are already proficient in one of those
skills, you may instead choose a different one.
Storm Veins
Upon reaching 6th level, the tempest within you grows.
Granting you the following benefits:
You gain proficiency in your choice of Strength,
Constitution or Wisdom saving throws.
You gain resistance to your choice of cold, lightning or
thunder damage. You gain resistance to another of these
damage types at levels 11 and 18. If you choose a damage
type you are already resistant to, you instead gain
immunity.
Once per turn, you may use a Deific Action to use Roiling
Wrath against a creature, as if they had triggered it by
attacking you (This does not require a reaction)
Electric Answer
Beginning at 11th level, the power of the storm grows to
answer your divinity. Whenever a feature says it deals your
Divine Damage Type in damage, you may instead convert it to
Lightning or Thunder damage (Your choice) Damage
converted in this way ignores resistances to said damage.
Additionally, whenever you deal lightning or thunder
damage, you can expend two usages of your Shape Fate
feature to cause the damage to deal its maximum instead of
rolling.
Trickery Domain Source Unsubstantiated
Beginning at 11th level, your true motives are nearly
Tricksters Advantage impossible to discover. You can not be compelled to tell the
Upon choosing this domain at 3rd level, your nature as a truth, and magic that would discern if you are being truthful
trickster allows you to always have the advantage. always indicates you are telling the truth.
Once per turn when you hit with a weapon attack, you may Additionally, your mind can not be read or communicated
deal 1d4 bonus damage to the struck target, this damage is to via telepathy unless you allow it.
the same as your Divine Damage Type. If the attack used your
Divine Implement, the damage dice is 1d6 instead. Borrowed Miracles
If the struck creature was surprised or you were hidden Upon reaching 18th level, the secrets of other domains are
from them, the damage dice is instead 1d8 (1d10 if using not so secret to you. Choose one Miracle exclusive to a
your Divine Implement) domain other than the ones you possess. You learn that
Every two levels after you gain this feature, this ability miracle and can use it normally. This miracle does not count
deals an additional die of damage (6 levels after you gain this against your miracles known.
feature it'd deal 4 total damage die for example) You learn an additional miracle in this manner at 26th
level.
Jesters Knowledge
Additionally at 3rd level, your domain knowledge grows. You Unstoppable Advantage
gain proficiency in any two skills from the Rogue skill list, Finally at 26th level, nothing can stop you from being at the
and your proficiency bonus is doubled for any check you top. You may have attacks benefit from Tricksters Advantage
make using those skills. If you are already proficient in one of any number of times per round, however for each subsequent
those skills, you may instead choose a different one. use beyond the first its total damage die is reduced by 5.
In place of one of these skills, you may choose to gain (For example, if you had 13 total damage die, the second
proficiency in thieves tools, in which case your proficiency time applying it on a turn would only use 8, and the third time
bonus is still doubled for checks made using it. would only use 3)
Choosing from the Rogue skill list gives you the following
options: Acrobatics, Athletics, Deception, Insight,
Intimidation, Investigation, Perception, Performance,
Persuasion, Sleight of Hand, and Stealth.
Deceitful Soul
Upon reaching 6th level, your deceitfulness continues to
grow. Granting you the following benefits:
You gain proficiency in your choice of Dexterity,
Intelligence or Charisma saving throws.
You gain resistance to your choice of cold, poison or
psychic damage. You gain resistance to another of these
damage types at levels 11 and 18. If you choose a damage
type you are already resistant to, you instead gain
immunity.
Once per turn, you may use a Deific Action to cause the
next instance of damage against you before the start of
your next turn to be halved (If this effect damages multiple
creatures, it is only halved against you)
War Domain
Adapted to Carnage
Upon choosing this domain at 3rd level, your body grows to
become the epitome of combat.
When you gain this feature and every level afterwards, you
gain a 1d6 hit die. Everytime you gain this hit die, roll it-if the
result is less than 4, it is treated as 4, your max HP is
increased by the rolled amount. This die may be used as you
would a regular hit die.
Warfare Knowledge
Additionally at 3rd level, your domain knowledge grows. You
gain proficiency in the Athletics and Intimidations skills, and
your proficiency bonus is doubled for any check you make
using those skills. If you are already proficient in one of those
skills, you may instead choose a different one.
Battle Blooded
Upon reaching 6th level, your desire for bloodshed deepens.
Granting you the following benefits:
You gain proficiency in your choice of Strength, Dexterity
or Constitution saving throws.
You gain resistance to your choice of cold, fire or thunder
damage. You gain resistance to another of these damage
types at levels 11 and 18. If you choose a damage type you
are already resistant to, you instead gain immunity.
Once per turn, you may use a Deific Action to make two
attacks with your Divine Implement.
War Dominion
Once you reach 11th level, your dominion over war gives you
an impossible level of battle mastery. When you take the
attack action on your turn (Regular or Deific) you may use
your bonus action to make one attack with the same weapon.
Destiny Strike
Beginning at 18th level, you learn how to fuel strikes with
destiny itself. When you or a creature within 60-feet of you
misses with an attack roll, you may expend a use of Shape
Fate as a reaction to turn the miss into a hit.
An attack benefiting from this feature has its damage
maximized. Only the weapon damage is maximized however,
secondary sources such as sneak attack or a paladins divine
smite are not.
Victory
Finally at 26th level, your mere presence is enough to assure
victory. You can not have disadvantage on weapon attack rolls
(Disadvantage will still cancel out advantage however)
Additionally, whenever you roll a 1 on an attack roll with a
weapon, you may reroll it, using the new result even if it is a
1.
