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Demigod Expansion

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0% found this document useful (0 votes)
162 views10 pages

Demigod Expansion

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

DEMIGOD

EXPANSION

Wield
Wield
Wield destiny
destiny
Wield destiny itself
itself
destiny itself as
as
itself as you
you
as you shape
shape
you shape the
the
shape the world
world
the world to
to
world to your
your
to your will.
will.
your will.
will.
Demigod Epic Levels
Level P.Bonus Features
21st +7 Additional Domain, Mythic Attack (1)
22nd +7 Ascended Spellcasting (6th)
23rd +7 Additional Domain Feature, Epic Boon
24th +7 Ascended Spellcasting (7th), Divine Ability Score Improvement
25th +8 Additional Domain Feature, Legendary Resistance (4), Mythic Attack (2)
26th +8 Ascended Spellcasting (8th)
27th +8 Godly Stride, Epic Boon
28th +8 Ascended Spellcasting (9th), Divine Ability Score Improvement
29th +9 Additional Domain Feature, Mythic Attack (3)
30th +9 Divine Retribution, Legendary Resistance (5)

The Demigod Expansion Legendary Resistance


The following document contains expanded options and You gain an additional use of Legendary Resistance at 25th
additional content related to the Demigod class for 5e. and 30th level.

Epic Levels. Ascend to the heights of divine power with epic Godly Stride
levels, granting features from 21st to 30th level.
At 27th level, the world bends to your stride. Your walking
Divine Feats. Become touched by divinty with two new feats. speed increases by 10 feet, you ignore difficult terrain, and
you can teleport up to your walking speed as a bonus action.
Additional Domains. Choose from five additional Domain
options to control even more aspects of reality!
Divine Retribution
You are the apex, and the planes tremble with your wrath. At
Additional Domain 30th level, if you would be reduced to 0 hit points, you
Your place among the gods has been revealed. At 21st level, instead gain the benefits of a long rest, and the cost of all
you choose an additional domain, gaining its 3rd level your Mythic Reactions is reduced by one (minimum one
features. You gain that domain’s 7th, 13th, and 17th level Mythic Reaction) for 1 hour. Once this feature has activated,
features at 23rd, 26th, and 29th level, respectively. If that you must finish a long rest before it can activate again.
domain would grant you resistance to a damage type already Additionally, you are immune to nonmagical bludgeoning,
granted by your first domain, you instead gain immunity to piercing, and slashing damage.
that damage type.

Mythic Attack Feats


At 21nd level, you gain the Mythic Attack action. You can use Fate Threader
Mythic Attack to perform any action of your choice, as as well
You can lightly tug at the strings of fate, granting you the
any anything you could do with one Mythic Reaction at the
following benefits:
end of another creature’s turn (Mythic Reactions are not
expended).
Increase one of your ability scores by 1, to a maximum of
The number of Mythic Reactions you can replicate with
20.
Mythic Attack increases to two at 25th level, and three at
29th level. When you or a creature you can see within 60 feet of you
makes an ability check, attack roll, or saving throw, you
Ascended Spellcasting can use your reaction to impose advantage or
With divinity comes power overwhelming. At 22nd level, you disadvantage on the roll. Once you use this feature, you
can use Innate Spellcasting to cast two spells of 6th level must finish a short or long rest before you can do so
before needing to take a long rest to do so again. You can again. If you are a Demigod, you instead gain an
cast an additional 7th, 8th, and 9th level spell in this way at additional use of Shape Fate.
24th, 26th, and 28th level, respectively.
Divine Spark
Epic Boon
Through fate or devotion, you can conjure a minor miracle.
At 23th level, you gain an Epic Boon of your choice, as When you gain this feat, choose a spell school. You can cast
described in the Dungeon Master’s Guide. You gain an any spell from that school of a level equal to half your
additional Epic Boon at 27th level. proficiency bonus or lower, without using a spell slot or any
spell components that lack a gold cost. Once you use this
Divine Ability Score Improvement feature, you must finish a long rest before you can do so
You gain an additional Divine Ability Score Improvement at again.
24th level and 28th level. If you are a Demigod, you instead gain an additional use of
Innate Spellcasting.

