Percy Jackson Homebrew

The Percy Jackson book series is set in a fantasy world where the gods, legends, and stories of Greek and Roman mythology are all real, coexisting in secret alongside modern-day society. Most mortals are literally unable to comprehend these beings, as the Mist that surrounds all things shrouds their existence, and convinces mortals that a manticore is really just a bear, or a titan is really just a hurricane. Demigods, the offspring of a mortal and a god, are often put in danger by the monsters of legends and the wills of the immortals. Once a demigod is claimed by their godly parent, or attacked by a monster that has tracked their distinct scent, they know they are not like the other mortals of their kind.

Demigods have some measure of their godly parent's abilities, and use these to defend their homes and the people they care about. Some are given quests to prove their worth, and some become the stuff of legends, like Hercules and Achilles. There are many different gods in these pantheons, but the children of the major twelve Olympians (plus Hades) are usually stronger - and more easily found by monsters.

In this Dungeons and Dragons 5e homebrew, each of the 13 playable classes is given a subclass inspired by the 13 major gods. The abilities for these subclasses are mainly based on the demigod offspring of each deity, but some are inferred from the gods' powers themselves. There is also a race for demigods, as well as the cyclops, the nymph, and variants of centaurs and satyrs found in this world. Lastly, there are feats granting powers from the lesser gods and titans. These subclasses and feats do not require a character be the child of a major god in order to select them (Artemis, for example, does not even have children,) and are accessible to anyone.

Races

Cyclops

“...Young cyclopes grow up alone on the streets, learns to make things out of scraps. Learn to survive. Makes us appreciate blessings, not be greedy and mean and fat like Polyphemus."

-Tyson, The Sea of Monsters

Cyclopes are the offspring of gods, nymphs, or other cyclopes. Unlike demigods, they are often viewed as "mistakes," and are abandoned by their parents when they are born to learn how to fend for themselves. They are so strong, however, that this is not as dangerous for cyclopes as it would be for most other races.

Growing Up on the Streets

Cyclopes are exceptionally hardy and durable, out of both a physical and mental necessity. Living isolated lives, they possess strength that makes even monsters stay away from them. They usually grow up in places where mortals do not realize what they truly are, as the Mist obscures their identity. Of those that can recognize cyclopes, like nymphs and other mythical creatures, most think of them as ugly, violent monsters. This makes it easy to understand why cyclopes shun human societies.

Master Forgers

Life is not all bad for cyclopes. Their rough upbringing yields ingenuity and craftiness, and cyclopes enjoy tinkering with devices to make their lives easier. Most cyclopes eventually find employment as forgers and weaponsmiths, finding that they excel at the craft. Many cyclopes are the children of Poseidon (and an unknown water nymph), and so being able to live underwater, they go to work at his forges deep in the ocean. They utilize Greek Fire, a substance that can ignite a greenish flame which cannot be extinguished by water, in their forging. Other cyclopes work for Hephaestus, or another being that crafts weapons for the gods.

Shunned By Society

Being abandoned by the supernatural beings that are repulsed by them, and shunned by the humans who think of them as homeless vagabonds, cyclopes live alone until they can find their tribe. Some never learn to fit in, putting all of their efforts into their work, while others seek out the relationships they have been starved of for so long.

  • Nymphs. As creatures that appreciate beauty and nature, nymphs are repulsed by the brutish features and smelting work of the cyclopes.

  • Dwarves. Of those mortals that can see through the Mist, dwarves get along with cyclopes the best, as they are also industrious, crafty, and rough around the edges.


Cyclops Names

Cyclopes are usually named without much thought, since many of their parents abandon them shortly after they are born. Some cyclopes will stick with their original names, while others choose a new name for themselves.


Names: Tyson, Polyphemus, Arges, Brontes, Ma Gasket, Sump

Cyclops Traits

Cyclopes have a wide variety of parentages, which gives them different traits, but most share the following qualities:

Ability Score Increase. Your Strength score increases by 2, and your Intelligence score increases by 1.

Age. Being the children of gods and other divine beings, cyclopes take longer to age and have a longer lifespan. They reach adulthood at around 40 years old, and live for about 300 years.

Alignment. Being outcasts, cyclopes are often raised without much regard to the laws of society. Cyclopes are typically chaotic, but they can be of any alignment.

Size. Cyclopes are hulking figures that easily top 6 feet tall, and can push 7 feet. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Mimicry. You can mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check.

Menacing. You gain proficiency in the Intimidation skill.

Weaponmaker of Poseidon. You gain proficiency with smith’s tools.

Forges of the Cyclops. You have resistance to fire damage.