Secondary Domain Limits
Upon reaching 13th level you are able to choose a Secondary Divine Damage Type Names
Domain option from the various options seen in the previous There are nine different combinations your Divine
pages. You get their 6th level feature at 22nd level and you Damage Type could end up as. Below you can find
gain their 11th level features at 29th level. names that you could call each combination of
damage types!
Despite this, the 3rd level feature gained at level 13 will Lawful Good. Righteous (Cold + Radiant)
still progress normally, asides from having a delayed start... Lawful Neutral. Order (Cold + Force)
Below you can find some adjustments that are intended to Lawful Evil. Authority (Cold + Necrotic)
make the secondary domain weaker than picking the domain Neutral Good. Hope (Acid + Radiant)
from the start. True Neutral. Balance (Acid + Force)
Neutral Evil. Despair (Acid + Necrotic)
Arcana, Life and Nature Chaotic Good. Passion (Fire + Radiant)
Chaotic Neutral. Anarchy (Fire + Force)
When determining what level you can choose your spells, you Chaotic Evil. Vile (Fire + Necrotic)
subtract 3 from your proficiency bonus. For example, a Neutral Good deity of 10th level
So at level 13, you can choose 2nd level or lower spells. At would refer to their divine damage type as "Hope
level 17, 3rd level or lower. Level 21, 4th level or lower. Level Damage"
25, 5th level or lower. Level 29, 6th level or lower.
The highest these two domains can get is 6th level spells if
you chose them as your secondary domain. Meanwhile if they
are your primary domain, you can achieve 9th level spells.
Forge
Forge gains the ability to craft magic items, with the rarity
increasing every 8 levels... At level 29 someone who has
taken the Forge domain as their secondary domain will be
able to craft Very Rare magic items, while someone who took
it as their primary domain could craft legendary items.
Even if you are leveling beyond 30 and get to level 37,
someone who takes this domain as their secondary domain
could never craft legendary items using the subclass feature.
Combinations
For every potential subclass combination, there is either a
Divine Exultation or Miracle exclusive to that combination.
You must have both domains in order to select the particular
exultation/miracle.
The order in which you got your domains does not matter.
Divine Enchantments Ranged Weapon
When you receive a Divine Implement at 1st level, you are Starting Enchantment
able to enchant it with things known as Divine Damage Die. 1d8
Enchantments. Below you can find the list of all the Your Divine Implement is a ranged weapon with a range of
enchantments you can apply to your Divine Implement. 150/600-feet, it also has the Two-Handed property. It does
At 1st level for your very first enchantment, you must not require mundane ammunition to fire, generating its own
choose an enchantment marked with Starting Enchantment, (You may load your own special ammunition as normal)
as it is what determines your weapons damage die and You can choose to remove the Two-Handed property from
properties. You can only choose a Starting Enchantment at your weapon when you gain this feature, if you do so its
1st level. damage die is decreased to 1d6, and its range is now 30/120-
feet (This part is best for a Hand Crossbow)
(Note: If you choose for your Divine Implement to be a
Brawler Weapon crossbow, it does not have the loading property)
Starting Enchantment
Damage Die. 1d4 Reliable Weapon
You do not have a Divine Implement, instead your unarmed Starting Enchantment
strikes are considered to be your Divine Implement. Any Damage Die. 1d8
enchantments learned are instead applied to your unarmed Your Divine Implement gains the Versatile trait. If your
strikes, and whenever a feature would refer to your Divine Divine Implements damage die without using the Versatile
Implement or an attack made with one, it now refers to your trait is already 1d12 or 2d6, using Versatile adds 1d4 to the
unarmed strikes. damage instead of increasing it by one stage.
(1d4 -> 1d6. 1d6 -> 1d8. 1d8 -> 1d10. 1d10 -> 1d12.
Colossal Weapon 1d12/2d6 -> 1d12/2d6 + 1d4)
Starting Enchantment
Damage Die. 1d12 or 2d6 Soaring Weapon
Your Divine Implement gains the Heavy and Two-Handed Starting Enchantment
properties. When you choose this enchantment you may also Damage Die. 1d6
add the Reach property, if you do so the damage die is Your Divine Implement gains the Thrown (20/60) property.
decreased to 1d10. Immediately after you make an attack by throwing your
Divine Implement it teleports back into the hand used to
Mages Weapon throw it.
Starting Enchantment
Damage Die. 1d4 Twin Weapons
Your Divine Implement is mostly there to supplement your Starting Enchantment
casting. You can supply the somatic components for spells Damage Die. 1d6
even if your hand is wielding your Divine Implement. Instead of having one Divine Implement, you have two. You
Spells you cast while wielding your Divine Implement are may choose a separate damage type for each or choose the
considered to be cast at 1 level higher for the purposes of same, they both have the light property.
upcasting. When you engage in two-weapon fighting and both
weapons are your Divine Implement, you may add your ability
score modifier to the damage of the second attack.
Whenever you would learn a new enchantment, only one
implement gains the enchantment (Your choice)
Strengthen Weapon
Enchantment Diversity
You may notice that there isn't as much diversity in Your Divine Implements damage die increases by 1 stage. If
enchantment options as there is in Exultation and its damage die is already at 1d12/2d6, you instead add an
Miracle options. This is partly intentional and partly additional 1d4 to the damage and repeat this process.
because I struggled to think of ones that aren't
already covered by exultations.
1d4 -> 1d6
Fortunately all of the enchantments currently
1d6 -> 1d8
available still allow for a nice degree of uniqueness 1d8 -> 1d10
due to being able to take them multiple times, and 1d10 -> 1d12
Power Swap especially allows for unique 1d12/2d6 -> 1d12/2d6 + 1d4
combinations depending on weapons available. 1d12/2d6 + 1d4 -> 1d12/2d6 + 1d6
Future updates will certainly contain more
enchantments!