EPIC FEATURES | DOMAINS | 23BLUENINJA HOMEBREW


1
Blood
In blood lies the soul, and through blood we are made whole.
Blood domain demigods revel in the exchange of power for
blood, directly dealing in the flow of life essence throughout
the planes and into the afterlife.

Sanguine Manipulation
3rd level Blood feature
Your domain ability is Charisma, and you can prepare any
necromancy or transmutation spell with Innate Spellcasting,
so long as the spell is of 1st level or higher and affects a
single creature or forces more than one creature to make a
saving throw.

Bleed Dry
3rd level Blood feature
Once per turn, when you hit a creature with your Divine
Implement, you can gain temporary hit points equal to half
the damage dealt.
When you hit a creature with your Divine Implement, you
can expend any amount of temporary hit points to add that
much necrotic damage to the damage roll.
Finally, you can expend a use of Shape Fate as a bonus
action to gain temporary hit points equal to twice your
Charisma modifier.

Blood Pact
3rd level Blood feature
As an action, you can expend a use of Shape Fate to shake
hands with a willing creature and form a Blood Pact with
them that lasts until the creature finishes a long rest. When
you form a Blood Pact, you magically extract an ounce of the
creatures blood. The creature then loses 1 hit point and gains
Inspiration, which disappears when the Blood Pact ends if it
is unused. After they use it, but while the Blood Pact is still
active, you can magically impose disadvantange on a single
d20 roll the creature makes before you finish your next long
rest, so long as they are on the same plane of existance as
you. You then gain Inspiration and an expended use of Shape
Fate.
When you or another creature uses Inspiration gained
from your Blood Pact, your Charisma Modifier is added to
the total for that roll.
You can make a number of Blood Pacts equal to your
proficiency bonus between each long rest, and you can only
make one Blood Pact with a given creature each long rest.

Power in Blood
7th level Blood feature
Creatures you have a Blood Pact with that have temporary
hit points from one of your features add 1d4 to their attack
rolls.

Unstaunchable
7th, 13th, and 17th level Blood feature
You gain proficiency in Constitution saving throws, or your
choice of either Wisdom or Charisma saving throws if
already proficient.
You also gain resistance to necrotic damage. You gain
resistance to cold damage at 13th level, and immunity to
necrotic damage at 17th level.
Mythic Sangromancer Crimson Sanguination
7th, 13th, and 17th level Blood feature 17th level Blood feature
You gain additional ways to use your Mythic Reactions at While you have a Blood Beacon, creatures you have a
the end of another creature’s turn: Blood Pact with can use a bonus action to sacrifice hit points
up to their Constitution modifier. For each hit point
You can use one Mythic Reaction to target a creature you sacrificed, your Blood Beacon gains 2 temporary hit points.
can see within 120 feet of you. The creature takes Moreover, creatures you have a Blood Pact with that have
necrotic damage equal to your proficiency bonus, and you temporary hit points from one of your features add 1d4 to
gain temporary hit points equal to damage dealt. their saving throws.
Alternatively, you can transfer any number of your
temporary hit points to the creature. If you have a Blood Chaos
Pact with that creature, the amount of temporary hit
The Chaos domain controls the variability of the universe.
points gained by you or the creature are doubled.
Demigods in this domain determine can control how much
At 13th level, you can use two Mythic Reactions to force entropy is induced into the material plane around them.
each creature of your choice within 30 feet of you to When things get too mundane, a Chaos demigod is likely to
succeed on a Constitution saving throw or take necrotic shake things up.
damage equal to half your demigod level. Your Blood
Beacon gain temporary hit points equal to half the total
Innate Chaos
damage dealt this way. 3rd level Chaos feature
Your domain ability is Charisma, and each time you finish
At 17th level, you can use three Mythic Reactions to cause a long rest you roll 2d8 on the Random School table. Until
your Blood Beacon to explode, forcing each creature of you finish your next long rest, you can prepare any spell from
your choice within 30 feet of you to make a Constitution the schools you rolled with Innate Spellcasting. If you rolled
saving throw. Expend any number of temporary hit points the same number on both dice, you instead choose two
from the Blood Beacon. On a failed save, a creature takes schools.
damage equal to twice the amount of temporary hit points If a spell gained from this feature would deal damage,
expended and is poisoned until the end of its next turn. replace one of the damage types by rolling on the Chaos
On a success, a creature takes half as much damage but Damage table.
suffers no other effects. Creatures of your choice in the
affected area also gain half the number of temporary hit Divine Knowledge
points expended. 3rd level Chaos feature
When you make an ability check, roll 2d6. If you roll the
Blood Beacon same number on both dice, add your proficiency bonus to the
13th level Blood feature check if you wouldn’t already. If you rolled two 6’s, add
Any time you would gain temporary hit points from your double your proficiency bonus if you wouldn’t already.
Blood Domain features or a spell cast with Innate Also, when you hit a creature with your divine implement,
Spellcasting, you can instead coalesce them into a spherical the target takes an addtional 1d6 damage of a type
Blood Beacon that hovers above your head. Temporary hit determined by rolling on the Chaos Damage table.
points added to the ball are combined, rather than replaced
as when a creature gains temporary hit points from multiple Entropy Unleashed
sources. 3rd level Chaos feature
Your Blood Beacon grants you the following benefits: You can use Innate Spellcasting to cast chaos bolt at a
level equal to half your proficiency bonus, rolling 2d10 on the
You can expend temporary hit points from it for any Chaos Damage table instead of 2d8. You can also cast it in
features that require sacrificing temporary hit points. the same manner by expending a use of Shape Fate.
Additionally, when you expend a use of Innate Spellcasting
You can transfer temporary hit points from it to yourself
or Shape Fate, roll 2d4. If you roll the same number on both
or a creautre you have a Blood Pact with at any time (no
dice, roll on the Entropy Unleashed table to create a magical
action required).
effect. If the effect is a spell, it is cast as if you had cast it with
You can expend 25 temporary hit points from it to grant Innate Spellcasting, and it does not require concentration;
Inspiration to a creature you have a Blood Pact with, the spell lasts for its full duration.
which carries the same effects as the first Inspiration
gained from your pact.