Poor Depth Perception. You have disadvantage on any attack roll against a target more than 30 feet away.

Languages. You can speak, read, and write Common and Giant.

Demigod

“You are a son of Jupiter, yet you have chosen your own path- as all the greatest demigods have done before you. You cannot control your parentage, but you can choose your legacy.”

-Notus, The House of Hades

Demigods, also known as half-bloods, are a race that are half-mortal and half-god. They are the direct result of a god and a mortal having a child together; the mortal is usually a human, but they can be of any race. Many influencial figures throughout history are demigods, as they tend to be destined for greatness - or to cause great suffering.

A Pantheon of Sizes

Since demigods can be of any race, and have vast pantheons of possible parents, they are more varied than other races. Their typical size, weight, and appearance derive from their mortal lineage, although there can be subtle physical traits that take after their godly one, like the grey eyes of Athena or the beauty of Aphrodite. Personality traits can also be passed on from the godly parent, like Ares' beligerent nature or the trickery of Hermes. Godly lineage does not impact the genetic makeup of their offspring, so even though many gods are related to one other, demigod children of related gods or the same god can reproduce without worry. Demigods reach adulthood at the typical age of their mortal parent's race, and while their lifespan might be slightly longer due to their godly lineage, many are hunted by monsters in their teenage years.

Monster Scent

Once a Demigod reaches their early teens (or the non-human equivalent,) they release a scent that some monsters are able to detect. The strength of this scent varies depending on the strength of the parent; the scent of the Big Three gods - Zeus, Poseidon, and Hades - is much stronger than that of a minor deity. This scent can be masked through various means, but once a demigod learns that they are descended from a god, it is much harder to control. The Mist shrouds these monsters from most mortals, but they will stalk their prey until they are destroyed. That is why there are various safe havens created for demigods to be brought to, where they can live in peace among one another. Many demigods have no knowledge of their lineage until they are attacked, which makes for a very jarring transition. Some demigods do choose to leave their safe haven and live in the mortal world for part or all of the year, but it can be very dangerous to do so.

Destined for Glory

Demigods are hardwired for the speech and warfare of ancient cultures, which may make them behave differently than their peers. Several have ADHD and dyslexia, finding relief in more exotic languages, and the stimulating environment of combat. The safe havens that demigods are brought to often have training courses, mentors in combat, and the tools needed to hone their preternatural skills. Often times, a god will not "claim" their demigod child until they demonstrate some form of their parent's traits, like Apollo's skill at archery or Poseidon's control over the water.

Most demigods want to be claimed and recognized by their godly parent, seeking out their parent's approval - a common trait among many races. Some lucky demigods will even be given a quest, which usually involves receiving a prophecy and accomplishing an act of importance to the gods. Quests are also great ways for a demigod to demonstrate their worth, and for the DM to utilize as a hook for a campaign.

Secluded but Friendly

Demigods usually live in safe havens away from most other races, and even within those havens they are assigned to share houses with demigods of the same godly parent. This seclusion is by necessity, but they are typically friendly towards the uncommon races that they do interact with.

  • Satyrs. Satyrs are usually the ones to find and recruit unclaimed demigods, so they are treated as close, respected friends.

  • Minotaurs. Demigods are often distrustful of minotaurs and other monstrous races, as their lives have been endangered by them too many times.

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Demigod Names

A demigod will usually be named something typical of their mortal parent's race, but there are many names that allude to their godly lineage, or the heroes that came before them.


Names: Jason, Percy, Alexander, Atlanta, Helen, Iris

Demigod Traits

Demigods share certain traits based on their lineage and connection to the gods, but are still greatly varied.

Ability Score Increase. Increase one ability score by 2 and increase a different one by 1.

Age. Your age is similar to that of your mortal parent, reaching adulthood at the same age and living slightly longer.

Alignment. A demigod's alignment tends to align with their godly parent; usually the children of Athena are lawful, for example, while the children of Hermes are chaotic.

Size. Your height matches that of your mortal parent's race, so you can choose to be either small or medium.

Speed. Your base walking speed is 30 feet.

Clear Sight. You gain the Clear Sight feat (described on pg. 22 of this handbook, the Feats section.)

Wired for Combat. You can give yourself advantage on one Dexterity saving throw. You must finish a long rest before you can use this ability again.

Half-Blood. Demigod children count as their mortal parent's race for prerequisites requiring a certain race.

Monster Scent. Non-humanoid creatures have advantage on Wisdom (Survival) checks to track you via scent.

Languages. You can speak, read, and write Common and Celestial. However, it takes you twice as long to read standard languages, including Common.