You may select this enchantment any number of times you
want.
Xenophobia
Power Swap Choose a humanoid race, such as Drow, Orcs or Humans.
Over the course of a short rest, you can imbue your Whenever you hit a creature of the chosen race with your
implement with the power of another item. You can focus on Divine Implement, the attack deals an additional 1d6
a weapon that deals the same damage damage type as your damage. This bonus damage is the same type as your Divine
Divine Implement and select a single property from the Damage Type.
weapon (DM discretion, a good example would be transfering You may select this enchantment multiple times, the
a Hellfire weapons property of sending creatures it kills to amount of times you can have it is equal to one fourth of your
hell) Deity level (Rounded down, Minimum of 1) You do not choose
Upon the end of the short rest provided the weapon was a new race when selecting this multiple times, it simply
within 10-feet of you throughout the entire rest, your Divine increases the damage against your already chosen race.
Implement gains the chosen property, and the other weapon
loses the property chosen. Conduit
You can only transfer a single property from an individual Prerequisite: 5th level
weapon, and you are unable to use this on weapons with a While wielding your Divine Implement you gain a +1 bonus
higher rarity than uncommon. You can not select features to spell attack rolls and your spell save DC.
that give a bonus to attack or damage rolls, nor features that This bonus also applies to your Miracles (If applicable)
add damage dice to the weapon. You may select this enchantment up to 5 times. You must
Your weapon can only gain 1 property from this be at least level 11 to select it a second time, at least level 17
enchantment, however you may take this enchantment as to select it a third time, at least level 23 to select it a fourth
many times as you wish, each subsequent taking allowing you time, and at least level 29 to select it a fifth time.
to gain 1 additional property.
When you die your implement loses all properties gained
from this feature, and the weapons regain them. Alternatively Honed
over the course of a short rest, you may focus on your weapon Prerequisite: 5th level
and remove 1 property gained from this feature, if you do so Your Divine Implement gains a +1 bonus to attack and
the weapon it was taken from regains the property. damage rolls.
Once you reach 11th level in this class, you may use this You may select this enchantment up to 5 times. You must
feature on rare weapons. Once you reach 18th level in this be at least level 11 to select it a second time, at least level 17
class, you may use this feature on very rare weapons. Once to select it a third time, at least level 23 to select it a fourth
you reach 25th level in this class, you may use this feature on time, and at least level 29 to select it a fifth time.
legendary weapons.
Extreme Hatred
Prerequisite: 4 Instances of the Xenophobia enchantment
Whenever you roll a natural 20 on an attack roll against the
race you select for your Xenophobia enchantment, you may
force them to make a Constitution saving throw against your
Demigod DC. On a failed saving throw, they are reduced to 0
HP.
If the creature is a Legenday creature and they fail the
saving throw, they instead take an extra 4d6 damage that is
the same as your divine damage type (This damage is
unaffected by the critical hit)
Divine Exultations Artifact Creation
Once you reach level 2 you begin to learn powerful Divine Select up to 3 Exultations you meet the prerequisites for. You
Exultations that help define your demigod and build up their imbue them into a nonmagical item of your choice, it
power. Exultations are extremely similar to a warlocks becomes a magical item of the Artifact rarity.
Eldritch Invocations. A creature attuned to the item gains the benefits of the
chosen Exultations.
You may take this Exultation as many times as you wish,
Anathema when you do so you may either imbue an existing Artifact
Select 2 Exultations you meet the prerequisites for. You gain created by this feature with 3 more Exultations, or create a
these Exultations as normal... However you also gain an new Artifact.
Anathema. An Anathema is a divine weakness you hold, that A single Artifact can not possess more Exultations than
disables all Exultations gained from this feature. your proficiency bonus. You can not place Exultations onto an
Choose one of the following options to be your Anathema, artifact that make no sense (Heavy DM discretion, but a good
instead of choosing one of the below options, you and your example is the Divine Realm Exultation) When your
DM can determine something else to be your Anathema. proficiency Bonus increases (From 2 to 3 for example) you
may place an additional Exultation on an artifact if it does not
Taking damage from your opposing Divine Damage Type have three.
(LG taking Vile damage for example) or damage from a
silvered weapon disables Exultations gained from this Battle Born
feature until the end of your next long rest.
War Domain
Throughout the duration of a phenomenon (Such as an You learn 3 Maneuvers from the Legendary Fighter class
Eclipse, Holiday, ect) your Exultations gained from this and gain 1 Mastery die in order to use them. You regain
feature are disabled. expended Mastery die upon completing a short or long rest.
Hearing a specific phrase, statement or song lyric spoken You may expend a usage of Shape Fate in place of using a
in a specific language disables Exultations gained from Mastery Die.
this feature until the end of your next long rest. Your Mastery Die is a d4. For every 6 levels you've
possessed the War Domain, the die size increases by 1 stage,
Being within 15-feet of an artifact tied to your past (Work to a maxmum of a d12 (From d4 -> d6 -> d8 -> d10 -> d12)
with your DM to determine the nature of this artifact) You may take this Exultation as many times as you wish.
disables all Exxulations gained from this feature until you
are no longer within 15-feet of the artifact. Build Life
Forge + Life
You may take this Exultation as many times as you wish, You learn 3 Summon spells of your choice that only
using the same Anathema for all subsequent Exultations. summon one creature (Such as Summon Draconic Spirit or
Every two times beyond the first you gain this Exultation, you Summon Fiend) and they are considered Soul Spells. You do
must select an additional Anathema that disables these not require material components when casting these spells
Exultations. using Soul Stitcher.
You do not require concentration on these spells, and they
Arcanic Combat are cast at a level equal to your proficiency bonus if they
Arcana + War would be cast at a level lower than it.