You can expend 50 temporary hit points from it to regain


an expended use of Innate Spellcasting.

You Blood Beacon lasts until you finish a long rest, or all
its temporary hit points are expended.

EPIC FEATURES | DOMAINS | 23BLUENINJA HOMEBREW


3
Unstable
7th, 13th, and 17th level Chaos feature
You gain proficiency in Charisma saving throws, or your
choice of either Strength or Dexterity saving throws if
already proficient.
Also, when you finish a long rest, roll on the Chaos
Damage table. You gain resistance to the damage type rolled
until you finish your next long rest. You roll on the table twice
at 13th level and three times at 17th level. If you roll the
same damage type twice, you gain immunity to that damage
instead of resistance. If you roll it three times, you gain
immunity to that type and choose resistance to a second type.

Mythic Turmoil
7th, 13th, and 17th level Chaos feature
You gain additional ways to use your Mythic Reactions at
the end of another creature’s turn:

You can use one Mythic Reaction to roll on the Chaos


Damage table and cause a random hostile creature within
120 feet of you to take 2d12 damage of the type rolled.

At 13th level, you can use two Mythic Reactions to roll on


the Entropy Unleashed table.

At 17th level, you can use three Mythic Reactions to roll


on the Random School table, then roll 1d4. You cast any
spell of your choice from the rolled school with a level
equal to or less than the number rolled on the d4, as if
with Innate Spellcasting. If the spell would deal damage,
replace one of the damage types by rolling on the Chaos
Damage table.

Controlled Chaos
13th level Chaos feature
When you roll on the Entropy Unleashed table, you can roll
twice and use either number.

Pandemonium
17th level Chaos feature
Roll on the Random School table and Chaos Damage
table, then roll a d20. You cast a spell of your choice from the
rolled school at a level determined by your d20 roll: 6th on a
1-10, 7th on an 11-16, 8th on a 17-19, or 9th on a 20. One
damage type of your choice dealt by the spell is replaced with
the rolled damage type. You then roll on the Entropy
Unleashed table.
Once you use this feature, you must finish a long rest
before you can do so again.