Nymph

“Oh, save it, sea boy. You ocean-god types always think you're soooo much more important than some little river, don't you? Well let me tell you, this naiad is not going to be pushed around just because your daddy is Poseidon."

-A Naiad, The Battle of the Labyrinth

Nymphs are minor spirits that embody a specific aspect of nature. Like nature, they are ever-changing and able to adapt to their environment. They are also beautiful creatures, and can be as awe-inspiring as an idyllic landscape. Mess with their homes, however, and their fury rivals that of a powerful torrent.

Connected to Nature

A nymph is not "one with nature" in a metaphorical sense, like elves or satyrs. They are literally connected to nature, as their very life essence is tied to the health of the natural world around them. For some, like the wood nymphs called dryads, they may be tied to a particular tree, and the chopping down of that tree could mean life or death. For others, like the wind nymphs called aurae, there is not a specific cloud that they are connected to, but the air quality of a particular region could impact their health. This understandably makes nymphs very protective of nature, and opposed to those who threaten to harm or destroy it.

Natural Flirts

Nymphs are beautiful creatures, keeping a youthful and breathtaking appearance throughout their extended lives. Many satyrs and even gods find them hard to resist, succumbing to their alluring charm. Nymphs will often tease these love sick suitors, finding amusement in their pursuit. Few nymphs will actually pursue relationships with their suitors, however, and flitter away when they get too close. This does not mean that nymphs never enter relationships; they may be flattered by a suitor's unbridled attraction to them, or be attracted to a healthy respect of nature or other similar interests. Nymphs are not objects of nature and desirability; they have personalities as diverse as humans or any other humanoid.

Whimsical Beings

Obviously, protecting nature is severely important to most nymphs, but they tend to take other things less seriously. This is because they live so much longer than most humanoids, and so common pursuits like wealth and relationships are too fleeting for them. Harmless flirting has the all of the fun of social interaction without the commitment, and amusingly reveals the predictability of many mortals. After enough centuries, nymphs have seen greater changes in the world than most humanoids will ever know, yet they also see that the behavior of mankind never changes.

Ecological Society

There is not a social structure or heirarchy for nymphs. There are higher gods that have domain over the world, like Zeus's rule over nature and Poseidon's rule over the seas, but Pan is the only deity that is more commonly worshipped among the nymphs. Nymphs live wherever their source of nature resides, whether that is close by to other societies or not, although nymphs tend to spend time in groups among each other.

  • Elves. Elves are the most compatible with nymphs, both because of their mutual respect of nature, as well as their longevity giving them similar worldviews.

  • Satyrs. Despite being lovers of nature, many satyrs are drawn to nymphs for their looks first and their personalities second, which most nymphs dislike.

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Nymph Names

While it may be cliché , there are many human names that refer to nature, which makes them a common choice for nymphs as well. Most of these are typically girl's names, but this is no issue, as most nymphs are women.


Names: Juniper, Rose, Willow, Dawn, Forrest, Glenn

Nymph Traits

While all nymphs share certain traits based on their connection to the environment, many of their abilities differ depending on what aspect of the natural world they emcompass.

Ability Score Increase. Your Charisma score increases by 2.

Age. As nature spirits, nymphs live for much longer than humans do, and maintain a youthful appearance throughout their entire lives. Nymphs reach adulthood around the same age as humans do, but can live for many centuries. Their maximum age is unknown; it is possible they could live for as long as their source of life exists.

Alignment. Nymphs have a strong sense of duty to protecting their realm, but also enjoy teasing and flirting with demigods and satyrs. This makes nymphs overall lean towards neutral alignments, but their morality can go in any direction.

Size. Nymphs range from about 5 feet to just under 6 feet tall, and tend to be on the slimmer side. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Nymph Creed. You have proficiency in the Nature and Persuasion skills.

Languages. You can speak, read, and write Common and Primordial.

Water Nymph

Water Nymphs, which are comprised of Naiads, Nereids, and Oceanids, are water spirits that protect a specific river, lake, pond, or other body of water. Some dislike people swimming or sailing through their homes more than others, but they all can sense when their home is polluted, as it makes them feel ill.

Ability Score Increase. Your Constitution score increases by 1.

Amphibious. You can breathe air and water.

Swim. You have a swimming speed of 30 feet.

Naiad Magic. You learn the Shape Water cantrip. Additionally, you can cast the Create or Destroy Water spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. You can also cast this spell using any spell slots you have of the appropriate level. Charisma is your spellcasting ability for this cantrip and spell.

Wind Nymph

Wind Nymphs, which are comprised of Aurae, Venti, and Harpies, are wind spirits. They are not tied to a specific cloud the same way a water or wood nymph is connected to a river or tree, and so they live a more free-spirited and untethered life. They are still impacted by air pollution, showing disdain towards the more industrious societies.

