Demigod Expansion
Demigod Expansion
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)
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.
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 Blood Beacon lasts until you finish a long rest, or all
its temporary hit points are expended.
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:
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.
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.
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.
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