Random School Chaos Damage


d8 Spell School d10 Damage Type
1 Abjuration 1 Acid
2 Conjuration 2 Cold
3 Divination 3 Fire
4 Enchantment 4 Force
5 Evocation 5 Lightning
6 Illusion 6 Poison
7 Necromancy 7 Psychic
8 Transmutation 8 Thunder
9 Necrotic
10 Radiant
Entropy Unleashed
d100 Effect
55-56 A random creature within 120 feet of you sneezes and
d100 Effect
confetti bursts from their nose.
1-2 Roll on this table twice more, rerolling on a 1 or 2.
57-58 A random tiny object within 120 feet of you disappears
3-4 You cast shield
and reappears on the ground in a random location
5-6 A random creature within 60 feet of you becomes
within 500 feet of you.
paralyzed for 1d4 rounds.
59-60 You regain a use of Innate Spellcasting.
7-8 You are teleported to a random location on the ground
61-62 Music fills the air, causing all creatures within 120 feet of
within 500 feet of you.
you to harmlessly tap their feet and hum along.
9-10 You grow wings, gaining a 60 foot fly speed for 1 hour.
63-64 You cast enlarge/reduce on yourself and all creatures
11-12 You take 3d4 necrotic damage, then regain 3d12 hit
within 120 feet of you, randomly choosing which effect to
points.
use. All creatures are affected in the same way and
13-14 Your hair bursts into flames for 1 minute, but is
automatically fail the saving throw.
undamaged.
65-66 A creature of your choice within 30 feet of you takes 6d10
15-16 A marble statue of you striking a dramatic pose appears at
fire damage.
a random location within 30 feet of you.
67-68 You cast confusion on yourself and all creatures within 30
17-18 An explosion of colorful sparks causes you and each
feet of you. The spell lasts for 1d4 rounds instead of 1
creature within 30 feet of you to be blinded until the end
minute.
of your next turn.
69-70 Insects swarm in a 30-foot-radius sphere centered on
19-20 You cast web.
you and stay until the end of your next turn. Each
21-22 6d10 Dead octopi fall from the sky.
creature in the sphere has disadvantage on attack rolls.
23-24 Each other creature within 120 feet of you is put under the
71-72 A large bubble of soap appears around a random
effects of the seeming spell, with the only change to their
creature within 60 feet of you, lifting them 10 feet in the
appearance being that their head appears twice as large.
air. It then pops, leaving them perfectly clean.
25-26 You cast tasha’s hideous laughter.
73-74 Winds put out unprotected flames within 30 feet of you.
27-28 Every attack you make until the end of your next turn
75-76 You cast mass healing word.
automatically hits.
77-78 You transform into a random elemental of the DM’s
29-30 You are struck by lightning, taking 3d6 lightning damage
choosing with a CR as close to your level as possible for
and increasing your speed by 30 feet for 1 minute.
1 hour, as per the polymorph spell.
31-32 You partially phase out of time and space, becoming
79-80 You release a clap of thunder audible out to 300 feet.
paralyzed but immune to all damage and conditions until
81-82 All hostile creatures within 30 feet of you become
the end of your next turn.
covered in mud, blinding them until they use an action
33-34 Roll on the Chaos Damage table. A creature of your choice
to clean themselves off.
within 60 feet of you has vulnerability to the rolled damage
83-84 An illusory ghost appears in a random location within 30
type until the end of your next turn.
feet of you and casts fear using your Shape Fate DC. You
35-36 For the next 24 hours, your alignment changes to neutral,
determine the direction of the cone.
and you respond to everything with indifference.
85-86 A force wave blasts out from you, dealing 3d4 points of
37-38 You grow a pair of tentacles on your face, giving you
force damage to all creatures within 20 feet of you and
advantage on Strength (Athletics) checks made to grapple
pushing them 10 feet away from you.
for the next hour.
87-88 The next spell cast by you or a creature within 120 feet of
39-40 You have advantage on the first saving throw you make
you has a 50% chance of failing. If it fails, the caster and
within the next minute.
each creaure within 5 feet of it takes force damage equal
41-42 You cast wall of fire, but it originates from a random point
to 5 times the spell’s level.
within 60 feet of you.
89-90 You become immune to all damage for 1d4 rounds.
43-44 You become partially incorporeal for 1 minute, giving you
91-92 Roll on the Random School table and cast a 3rd level
resistance to bludgeoning, piercing, and slashing damage.
spell of that school.
45-46 For 1 minute, your head becomes a crab. Your Intelligence
93-94 A wave of psychic energy causes all hostile creatures
score becomes 1, you can’t activate magic items,
within 120 feet of you to have disadvantage on Wisdom
understand language, or communicate in any intelligible
saving throws until the end of your next turn.
way. You can still identify, follow, and protect allies.
95-96 3d4 diamonds worth 10gp each fall out of your mouth.
47-48 You cast polymorph on a random creature within range.
They turn to sand after 24 hours.
49-50 The earth trembles, knocking each creature within 120 feet
97-98 A kitten rubs against the legs of a random creature. The
of you prone.
kitten has the game statistics of a cat with 1 hit point. If
51-52 You have advantage on Strength checks and saving throws
a creature drops the kitten to 0 hit points, it must
and a +2 bonus to weapon damage rolls for 1 minute.
succeed on a DC20 Wisdom saving throw or be turned
53-54 Your eyes glow for 24 hours, giving you advantage on
into a kitten, as per the polymorph spell.
Wisdom (Perception) checks but disadvantage on
99-100 You regain all expended uses of Shape Fate.
Dexterity (Stealth) checks.