Ability Score Increase. Your Dexterity score increases by 1.

Cloudskater. You ignore penalties for traveling in high altitudes.

Fly. You have a flying speed of 30 feet.

Aurae Magic. You learn the Gust cantrip. Additionally, you can cast the Feather Fall spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. You can also cast this spell using any spell slots you have of the appropriate level. Charisma is your spellcasting ability for this cantrip and spell.

Wood Nymph

Wood Nymphs, which are comprised of Dryads and Anthousai, are plant spirits that are the essence of a particular network of trees or bed of flowers. While this is the most limiting kind of source for a nymph's being, they can feel the root network of their trees or flowers spreading through the earth.

Ability Score Increase. Your Wisdom score increases by 1.

Plantwalker. You have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the Entangle spell.

Tree Step. As a bonus action, you can enter a tree and move from inside it to inside another tree of the same kind within a range equal to your speed. Both trees must be living and at least the same size as you. You must use 5 feet of movement to enter a tree, and you appear in a spot of your choice within 5 feet of the destination tree, using another 5 feet of movement. You must end each turn outside a tree.

Dryad Magic. You learn the Druidcraft cantrip. Additionally, you can cast the Goodberry spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. You can also cast this spell using any spell slots you have of the appropriate level. Charisma is your spellcasting ability for this cantrip and spell.

Variant Races

The traits of some of the creatures within the Percy Jackson series differ from those established within Dungeons and Dragons canon. The Dungeon Master may permit the following variants for characters of the following races.

Variant Centaur Traits

While the centaur descendants of Centaurus also love to roam the land and feel the wind whipping through their coat, some are much more raucous than their counterparts in Ravnica or Theros. The "Party Ponies," groups of rowdy centaurs scattered across the world, are known for attaching boxing gloves to the tips of their arrows and fighting with paintball guns with celestial bronze mixed in.

Ride Like the Wind. Your Dexterity score increases by 2, and your Wisdom score increases by 1. This trait replaces the Ability Score Increase trait.

Charging Volley. If you move at least 10 feet in a straight line towards a creature right before attacking it with a bow and you hit it with the attack, that target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Dexterity modifier) or be pushed 10 feet backwards. You can use this feature only once on each of your turns. This trait replaces the Charge trait.

Party Pony. You have proficiency in one of the following skills: Animal Handling, Nature, Performance, or Persuasion. This trait replaces the Survivor trait.

Variant Satyr Traits

The satyrs in the Percy Jackson series are empaths to a limited extent, and use their abilities to discover demigods that are unaware of their parentage. Later in life, many dream of becoming Searchers, venturing off to find their long-lost god, Pan. Either way, these satyrs have a soft spot for protecting nature, helping those in need, and for the alluring wiles of nymphs.

Age. Satyrs mature and age at about half the rate of humans.

Ability Score Increase. Your Wisdom score increases by 2, and your Charisma score increases by 1. This trait replaces the Ability Score Increase trait.

Enamored. You do not have advantage on saving throws against spells and other magical effects to resist being charmed. This trait alters the Magic Resistance trait.

Gift of Pan. You can cast the Entangle spell once without expending a spell slot, and at 3rd level, you can cast the Detect Thoughts spell once without expending a spell slot. These spells require no material components, and you regain the ability to cast each spell again when you finish a long rest. You can also cast this spell using any spell slots you have of the appropriate level. Wisdom is your spellcasting ability for these spells. This trait replaces the Mirthful Leaps trait.

Subclasses:

Artificer: Forger of Hephaestus

Hephaestus is the god of forges and fire, crafting unbelievable inventions and tools for his fellow Olympians. The artificers that follow his example seek to craft weapons worthy of defending Mount Olympus, and to craft traps worthy of Hephaestus' name.

Tool Proficiency

When you adopt this specialization at 3rd level, you gain proficiency with smith's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.

Forger Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Forger Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.


Forger Spells
Artificer Level Spells
3rd burning hands, ensnaring strike
5th find traps, flame blade
9th fireball, glyph of warding
13th fabricate, fire shield
17th animate objects, flame strike

Trapmaker

You enjoy using your wit as much as your weapons to take down your foes. As a bonus action, you can use your smith's tools to magically create a nearly invisible trap in an unoccupied space on the ground within 60 feet of you. You can only have one trap active at a time, and if you create a new one or lose consciousness, the previous one vanishes. All checks made against your traps have a DC equal to your spell save DC.

