Deun

Though rare, the union between gods and mortals has been known to happen. Often these are chance encounters and yield nothing but a single night of passion and a story that none of the mortal's associates will ever truly believe. However, every now and then these unions will yield a child. These children, half God and half mortal, are referred to among the mortal races as Deun.

Divine Heritage:

Deun get most of their physical characteristics from their mortal parent and in many cases could easily pass as a mortal race. However, some physical traits still pass on from the parent god to their Deun Offspring. For example, a Deun child of an Ocean god may have skin colored scales in place of their actual skin or coral growing out of their body in some spots. Work with your Dungeon Master to determine what physical traits your Deun would have.

Deun Traits


  • Ability Score Increase: Your Wisdom score increases by 2.
  • Age: Deun mature and age at the same rate as their mortal parent's race. For example, a Deun born of an Elf would have an Elf's lifespan.
  • Alignment: Deun tend towards the alignment of their parent god, but are not confined to it.
  • Size: Deun range in size from 4 to 7 feet in height with varying builds. Your size is medium.
  • Speed Your base walking speed is 30 feet.
  • Go The Distance: Your divine bloodline allows you to power through situations that would kill pureblood mortals. Whenever you roll your final death Saving Throw you may roll 1d4 and add the total to your Saving Throw.
  • Divine Sense: You have proficiency in the Religion skill.
  • Languages: You can speak, read, and write in Common and Celestial.
  • Birth Domain You are born into the holy domain of your parent god. Your attunement with your chosen domain grants you a measure of your parent god's power. When you choose your parent god, you may also choose any one divine domain that your parent god belongs to. You gain the benefits of the chosen domain as listed below.

Knowledge Domain


  • Ability Score Increase: Your Intelligence score increases by 1.
  • Ageless Knowledge: Once per short rest, you call upon the collected knowledge of your parent god and gain advantage on your next Intelligence check.
  • Divine Instruction : You know the Command spell and can cast it as a level 1 spell a number of times per Long Rest equal to 1/2 your proficiency bonus (rounded down). Intelligence is your spellcasting ability for this spell.

-Spell Save DC = 8 + your proficiency bonus + your intelligence modifier.

Law Domain

  • Ability Score Increase: Your Strength score increases by 1.
  • Aura of Authority: You exude a righteous aura which strikes fear into the hearts of criminals. Once per short rest, when you hit a creature with a melee attack, you can have that creature roll a Wisdom Saving Throw. (DC: 10+ your proficiency bonus). On a failed save, the creature becomes frightened until the beginning of your next turn.
  • Aura of Justice: You know the spell Zone of Truth. You can cast this spell once per Long Rest. Charisma is your spellcasting modifier for this spell.

-Spell Save DC = 8 + your proficiency bonus + your charisma score.

Life Domain


  • Ability Score Increase: Your Constitution score increases by 1.
  • Bedside Manner: Once per Short Rest, when an ally within 30 feet of you would regain Hit Points you may roll 1d4 and add the total to the number of regained Hit Points
  • Words of Comfort: You know the spell Healing Word and can cast it as a 1st level spell a number of times per Long Rest equal to 1/2 your proficiency bonus (rounded down).

Nature Domain


  • Ability Score Increase: Your Constitution score increases by 1.
  • Nature's Bounty: Once per long rest you are able to provide enough clean food to feed yourself and one other person for an entire day, simply by willing it to be. This food comes in the form of local vegetation and small animals. This ability fails if the surrounding land cannot yield edible food.
  • Nature's Grasp: You know the spell Entangle and can cast it as a 1st level spell a number of times per Long Rest equal to 1/2 your proficiency bonus (rounded down). Wisdom is your spellcasting modifier for this spell.

Spell Save DC = 8 + your proficiency bonus + your Wisdom modifier.

Trickery Domain


  • Ability Score Increase: Your Charisma score increases by 1.
  • Dazzling Presence: As an Action, you can exert your holy aura and dazzle a creature in your presence. Target creature within 30 feet of you makes a Charisma Saving Throw (DC: 10+Proficiency bonus). On a failed save the targeted creature is Paralysed until the end of your next turn.You can only use this ability once per Long Rest.
  • Covert Operations: You know the spell Disguise Self. You can cast this spell a number of times per long rest equal to 1/2 your proficiency bonus (rounded down). Charisma is your spellcasting modifier for this spell.

Spell Save DC = 8 + your proficiency bonus + your Charisma modifier.

Tempest Domain


  • Ability Score Increase: Your Dexterity score increases by 1.
  • Howling Storm: As an action, you can call upon a mighty wind to hinder your enemies. Up to 3 target creatures within 30 feet of you must make a Constitution saving throw (DC: 10+proficiency bonus). On a failed save the target creatures are knocked prone. You can use this ability once per Short Rest.
  • Tethering Storm: You know the spell Witch Bolt and can cast it as a 1st level spell a number of times per Long Rest equal to 1/2 your proficiency bonus (rounded down). Wisdom is your spellcasting modifier for this spell.

Spell attack modifier = your proficiency bonus + your Wisdom modifier.

War Domain


  • Ability Score Increase: Your Strength score increases by 1.
  • Righteous Anger: Once per round, when you deal damage to a creature with a melee weapon attack you may choose to roll an additional damage die. This additional damage is not factored into critical hits. You can only use this ability once per Long Rest.
  • Righteous Challenge: You know the spell Compelled Duel and can cast it as a 1st level spell a number of times per day equal to 1/2 your proficiency bonus (rounded down). Wisdom is your spellcasting modifier for this spell.

Spell Save DC = 8 + your proficiency bonus + your Wisdom modifier.

Light Domain


  • Ability Score Increase: Your Intelligence score increases by 1.
  • Jolly Cooperation: As a Bonus Action you may have target ally within 10 feet of you gain an aura of fire for 30 seconds. When enveloped in the aura, the target gains resistence to fire damage. This ability can only be used once per Short Rest.
  • Grossly Incandescent: You know the spell Burning Hands and can cast it as a 1st level spell a number of times per long rest equal to 1/2 your proficiency bonus (rounded down). Intelligence is your spellcasting modifier for this spell.

Spell Save DC = 8 + your proficiency bonus + your Intelligence modifier.