EPIC FEATURES | DOMAINS | 23BLUENINJA HOMEBREW


5
Tempest Mythic Tempest
7th, 13th, and 17th level Tempest feature
With wind as their shield and lightning as their spear,
You gain additional ways to use your Mythic Reactions at
Tempest domain demigods shape the fate of thousands
the end of another creature’s turn:
through their command of weather, both violent and benign.
Their foresight grants a glimpse into the future their winds You can use one Mythic Reaction to make a ranged spell
can bring. attack using Charisma against a creature within 60 feet of
you. On a hit, the target takes 1d10 lightning damage and
Innate Winds
its speed is halved until the end of its next turn.
3rd level Tempest feature
Your domain ability is Charisma, and you can prepare any At 13th level, you can use two Mythic Reactions to release
evocation or conjuration spell of 1st level or higher from the 5-foot wide, 30-foot long gale from in a direction you
sorcerer spell list with Innate Spellcasting. You can also choose. Each creature in the gale must succeed on a
prepare augury, clairvoyance, divination, commune, scrying, Strength saving throw against your spell Save DC or take
and foresight in the same manner when you reach the 1d8 bludgeoning damage and be knocked prone. You can
appropriate level. then choose to teleport to the end of the gale.

Divine Knowledge At 17th level, you can use three Mythic Reactions to force
3rd level Tempest feature each creature within 30 feet of you or within your storm to
You gain proficiency in the Intimidation skill, or another succeed on a Dexterity saving throw or take 2d6 lightning
skill if already proficient, and your proficiency bonus is damage and become stunned until the end of the next
doubled for any ability check you make using Intimidation. turn.
You also learn the gust and thunderclap cantrips, and when Lightning Storm
you hit a creature with your Divine Implement, you can deal
lightning or thunder damage instead of any other type. 13th level Tempest feature
When you deal lightning, thunder, or bludgeoning damage,
Behold the Storm add your Charisma modifier to the the amount of damage
3rd level Tempest feature dealt.
As a bonus action, you can begin Storming for 1 minute, Also, when you begin Storming, each creature of your
becoming wreathed in gale-force winds and lightning out to a choice within range of your storm must succeed on a
range of 30 feet. While Storming, ranged attacks that target Strength saving throw against your spell save DC or be
you or creatures of your choice within that range have moved 10 feet in a direction of your choice and knocked
disadvantage. prone.
When you begin Storming, and as a bonus action on each Apocolypse
of your turns for the duration, you can release a bolt of
lightning. Each creature in a 5-foot-radius sphere centered on 17th level Tempest feature
the ground at a point you can see within range of your storm The range of your Storming feature increases to 60 feet.
must make a Dexterity saving throw against your spell save Moreover, you always have the storm of vengeance spell
prepared and can cast it with Innate Spellcasting. When you
DC. On a failed save, a creature takes a number of d4s equal
cast it, you can have the effects of rounds 1-4 occur
to your proficiency bonus as lightning damage and can’t take
opportunity attacks until the beginning of your next turn. On immediately, and the Round 5-10 effect occurs every
a success, a creature takes half as much damage but suffers remaining round for the full minute. While you are Storming,
no other effects. you and allied creatures within your storm are completely
When you summon this lightning bolt, you can expend a protected from the effects of the spell, including difficult
use of Shape Fate to empower it. The radius becomes 5 feet terrain and heavy obscurement.
times your proficiency bonus, and the size of the damage dice Travel
increase from d4s to d6s.
Your Storm ends early if you fall unconcious. You can use The dealer of winds both head and tail, Travel domain
this feature a number of times equal to your proficiency demigods are the patrons of all manner of nomands,
bonus. You regain all expended uses when you finish a long vagabounds, and anyone taken to a journey. The can make
rest. your voyage a breeze, or bring it to a stand still.