This ability requires vocal and somatic components, as if you were casting a spell, so intelligent creatures may intuit that you are casting something when you are creating a trap. Any character can spend a bonus action to make a Wisdom (Perception) check to locate your traps. A spell or other effect that can sense the presence of magic, such as the Detect Magic spell, reveals an aura of Abjuration magic around your trap, giving away its location. Anyone adjacent to or within your trap that knows its location can disarm it as an action with either an Intelligence (Arcana) check, a Thieves’ Tools check, or casting Dispel Magic against your spell save DC.

  • Landmine: You create a rune on a 5x5 foot square that erupts in elemental fury if 10 or more pounds of pressure is placed on it. A creature within the area while it is activated must make a Dexterity saving throw. They take 1d10 acid, cold, fire, lightning, or thunder damage on a failed saving throw (your choice when you create the trap), or half as much damage on a successful one. This trap’s damage increases by 1d10 when you reach 5th level in this class (2d10), 11th level (3d10), and 17th level (4d10).

  • Snare Trap: You create a rope, net, cage, or other device in a 5x5 foot square that ensnares the area if 10 or more pounds of pressure is placed on it. A creature within the area while it is activated must make a Dexterity saving throw. If they fail, they fall prone and become restrained. Creatures that are Huge or larger automatically succeed on their saving throw. The restrained creature can make a Dexterity saving throw with disadvantage at the end of each of its turns and end the restrained effect on a success. The trap has AC 10 and a number of hit points equal to 5 + two times your Artificer level, and it is destroyed when its hit points reaches 0. This trap vanishes 1 minute after it ensnares a target.

  • Spike Pit: You create a shallow, covered spike pit in a 20x20 foot area just underneath the ground, that uncovers its spikes when 10 or more pounds of pressure is placed on it. Once activated, the area becomes difficult terrain. When a creature moves into or within the area, it takes 1d4 piercing damage for every 5 feet it travels. This trap's damage increases by 1d4 when you reach 5th level in this class (2d4), 11th level (3d4), and 17th level (4d4).

Weaponsmith

When you reach 3rd level, your experience with forging weaponry has made you used to wielding them. You gain the following benefits:

  • You gain proficiency with martial weapons.
  • The amount of time it takes you to forge a metal weapon is cut in half.
  • When you attack with a magic weapon, you can use your Intelligence modifier, instead of your Strength or Dexterity modifier, for the attack and damage rolls.

Extra Attack

Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.

Flash of the Forges

You have grown accustomed to the flashing sparks of your forge, and you can use your sparks of genius to hamper your foes. At 9th level, you gain resistance to fire damage.

Additionally, when a creature you can see within 30 feet of you makes an ability check or saving throw, you can expend a use of your Flash of Genius ability as a reaction to subtract your Intelligence modifier from their roll. You can do this after their roll is made, but before the results are revealed.

Improved Trapmaker

By 15th level, you become a trapmaster. You can have up to two traps active at a time. Their locations cannot overlap.

You still only create one trap with a single bonus action when you activate your Trapmaker ability. Both traps vanish if you lose consciousness, and if you create a third trap, you can choose which of the original two vanishes.



Extra Artificer Infusions


Chameleon Armor

Prerequisite: 6th-level Artificer

Item: A suit of metal armor (requires attunement)


While attuned to this armor, the wearer can take an action to blend into their surroundings, allowing them to use the Hide action in most environments. They have advantage on Dexterity (Stealth) checks made to hide, and as long as they do not move or take actions after hiding, Wisdom (Perception) checks made to see them have disadvantage.

Enhanced Chariot

Item: A vehicle


This vehicle has been mechanically enhanced for maximum efficiency. The navigator has advantage on checks made to control the vehicle in difficult circumstances.

Additionally, the navigator can make Intelligence (Arcana) checks to control the vehicle, instead of proficiency with that kind of vehicle.

Enhanced Prosthetic

Item: A prosthetic limb (requires attunement)


This enhanced limb grants a +1 bonus to the damage rolls of unarmed strikes made with it. In addition, if the limb is an arm, the owner's Strength score is treated as being 2 higher when calculating their carrying capacity. If the limb is a leg, their Strength score is treated as being 2 higher when calculating their long or high jump distance.

When you reach 10th level in this class, the bonus to damage rolls increases to +2, and the owner's Strength score is treated as being 4 higher when calculating their carrying capacity, or long or high jump distance.

Hephaestus TV

Prerequisite: 14th-level Artificer

Item: Two mirrors with a radius of at least 1 inch each.


The first mirror acts as a camera, and the second mirror acts as a television, allowing anyone to see and hear through the second mirror as if they were at the location of the first one. A spell or other effect that can sense the presence of magic, such as the Detect Magic spell, reveals an aura of Divination magic around both mirrors.