Creatures you damage with your Divine Implement have Creatures summoned from these spells additionally last
disadvantage on saving throws against spells you cast until until destroyed or dismissed by you, however you can only
the end of your next turn. have one creature summoned from each spell at a time (You
can not cast Summon Fiend a second time if you already
have one active)
Finally, the casting time for these spells is increased to 1
hour.
Charged Undead
Death + Tempest
Whenever an undead summoned by Call the Haunted
suffers lightning damage, they instead become Charged until
the end of their next turn. While Charged, they have
advantage on all attack rolls and their speed is doubled.
If they suffer lightning damage while already Charged, the
damage is doubled.
Close to Life Divine Sight
Death + Life You gain 30-foot truesight, if you already have truesight, its
Your undead summoned by Call the Haunted can be healed range is instead increased by 30-feet.
by effects that normally can't heal undead. Additionally, You may take this Exultation as many times as you wish.
provided they have 1 HP or more, they regain 1 HP at the
start of each of their turns. Electric Trick
Tempest + Trickery
Deific Proficiency Whenever you deal lightning or thunder damage to a
Select a skill you have proficiency in, if you would roll 9 or creature in any way, you may deal your Tricksters Advantage
less on your dice roll for checks made using that skill, it is damage to them (Using a 1d6 damage die)
instead treated as if it were 10. You may not use this feature if you have already used your
You may take this Exultation as many times as you wish, Tricksters Advantage in some way this turn.
selecting a new skill each time.
Energy Conversion
Different Storm Whenever you deal damage, you may convert any amount of
Tempest Domain that damage into the same damage type as your Divine
Your tempest is not that of thunder and lightning, it is... Damage Type.
Different. Choose one of the following storm types, any
mention of Lightning and Thunder damage in the Tempest Enhance Weapon
Domain, its Exultations and Miracles are replaced with the You gain 1 Enchantment of your choice and apply it to your
indicated damage type. Divine Implement.
Blizzard. Cold If one of your domains is Forge or War, you instead gain 2
Sandstorm. Fire Enchantments.
If you chose Blizzard, you are naturally acclimated to cold You may take this Exultation as many times as you wish.
environments, and you may choose to cause the area around
you in a 120-foot radius to be up to 30 degrees (Celsius) Expanded Primal
colder, you may adjust this temperature as a bonus action.
If you chose Sandstorm, you are naturally acclimated to Nature Domain
hot environments, and you may choose to cause the area Whenever you would select a Primal Spell you may
around you in a 120-foot radius to be up to 30 degrees additionally choose them from the Ranger and Warlock spell
(Celsius) warmer, you may adjust this temperature as a bonus lists.
action.
Expanded Soul
Divine Attunement Life Domain
You may attune to 1 additional item. Whenever you would select a Soul Spell you may
You may take this Exultation up to 3 times. If one of your additionally choose them from the Bard and Paladin spell
domains is Forge, you may instead take it up to 6 times. lists.
Divine Realm Expanded Weave
You gain access to a special demiplane known as your Divine Arcana Domain
Realm. Over the course of 1 hour, you may create a doorway Whenever you would select a Weaver Spell you may
to your Divine Realm in a location within 30-feet of you. The additionally choose them from the Sorcerer and Warlock
doorway remains for 24 hours, this timer is suspended while spell lists.
you are within your Divine Realm. Any creature can enter
your realm through the doorway. Fueled by Divinity
If you create a doorway in the same location for a full year, You do not need to eat, drink, or breath. You may still partake
it becomes permanent, and lasts until you have been dead for in these things if you so desire.
more than 1 month.
Your Divine Realm 1000-feet in every direction (Increased
by another 1000-feet for every level you have in this class)
and it has an appearance exactly as you wish.
You may decide everything about this realm, including (But
not limited to) its biome, temperature, state of weather, day
night cycle, ect. Additionally, the passage of time can be up to
10 times faster or slower than it is on the material plane (You
decide)
You make all these decisions when you receive this
Exultation, if you wish to change any, you must spend 8 hours
a day for an entire week in order to do so.
Greater Undead Mythic Reaction
Death Domain You gain an additional reaction to use between rounds known
All undead you raise with Call the Haunted gain one of the as a Mythic Reaction. You can use your Mythic Reaction as
following benefits of your choice: you would a normal reaction, or you can use it as if it were a
Legendary Action.
Their maximum HP is increased by 5. Expended Mythic Reactions are not regained until you
They gain a +1 bonus to all saving throws. start your turn without having used any Mythic Reactions
since the beginning of your last turn.
They gain a +1 bonus to Strength and Dexterity ability You may select this feature a second time if you are 13th
checks. level or higher, and a third time if you are 21st level or higher.
You may take this Exultation as many times as you wish, Natural Mirage
selecting the same or a different bonus each time. Nature + Trickery
You are always considered to be heavily obscured while
Growing Power within 5-feet of natural plant life. The plant life must be at
One ability score of your choice is increased by 1. least a quarter of your size to benefit from this feature.
You may take this Exultation as many times as you wish.
Otherworldly Mind
Holy Health You are immune to either the Charmed or Frightened
You gain an additional hit die from this class, and your condition (Your choice)
maximum hit points increases appropriately (7 or roll 1d12) You may select this Exultation twice, choosing the
If one of your domains is Life or War, you instead gain an condition you did not choose previously if you select it a
additional two hit die from this class, and your maximum hit second time.
points increases appropriately (14 or roll 2d12)
You may take this Exultation as many times as you wish. Perfect Health
You are immune to disease.
Lesser Items
Forge Domain Purposeful Movement
As apart of gaining this Exultation, you craft one magic Your walking speed is increased by 10-feet.
item of common rarity as per your Apex Blacksmith feature. You may select this Exultation as many times as you wish.