Uncontainable Innate Wanderlust


7th, 13th, and 17th level Tempest feature 3rd level Travel feature
You gain proficiency in Strength saving throws, or your Your domain ability is Wisdom, and you can prepare any
choice of either Constitution or Wisdom saving throws if abjuration, conjuration, or transmutation spell of 1st level or
already proficient. higher from the druid and sorcerer spell list with Innate
You also gain resistance to lightning damage. You gain Spellcasting.
resistance to thunder damage at 13th level, and immunity to
lightning damage at 17th level.

EPIC FEATURES | DOMAINS | 23BLUENINJA HOMEBREW


6
Divine Knowledge At 17th level, you can use three Mythic Reactions to warp
3rd level Travel feature reality in a 120 foot radius around you. Any time a
You gain proficiency with all vehicles and navigation tools, creature tries to move before the beginning of your next
your speed increases by 10 feet, and you gain a climbing and turn, you decide whether the world helps or hinders it.
swimming speed equal to your walking speed. You also learn Creatures you choose to help can move two spaces for
the guidance and truestrike cantrips, and you have advantage every 5 feet of movement they expend, while creatures
on Initiative rolls. you hinder never leave their space no matter how much
movement they expend.
Winds of Fortune and Woe
Unstoppable
3rd level Travel feature
As a bonus action, you can choose a creature you can see 7th, 13th, and 17th level Travel feature
within 120 feet of you. You either double the creatures speed You gain proficiency in Dexterity saving throws, or your
until the beginning of your next turn or force it to make a choice of either Wisdom or Constitution saving throws if
Charisma saving throw. On a failure, all spaces the creature already proficient.
moves through until the beginning of your next turn are You also gain resistance to your choice of bludgeoning,
considered difficult terrain for it. piercing, or slashing damage. You gain resistance to another
When you use this bonus action, you can expend a use of of these damage types at 13th and 17th level.
Shape Fate. If you do, a creature whose speed is doubled Destined Journey
also gains the benefits of the Disengage action for the same
13th level Travel feature
duration, while a creature who is forced to make a Charisma
Your speed increases by 10 feet, and any time you teleport,
saving throw has its speed halved on a failure for the same
the distance you’re able to teleport is doubled.
duration.
Additionally, any allied creature within 30 feet of you has
Mythic Explorer its speed increased by 10 feet, and is unaffected by difficult
7th, 13th, and 17th level Travel feature terrain while you are not unconcious.
You gain additional ways to use your Mythic Reactions at To the Ends
the end of another creature’s turn:
17th level Travel feature
You can use one Mythic Reaction to cause any creature Your speed cannot be magically reduced by any means.
that moved this turn or on its last turn to succeed on a You and allied creatures within 30 feet of you also have
Dexterity saving throw or fall prone. They have advantage on Dexterity, Constitution, and Wisdom saving
disadvantage on the saving throw if they are on the throws, as well as any saving throw made to prevent or end
ground. the grappled or restrained coniditons while you are not
unconcious.
At 13th level, you can use two Mythic Reactions to allow
any allied creatures within 120 feet of you to move up to
half their speed (no action required).