If one of the two mirrors is broken, the other ceases to function.

Wristwatch Shield

Prerequisite: 6th-level Artificer

Item: A metal shield


A creature gains a +1 bonus to Armor Class while wielding this shield.

When this shield is worn on someone's arm, they can take a bonus action to retract it into a covert wristwatch, or other type of armband. Likewise, they can take a bonus action to expand it into a shield again. The wearer can also retract or expand the shield when rolling initiative.

Barbarian: Path of Ares

Ares is the god of war and courage - he has far fewer domains than the likes of Hermes or Athena, but for some barbarians, these are all that are needed. Those that follow the Path of Ares are experts in not just honing their own rage in battle, but provoking the rage in others. This can take the form of an unbridled fury, driving enemies to make mistakes more easily, or an inspiration for allies to destroy their foes.

Provoke

Beginning at 3rd level, you can provoke rage in others with your sheer presence. While you are raging, creatures of your choice that enter or start their turn within 10 feet of you must succeed a Wisdom saving throw (DC equal to 8 + your Constitution modifier + your proficiency bonus.) If they fail, they have disadvantage on any attack roll that isn’t against you, and any movement made away from you is halved.

Creatures can make a Wisdom saving throw to end this effect on them when they leave this range, as well as at the end of each of their turns when they are outside this range.

Warrior of Courage

As Ares is the god of courage, it is only natural that his courage extends to you. At 6th level, you become immune to the frightened condition.

Ares' Blessing

At 10th level, you can bestow your might upon another creature, but only if they are worthy of the mantle of war. As an action, you can pick a willing creature within 30 feet of you that you can see, who has intentionally caused another creature to take damage within the past hour. They gain all the benefits and drawbacks of your Rage class feature (they can still wear heavy armor and benefit from this ability):

  • They have advantage on Strength checks and Strength saving throws.
  • When they make a melee weapon weapon attack using Strength, they gain the same bonus to damage rolls as you do during your rage.
  • They have resistance to bludgeoning, piercing, and slashing damage.

They are not able to concentrate on spells while raging.

Their rage lasts for 1 minute. It ends early if they are knocked unconscious or if their turn ends and they haven't attacked a hostile creature since their last turn or taken damage since then. They can also end their rage on their turn as a bonus action.

Taking this action expends one use of your rage class feature, but this action also counts as a requirement for maintaining your own rage if you are raging. Once you use this ability, you must finish a long rest before you can use it again.

Blind Fury

At 14th level, your ability to enrage others magnifies. Creatures that are enraged by your Provoke class ability gain the blinded condition to all other creatures except for you; they can't see anyone else, they do not gain disadvantage on attack rolls against you, but other creatures gain advantage on attack rolls against them. Creatures that have immunity to being blinded, have blindsight, or are already blinded are not affected by this ability.

Bard: College of Dionysus

Dionysus is the god of the grape-harvest, wine, parties, and madness, giving the college in his name a reputation for being a party school. However, bards that study the ways of Dionysus are masters of manipulation, driving their foes to drunkenness and far, far worse.

Bonus Proficiencies

When you join this college, you gain proficiency with Brewer’s Supplies and the Disguise Kit.

Bardic Intoxication

At 3rd level, you can give a performance that is so enthralling, it is intoxicating. As an action, you can expend a Bardic Inspiration die to force someone you can see within 60 feet of you to make a Constitution saving throw against your spell save DC. If they fail, they become drunk, gaining the poisoned condition. Creatures with advantage on saving throws against being poisoned have advantage on this saving throw, and creatures with immunity to the poisoned condition can choose to automatically succeed on this saving throw.

At the end of each of their turns, they can make another Constitution saving throw to negate the effects. The effects also end after taking a long rest (although they will have a hangover the next morning.)

Grapevine

At 3rd level, you gain a limited control over nature to entangle your tipsy foes. You gain the Thorn Whip cantrip. For you, this counts as a Bard cantrip, and resembles a magical grapevine.

When you use Thorn Whip to pull a creature closer to you, you get a +2 bonus to your AC against attacks made by that creature until the beginning of your next turn.

Madness of Dionysus

Your abilities to alter the mind go well beyond drunken shenanigans. At 6th level, as an action, you can force a creature that you can see within 60 feet of you to make a Wisdom saving throw against your spell save DC. If they fail, they become afflicted with short-term madness for 1 minute. They roll a 1d100 on the Short-Term Madness table on page 259 of the Dungeon Master's Guide to see how they behave.