If you lose this Exultation you lose the item.
For every 10 levels you've possessed the Forge Domain, the
rarity is increased by 1 stage to a maximum of rare (Common Plague Carriers
-> Uncommon -> Rare) Death + Nature
You may take this Exultation as many time as you wish. When an undead raised by Call the Haunted dies, it
explodes in a cloud of poisonous spores. All creatures within
Magic Fuel 10-feet of the undead must succeed on a Constitution saving
Arcana + Forge throw, becoming Poisoned for 1 hour on a failed save.
If an item you are attuned to has charges, you may expend
these charges to cast your Weaver Spells instead of Raging Blast
expending uses of Weave Weaver. Tempest Domain
For every level the spell is, you must expend at least 2 of The range at which you can use Roiling Wrath and how far
the items charges to cast it this way. it can push creatures on a failed saving throw are both
increased by 10-feet.
Miraculous You may take this Exultation as many times as you wish.
You learn a Miracle you meet the prerequisites for. You lose
access to that miracle if you lose this Exultation. Rebirth
You may take this Exultation as many times as you wish. Life + Nature
1d6 rounds after you die, you are brought back to life as if
by the Reincarnate spell, at half of your hit point maximum
and having gained the benefits of a short rest.
After this feature has been used, it can not be used again
until 1d4 weeks have passed.
Regeneration True Weapon
While in initiative, you regain 1 HP at the start of each of your Forge + War
turns, provided you have 1 or more HP. For every 3 levels in this class you have (Rounded down)
While not in initiative, you regain 1 HP every minute, Your Divine Implement gains an instance of the Strengthen
provided you have 1 or more HP. Weapon enchantment. Instances gained from this exultation
You may take this Exultation as many times as you wish, do not count against your enchantments limit.
increasing the HP regained by 1 for each subsequent taking.
Unbound Movement
Shocking Retribution You can walk through walls or objects that are no more than
Nature + Tempest 3 inches thick (Such as a door) doing so requires you to
If a creature has suffered Lightning or Thunder damage expend 10-feet of movement.
since the beginning of your last turn, they have disadvantage
on saving throws against your Primal Spells. Unbreakable Flesh
You have a natural AC equal to 15 + Your Proficiency bonus,
Stinging Restoration you may still wield a shield and gain this bonus. If you are
Arcana + Life wearing armor and the armor would result in you having less
When you would heal a creature with a spell or ability, you AC than this natural AC, you instead use this natural AC.
may instead deal damage to them equal to the amount you
would've healed. This damage is the same as your Divine Weapons of the Army
Damage Type. Death + Forge Domain
This effect can not be maximized by things such as Beacon Choose an uncommon magic weapon, armor or shield.
of Hope. Undead raised by your Call the Haunted feature are equipped
with the chosen magic item. These items are spectral-no
Storm Magic creature other than the undead can wield or benefit from
Arcana + Tempest them, and when the undead is destroyed the item vanishes.
Whenever you would learn a new Weaver Spell, instead of
choosing from the Wizard spell list you may choose any spell Wellspring of Magic
that deals Lightning or Thunder damage. You must still be
able to cast Weaver Spells at the spells level to learn them. Arcana, Life or Nature Domain
Additionally, you learn one spell that deals Lightning or You gain 1 additional usage for your subclasses
Thunder damage, this is a Weaver Spell for you and does not spellcasting feature (Weave Weaver, Soul Stitcher or
count against your Weaver Spells known. Primordial Bender)
If both of your domains are one of the spellcasting ones,
Tempestuous Recovery
only one gains this bonus.
You may take this Exultation as many times as you wish.
Life + Tempest
Whenever you would take lightning or thunder damage
from a source not originating from you, you may use your
reaction to become immune to the damage and recover hit
points equal to the effects damage (Before
resistance/immunity)
If you are alerady immune to the damage source, you do
not need to expend your reaction to use this feature.
Tireless
You no longer need to sleep and can not be forced to sleep by
any means. To gain the benefits of a long rest, you can spend
all 8 hours doing light activity.
Treebound
Nature Domain
You are considered to always be under the effects of the
Tree Stride spell, however the range for it is 60-feet instead of
500-feet.
Wings of Divinity
You gain a 15-foot flying speed.
You may take this Exultation as many times as you wish,
increasing this speed by an additional 15-feet for each
subsequent taking.
If you have four instances of this Exultation, this speed
becomes a Hover speed.
Zenith Arcana
Prerequisite: Must have a divine domain
You gain access to a special pool of magic that is
dependent on your domain. You may cast a spell from your
domains list (Seen below) by expending a number of usages
of Shape Fate equal to the spells level.
Usages of Shape Fate expended in this way are not
regained until you complete a long rest.
Your spellcasting ability for these spells is your Divine
Ability Score, and you ignore material components without a
gold cost.
Arcana. Any Weaver Spell
Death. False Life, Ray of Sickness, Blindness/Deafness,
Ray of Enfeeblement, Animate Dead, Vampiric Touch, Blight,
Death Ward, Antilife Shell, Cloudkill
Forge. Identify, Searing Smite, Heat Metal, Magic Weapon,
Elemental Weapon, Protection from Energy, Fabricate, Wall
of Fire, Animate Objects, Creation
Life. Any Soul Spell
Nature. Any Primal Spell
Tempest. Fog Cloud, Thunderwave, Gust of Wind, Shatter,
Call Lightning, Sleet Storm, Control Water, Ice Storm,
Destructive Wave, Insect Plague
Trickery. Charm Person, Disguise Self, Mirror Image, Pass
without Trace, Blink, Dispel Magic, Dimension Door,
Polymorph, Dominate Person, Modify Memory
War. Divine Favor, Shield of Faith, Magic Weapon,
Spiritual Weapon, Crusader's Mantle, Spirit Guardians,
Freedom of Movement, Stoneskin, Flame Strike, Hold
Monster
Zenith True Arcana
Prerequisite: Zenith Arcana
Select a spell of 1st or 2nd level that you can cast via your
Zenith Arcana Exultation. You may now cast that spell at will
without expending any usages of Shape Fate.