EPIC FEATURES | DOMAINS | 23BLUENINJA HOMEBREW


7
Unknowable
Shadows whisper and ravens caw. Dark rooms unseen are
never empty. Secrets fill the minds of men, but are never
understood. The Unknownable domain makes it so.

Innate Truth
3rd-level Unknowable feature
Your domain ability is Intelligence, and you can prepare
spells of 1st level or higher from the warlock’s spell list with
Innate Spellcasting. You can also cast those spells at any
level up to half your demigod level, rounded up, rather than
their lowest level.
Additionally, you regain an expended use of Innate
Spellcasting when you finish a short rest.

Divine Knowledge Unspeakable


3rd-level Unknowable feature
7th, 13th, and 17th level Unknowable feature
You gain proficiency in the Arcana and Persuasion skills,
You gain proficiency in Intelligence saving throws, or your
or one or two other skills if already proficient, and your
choice of either Wisdom or Charisma saving throws if
proficiency bonus is doubled for any ability check you make
already proficient. You also gain resistance to psychic
using Arcana or Persuasion. You are also able to sense the
damage. At 13th level, psychic damage dealt by you
presence of creatures with an Intelligence score of 16 or
ignores resistance, and at 17th level, you gain immunity to
higher within 120 feet of you, and when you hit a creature
psychic damage.
with your Divine Implement, you can deal psychic damage
instead of any other type. Mythic Arcanum
Eldritch Whispers 7th, 13th, and 17th level Unknowable feature
You gain additional ways to use your Mythic Reactions at
3rd-level Unknowable feature
the end of another creature’s turn:
As an action, you can force a creature you can see or sense
within 120 feet of you to succeed on an Intelligence saving
You can use one Mythic Reaction to deal 1d10 psychic
throw or take a number of d10’s equal to your proficiency damage to a creature you can see or sense within 120 feet
bonus as psychic damage. The target suffers additional of you. That creature has disadvantage on the first
effects based on the number of 1s you roll, as shown on the Wisdom, Intelligence, or Charisma saving throw it makes
table below: before the end of its next turn.
Number At 13th level, you can use two Mythic Reactions to
of 1s Effect teleport to a space you can see within 120 feet of you, or a
1 The target has disadvantage on attack rolls until the space within 15 feet of a creature you can sense.
beginning of your next turn.
At 17th level, you can use three Mythic Reactions to use
2 The target has disadvantage on all d20 rolls until the
Eldritch Whispers or cast a 1st or 2nd level warlock spell
beginning of your next turn.
you know as if with Innate Spellcasting, except the spell is
3 The target is stunned until the beginning of your next cast at its lowest level.
turn.
4 The target is paralyzed until the beginning of your next Irreconcilable Presence
turn. 13th level Unknowable feature
5 The target is paralyzed for 1 minute and takes 100 Hostile creatures within 30 feet of you have disadvantage
psychic damage. It can repeat the saving throw at the on Intelligence saving throws while you are not unconscious.
end of each of its turn, ending the paralysis on a Also, when a hostile creature starts its turn within 30 feet of
success. you, they take psychic damage equal to your Intelligence
6+ The target dies unless it is immune to psychic damage modifier.
or has legendary resistances, in which case it loses all Additionally, when a creature passes its saving throw
Legendary Resistances and takes 200 psychic damage. against your Eldritch Whispers, they take half the damage
they would have taken on a failure, but suffer no other effects.
When you use Eldritch Whispers, you can expend a use of
Shape Fate. If you do, the target has disadvantage on the
Anathematizing Erudition
saving throw (even if they have already recieved disadvantage 17th level Unknowable feature
from Shape Fate), and you can reroll any number of the After rolling damage dice for Eldritch Whispers, you can
damage dice on a failed save. expend any number of Mythic Reactions to turn the value of a
single damage die per Mythic Reaction spent to 1.

EPIC FEATURES | DOMAINS | 23BLUENINJA HOMEBREW


8
The Demigod
By u/23BLUENINJA

Art Credits:
Jason A. Engle - Cover
Jason A. Engle - pg 2
Jason A. Engle - pg 4
Jason A. Engle - pg 7
Jason A. Engle - pg 8
Jason A. Engle - Back Cover

A class that wields divine power to shape the fate


of the planes.

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