At the end of each of their turns, they roll an additional Wisdom saving throw, negating this ability's effects upon a success. If the madness knocks them unconscious, they still make these additional saving throws, and they become conscious if they succeed. Once you use this ability, you must finish a short or long rest before you can use it again, or you expend a spell slot of 3rd level or higher.

Bacchanal

By 14th level, you are a master at manipulating madness and drunken revelry. Instead of targeting one creature with your Bardic Intoxication or Madness of Dionysus abilities, you can target a number of creatures up to your Charisma modifier within 60 feet of you that you can see. Each of these creatures must succeed on their saving throw or suffer the effects.

You only expend one Bardic Inspiration die when targeting multiple creatures with your Bardic Intoxication ability.

Cleric: Hera's Domain

Hera is the goddess of marriage, childbirth and familial love, and as such, she has never cheated on Zeus or produced any demigod children. Clerics that choose this domain worship Hera as their deity, understanding her belief that relationships are the strongest forces in this world. Clerics of Hera's Domain specialize in affecting the bonds of themselves and others, whether that is for better or for worse.


Hera's Domain Spells
Cleric Level Spells
1st ceremony, command
3rd crown of madness, warding bond
5th beacon of hope, enemies abound
7th confusion, guardian of the faith
9th modify memory, telepathic bond

Skills of the Peacekeeper

When you choose this domain at 1st level, you gain proficiency in the Deception, Insight, or Persuasion skill (your choice).

Familial Bond

To followers of Hera, family is everything, whether that family is biological or chosen. At 1st level, when you finish a long rest or as part of preparing your spells, choose a number of friendly creatures up to your proficiency bonus that you are familiar with (this can include yourself.) You create a magical bond among them, which lasts until you finish a long rest. The creatures must all be friendly with one another to be included in this bond, and if one becomes hostile towards another, the hostile creature's bond is broken.

As an action, you can strengthen this bond for 10 minutes or until you take this action again. While the bond is strengthened, any bonded creature within 30 feet of another bonded creature can roll a d4 and add the number rolled to an attack roll, an ability check, or a saving throw it makes. Each creature can add the d4 no more than once per turn.

You can strengthen the bond a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Channel Divinity: Rebuke the Violent

Starting at 2nd level, you can use your Channel Divinity to rebuke those who pose a threat to your family. Immediately after an attacker within 30 feet of you deals damage with an attack against a creature other than you in your familial bond, you can use your reaction to force the attacker to make a Wisdom saving throw. On a failed save, the attacker takes radiant damage equal to the damage it just dealt. On a successful save, it takes half as much damage.

Locate Family

As your bond with your family grows, so to does your power to protect them. At 6th level, you can sense the location of each creature in your Familial Bond, as long as they are within 1,000 feet of you. If they are moving, you know the direction of their movement. You can also sense if they are below half of their maximum hit points.

Sever the Bonds

By 8th level, you also learn how to tamper with the bonds of others. As an action, you can choose up to two creatures within 60 feet of you that you can see. Each must succeed on a Wisdom saving throw or they instantly view the other as being hostile towards them for 1 hour. They may or may not immediately come to blows, but they could be convinced that fighting one another is necessary to protect themselves.

If one of the chosen creatures attacks the other, the duration of this ability for them becomes 1 minute, and at the end of each of their turns, they make an additional Wisdom saving throw to negate this ability’s effects on themself. Either way, once this ability ends on a creature, they realize how you had affected them.

Once you use this ability, you must finish a long rest before you can use it again.

Ties of Hera

At 17th level, your Familial Bond reaches its peak. The bonds are always considered to be strengthened, so bonded creatures can always roll a d4 when within 30 feet of another bonded creature and add it to an attack roll, ability check, or saving throw it makes. They still can only add this d4 no more than once per turn.

Druid: Circle of Demeter

Demeter is the goddess of the harvest, grain, and fertility, able to bless the land with good crops when pleased, and plunge it into eternal winter when upset. Druids of the Circle of Demeter harness this same power, nurturing and shaping the earth for the good of the hungry. Nature is a wild force, and druids with Demeter's blessing can channel its fury.

Circle Spells

When you join this circle at 2nd level, your connection to Demeter and the land you harvest grants you acccess to certain spells, as shown on the Circle of Demeter Spells table.

Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the Druid Spell List, the spell is nonetheless a druid spell for you.


Circle Spells
Druid Level Spells
2nd cure wounds, entangle
3rd lesser restoration, spike growth
5th create food or water, plant growth
7th ice storm, grasping vine
9th greater restoration, wrath of nature

Sculpt the Land

Beginning at 2nd level, you can create pockets of relative safety within your spells that shape the earth. When you cast a spell that creates difficult terrain or otherwise manipulates an area to impede movement, such as the Entangle or Ice Storm spells, you can choose a number of creatures you can see equal to 1 + the spell's level (you can include yourself.) The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save. When the chosen creatures next willingly move, the area affected by the spell does not impede their movement for that turn.