You may take this Exultation as many times as you wish,
selecting a new spell each time.
Miracles Corpse Swap
At 3rd level you begin to learn special Miracles that allow you Death + Trickery
to influence the world around you. Miracles are very similar As a reaction to taking damage, you may use your reaction
to cantrips, however they are much more powerful and are to swap locations with an undead raised by Call the Haunted
exclusive to the demigod class. within 30-feet of you, teleporting to its location and it
teleporting to yours. You still suffer the damage as normal.
Absorb Misery
Create Champion
Life Domain Any Domain
As an action you may touch a creature suffering from a As an action you may declare a creature who worships you
disease to immediately cure them of that disease, however as your Champion, granting them the following benefits:
you fall under the effects of the disease. If you are immune to
disease, this disease ignores your immunity. As a bonus action on their turn, they can summon your
You are non-infectious, and other creatures can not be Divine Implement to their hand and use it as if it was
infected by the disease as a result of being exposed to you. theirs, gaining the benefits of all of its enchantments. You
Upon completing a long rest, you are cured of all diseases can choose whether or not to allow this, and at any point
you have gained from this feature. you can recall your Divine Implement as a bonus action.
Bend Rain You can telepathically communicate with each other, even
if you are on separate planes.
Tempest Domain
As a bonus action on your turn if it is raining, you may Three times per long rest, they may use any Miracle you
cause the rain to stop falling in a 20-foot radius sphere possess. They use their own statistics for calculating the
around you. You may end this effect as a bonus action. DC and such, however their Divine Ability Score uses the
As a bonus action on your turn if it isn't raining, you may same score as yours (If yours is Charisma, then your
cause rain to begin falling in a 20-foot radius sphere around Champion must also use Charisma)
you. You may end this effect as a bonus action.
At any point you can use an action to remove these features
Blood Feast from your Champion. If you declare a new Champion, the
Life + War Domain previous one loses these benefits.
Once per turn when you deal damage to a creature, you
can cause them to lose one unexpended hit die. Roll the hit Deific Will
die lost (Adding their constitution modifier) and you restore Any Domain
HP equal to the total rolled (Minimum of 1) As a bonus action, you may produce any of the effects from
the Thaumaturgy spell. You can activate as many effects at
Change Form once as you wish, and they last indefinitely so long as you
As a bonus action, you may transform into a creature of maintain concentration.
Medium or Small size. You decide what you look like,
including your height, weight, facial features, sound of your Delay Recovery
voice, hair length, coloration, and distinguishing Life + Trickery
characteristics, if any. You can make yourself appear as a As a reaction to a creature within 60-feet of you regaining
member of any humanoid race or any creature in existence, hit points, you can delay their recovery. The creature does not
although none of your statistics change (Aside from size if recover the hit points they would've until the start of their
applicable) next turn.
Charm Nature Delay Spell
Arcana + Nature Arcana + Trickery
As an action you may target a Beast or Plant creature As a reaction to a creature within 60-feet of you casting a
within 30-feet of you. If the creature is of a CR less than or spell, you can cause their spell to be delayed. The action and
equal to half your proficiency bonus (Rounded down) it is resources are still expended, but the spell does not take effect
Charmed by you. until the start of their next turn.
This effect ends when the creature dies, or you choose to The spell still targets the area the caster originally
release them as a bonus action. If you would charm a intended, and any creatures no longer within range of the
creature while at your maximum, you can choose to release spell are unaffected.
any of the already charmed creatures.
You can have a maximum amount of creatures charmed by
this ability at once equal to your Divine Ability Score modifier
(Minimum of 1)
Dimensional Storage Divine Strike
Any Domain War Domain
As a bonus action you may open up a small demiplane to As an action you may make a weapon attack using your
store items and equipment! You may place any nonliving Divine Implement. All damage dealt by this attack is changed
object within the demiplane provided you are able to to be the same as your Divine Damage Type, and it is a
physically place it in. If an object somehow becomes living critical hit.
while within the demiplane, it is immediately ejected into an
unoccupied space within 5-feet of you. Eternal Body
Once per turn you can reach into the demiplane and pull Any Domain
out a single item (No action required) If you have not taken
anything out of the demiplane or put it back in, it closes. No As an action and by expending 2 Hit Die, you immediately
other creature can pull items out or put them into your regrow a lost limb or body part (Such as an organ) of your
demiplane. choice.
The demiplane can store no more weight at a time than an If one of your domains is Life, you may instead expend 2
amount of pounds equal to 100 x Your Demigod level. There Hit Die to use this ability on a creature you are touching.
is no limit to the amount of volume it can store.
Items that have an extradimensional space such as a Bag Exalted Hand
of Holding are unable to be placed into your demiplane. Any Domain
As an action, you summon forth a large hand of divine
Divine Beam energy in an unoccupied space within 60-feet of you. The
Any Domain hand lasts until you dismiss it as a bonus action or it is
As an action and by expending 1 or more Diefic Action, you reduced to 0 HP. The hand moves at your command,
may project a beam of pure divine energy. A beam of divine mimicking the movement of your own hand.
energy forming a line that is 60-feet long and 5-feet wide The hand has an AC equal to 16 + Your proficiency bonus,
projects out in a direction of your choice. and its HP is equal to half of your maximum. It has a
Each creature caught within the line must succeed on a Strength score equal to your Divine Ability Score and its
Dexterity saving throw, suffering this Miracles damage on a Dexterity is 10.
failed save or half as much on a successful one. When you summon it and as a bonus action on subsequent
This abilities damage is a number of d4's equal to your turns, you may move it up to 30-feet and make it use any of
Divine Ability Score Modifier (Minimum of 1) + 2d4 per the actions listed in the Bigyby's Hand spell, however
Deific Action expended. This damage is the same as your Clenched Fist has the following adjustment:
Divine Damage Type. Clenched Fist. The damage is as if you struck them with
your Divine Implement.
All damage this hand deals is the same as your Divine
Divine Blast Damage Type.
Any Domain The hands HP persists between summons, only resetting
As an action and by expending 1 or more Diefic Actions, upon completing a long rest. If the hands HP reaches 0, it
you may create an explosion of divine energy. Choose a point cannot be summoned again until you complete a long rest.
within 100-feet of you, divine energy explodes from that point
in a 15-foot radius. Fabricated Falsity
Each creature caught within the blast must succeed on a Forge + Trickery
Dexterity saving throw, suffering this Miracles damage on a As an action, you can create an illusion as per the Major
failed save or half as much on a successful one. Image spell, following the rules and limits of the spell. When
This abilities damage is a number of d4's equal to your
Divine Ability Score Modifier (Minimum of 1) + 2d4 per cast through this feature, there is no limit to the amount of
Deific Action expended. This damage is the same as your time you can concentrate on the spell.
Divine Damage Type. Additionally, illusions conjured from this miracle hold up to
physical inspection. So long as a creature is not aware it is an
illusion, they can not pass through it (An illusion of a wall
Divine Bolt would be impassable to those unaware for example)
Any Domain
As an action, you can launch a bolt of divine energy
towards a creature. Make a ranged spell attack against a
creature within 120-feet of you. On a hit, the target suffers
damage equal to 1d8 + Your Divine Ability score. This
damage is the same as your Divine Damage Type.
This miracle deals an additional 1d8 damage for every 2
points of proficiency bonus you have.
If one of your Divine Domains is Arcana or War, this bonus
is instead a number of d8's equal to your proficiency bonus.
Gods Telepathy Judgement
Any Domain Tempest + War
As a bonus action you may open up a telepathic connection As a bonus action, you cause a bolt of lightning to descend
to any creature in existence you are familiar with. You need from the sky. Choose a point within 120-feet of you that is
not be in the same plane as them, but you must be present in beneath the open sky. All creatures within 5-feet of that point
the same setting (You cannot communicate with someone in must succeed on a Dexterity saving throw, suffering 3d10
Eberron if you are not in Eberron) lightning damage on a failed save or half as much on a
You may communicate with them via this telepathy, you successful one.
need not share a language but both parties must understand
at least one language. Magic Explosion
If you are unfamiliar with a creature but they pray to you, Arcana + Death
they are considered a valid target for this ability. As an action and by targeting an undead raised by Call the
Haunted within 60-feet of you, you may cause it to explode.
Holy Door All creatures within 10-feet of the undead must succeed on a
Any Domain Constitution saving throw. On a failed save they suffer force
Over the course of 1 minute you can target a holy site damage equal to the undeads HP when it explodes, or half as
dedicated to you that you are aware of (Such as a temple, much on a successful one (Rounded down)
shrine or even your Divine Realm) on any plane of existence. The targeted undead is destroyed when this feature is used
At the end of this minute, you teleport to this holy site. on it.
You may expend any number of usages of Shape Fate when
you use this miracle, for each usage expended, the time taken Miracle Sight
to use this Miracle is reduced by 12 seconds. If you use 5 Trickery Domain
usages of Shape Fate, its usage time is reduced to an action. When another creature you can see uses a Miracle, you
You may bring any number of willing creatures within 60-
feet of you along with this ability. may use your reaction to copy that Miracle. Until the end of
your next long rest, you are able to use their Miracle exactly
Holy Ward
as they would, and you are unable to use Miracle Sight.
Any Domain Purify
When you or a creature within 30-feet of you is damaged in Any Domain
some way, you may use your reaction to create a ward of As an action, you may purify all nonmagical food and drink
divine energy. The triggering creature is warded until the within 5-feet of you, rendering it free of poisons and diseases.
start of your next turn. All food and drink within range when you use this feature
This ward has HP equal to two times your Demigod level, tastes better than it normally would.
and whenever the warded creature would take damage
(Including against the triggering instance) The ward instead
takes damage. If the ward runs out of HP and there is leftover Putrify
damage, the warded creature suffers the remaining damage. Any Domain
As an action, you may render all nonmagical food and
Invoke Nature drink within 5-feet of you foul. The food and drink loses all
Nature Domain nutritional value and will be regurgitated 1 minute after
At the start of your turn (No action required) or as a bonus consumption.
action, you may produce any of the effects from the
Druidcraft spell. Rapid Decomposition
Death or Nature Domain
As an action, you may target a Huge or smaller corpse
within 5-feet of you. The corpse rapidly decomposes into the
ground, and it is no longer a valid target for spells/features
such as Animate Dead or Raise Dead.
You recover expended hit die equal to the creatures
CR/Level (Minimum of 1, provided the creature was CR 1/8
or higher) Additionally, this sustains you. You are given
enough nourishment to last a full 24 hours.
Render Ineffective War Against the Living
Forge + Nature Death + War
As an action and by targeting a nonmagical suit of armor or As an action, you may send out a wave of sheer aggression
weapon made of metal or natural materials, you may render and bloodlust within your undead. All undead raised by your
them useless. The weapon can not be used for attacks and Call the Haunted feature may immediately use their reaction
the armor no longer grants any benefits to the wearers AC. to move up to half their speed and make an attack against a
This effect requires concentration, and it remains until creature within their reach.
your concentration is broken.
Wild Wrath
Self Mimicry Nature + War
Trickery + War As an action, you may cause nature to lash out against
As a bonus action, you may create a duplicate of yourself as those who would stand against it. A creature of your choice
per the Mirror Image spell. This duplicate lasts until it is within 30-feet of you must succeed on a Strength saving
destroyed, and you may not create another one while it throw or become restrained as roots rise from the ground to
persists. subdue them. The creature can repeat the saving throw on
Alternatively, you may expend 1 Deific Action to use this their turn as an action. You can dismiss the roots at any time
miracle. (No action required) and they disappear when you die.
Alternatively, you may expend 2 Deific Actions to use this
Star Step miracle.
Any Domain
As a bonus action, you may teleport to an unoccupied
space within 15-feet of you. Immediately after teleporting, you
can expend a usage of Shape Fate to teleport again (No
action required) and you may do so as many times as you
wish so long as you have usages of Shape Fate remaining.
Storm Armor
Forge + Tempest
As an action you may fashion armor for yourself forged
from storms. You gain temporary hit points equal to your
proficiency bonus, and while these temporary hit points
persist, whenever a creature hits you with a weapon attack
they suffer lightning or thunder damage (Your choice) equal
to your proficiency bonus.
Alternatively, you may expend 1 Deific Action to use this
miracle.
Thought Reading
Any Domain
As a bonus action, you may target a creature within 60-feet
of you and read its surface thoughts. You learn what it is
currently thinking and its general emotional state. You
continue to read its thoughts in this manner until you are
more than 60-feet away from it, you use this feature again, or
you stop reading their thoughts (No action required)
You are unable to read a creatures thoughts if it meets one
of the following criteria:
Its level/CR is equal to or higher than half of yours
rounded down.
It is a legendary creature (Uses a legendary class/has
legendary actions or resistances)
Legendary Actions
Here you will find the Legendary actions that only a Demigod Leveling Beyond 30
of the appropriate level can learn (If a Demigod specific Here you can find what the Fable Demigod gains for
Legendary action requires 2 actions, you must be a level 11 every level beyond 30 they are! It is intentional that
Demigod to know it for example) their proficiency bonus stops increasing.
Every 4 levels beyond 30 (34, 38, ect) a fable
Hasted Miracle demigod gains a divine ASI.
Cost: 1 Legendary Action Every third divine ASI a fable demigod would
You use a Miracle you know that has a usage time of a gain after level 30 (42, 54, 66 ect) is instead a
bonus action. You are unable to use a Miracle this way if you legendary ASI.
have used it since the beginning of your last turn.
Every 4 levels starting at level 31 (31, 35, 39, 43
ect) you gain an additional Divine Exultation.
Every 4 levels starting at level 33 (33, 37, 41, 45
ect) you gain an additional Divine Enchantment.
Every even level (32, 34, 36, 38 ect) you gain a
+1 bonus to one ability score of your choice.
Your HP increases as per normal.
Your new ability score maximums for every
ability score is equal to your Demigod level if
they were not already higher.
Credits and Thanks!
Artist Credit Stain Credit
I am no artist, just someone with a lot of homebrew ideas and In all of my homebrew I use watercolor stains created by
a vague ability in graphic design. All artwork I use in this u/flamableconcrete aka Jared Ondricek. These brews and
document is credited below, please show respects to the PDFs would not look nearly as nice without his creations, so
artist and if the original artist sees this and feels I did not huge thank you to him! You can find all stains I use on his
properly credit them/does not wish for their artwork to be website, watercolors.giantsoup.com.
used, contact me at u/Zellorea and I will rectify this as soon
as possible.
Other Homebrew
Cover Art belongs to Chengwei Pan on Artstation! You may recognize me for other homebrews such as the
Art on the "Class Features" page belongs to F3LC4T on Siphoner class and my project to turn every league of legends
Artstation! champion into a subclass, if you want to be alerted as soon as
all of those are publically available, join the discord!
Art on the "Divine Physiology" page belongs to Dylan https://discord.gg/c4T35TqbqT
Deng on Artstation!
Art on the "Shape Fate" page belongs to F3LC4T on Patron Thanks!
Artstation!
This homebrew was supported for by my patrons on
Art on the "Sever Fate" page belongs to Asur Misoa on https://www.patreon.com/Zellorea. If you wish to support me
Artstation! or encourage me to make more things like this or update this
in the future, that's the best way to do it!
Art on the Arcana Domain page belongs to Anastasia- A thank you to my current supporting patrons! Their
Berry on Deviantart! names are listed below as a show of my immense
Art on the Death Domain page belongs to Ani Larmina on appreciation towards them.
Artstation! Savior: Amelia Strange
Art on the Forge Domain page belongs to Tien Can on Renowned Hero: InsaneInsanity
Artstation!
Mercenary: Deathknight
Art on the Life Domain page belongs to Joanna Grodecka
on Artstation! Folk Hero: Nate Meyer
Art on the Nature Domain page belongs to Johnathan Tan
on Artstation!
Art on the Tempest Domain page belongs to Matty17art
on Deviantart!
Art on the Trickery Domain page belongs to [Mo Yan]
(https://www.artstation.com/artwork/aZBEL on Artstation!
Art was made as the 2017 Dark Star login screen for
League of Legends! Which belongs to Riot games.
Art on the War Domain page belongs to Su Fu on
Artstation! This was made as card art for The Warrior in
Legends of Runeterra! Which belongs to Riot Games.
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