Bountiful Harvest

At 2nd level, your harvest is as magically enhanced as your spells. As an action, you can expend a spell slot to grow and harvest a crop that acts as a potion; it can be consumed or administered to someone else as an action. Consuming the crop acts as if you had cast the Cure Wounds spell on them at a level equal to the expended spell slot’s level, using your spellcasting modifier. The crop has no effect on undead and constructs, and the crop expires when you finish a long rest.

By 6th level, if you expend a spell slot of 2nd level or higher, your crop can instead mimic the effects of the Lesser Restoration spell. By 10th level, a crop using a spell slot of 5th level or higher can instead mimic the effects of the Greater Restoration spell. Growing these crops requires the same material components as if you were casting the spell.

You can use this ability a number of times equal to your proficiency bonus. You regain all uses of this ability at the end of a long rest.


Land's Stride

Starting at 6th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such as those created by the Entangle spell.

Winter of Demeter

At 10th level, you learn not only how to cultivate the land and the life energy around you, but how to stifle it. You learn the Chill Touch cantrip. It counts as a druid cantrip for you.

Additionally, when you deal damage to a creature with your Chill Touch cantrip, you can concentrate on it for up to 10 minutes. While you are maintaining concentration on that cantrip, the damaged creature can't regain hit points.

You can use this ability a number of times equal to your proficiency bonus. You regain all uses of this ability at the end of a long rest.

Master of the Land

By 14th level, you are a master at shaping and navigating the land as you see fit. You automatically succeed on saving throws against plants that are magically created or manipulated to impede movement.

In addition, creatures you select with your Sculpt the Land ability can treat your spells that create difficult terrain or otherwise manipulate an area to impede movement as if they do not exist. They take no damage from them, suffer no effects from them, and are not slowed by their effects on the terrain at any time.

Fighter: Knight of Poseidon

Poseidon, one of the Big Three gods, is the god of the sea, earthquakes, and horses. Fighters that choose this subclass have an innate connection with Poseidon, and while it may not develop until later in life, it eventually gives them the power to control the things under his domain.

Bonus Proficiencies

When you choose this subclass at 3rd level, you gain proficiency in your choice of either the Animal Handling skill, Vehicles (Water), or Navigator's tools.

Spellcasting

When you reach 3rd level, your connection with Poseidon grants you the ability to cast spells.

Cantrips. You learn two cantrips of your choice from the Knight of Poseidon spell list. You learn an additional cantrip of your choice at 10th level.

Spell Slots. The Knight of Poseidon Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

Spells Known of 1st-Level and Higher. You know three 1st-level spells from the knight of poseidon spell list.

The Spells Known column of the Knight of Poseidon Spellcasting table shows when you learn more knight of poseidon spells of 1st level or higher.

Whenever you gain a level in this class, you can replace one of the knight of poseidon spells you know with another spell of your choice from the knight of poseidon spell list. The new spell must be of a level for which you have spell slots.

Spellcasting Ability. Charisma is your spellcasting ability for your knight of poseidon spells, since your magic comes from an innate connection with him. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a knight of poseidon spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier


Spell attack modifier = your proficiency bonus + your Charisma modifier

Gift of the Sea

Also at 3rd level, you gain a swimming speed of 40 feet, and you can breathe underwater.

Fury of the Tides

At 7th level, you can channel the powerful might of the waves as a bonus action to bolster your attacks for 1 minute. Once per turn for the duration, when you hit a creature with a weapon attack, you can choose to push the target 10 feet away from you. If the target is pushed into an obstacle or another creature, they take additional bludgeoning damage equal to your Charisma modifier.


Knight of Poseidon Spellcasting
Fighter Level Cantrips Known Spells Known 1st 2nd 3rd 4th
3rd 2 3 2 - - -
4th 2 4 3 - - -
5th 2 4 3 - - -
6th 2 4 3 - - -
7th 2 5 4 2 - -
8th 2 6 4 2 - -
9th 2 6 4 2 - -
10th 3 7 4 3 - -
11th 3 8 4 3 - -
12th 3 8 4 3 - -
13th 3 9 4 3 2 -
14th 3 10 4 3 2 -
15th 3 10 4 3 2 -
16th 3 11 4 3 3 -
17th 3 11 4 3 3 -
18th 3 11 4 3 3 -
19th 3 12 4 3 3 1
20th 3 13 4 3 3 1

Once you use this feature, you must finish a short or long rest before you can use it again. You can use this feature twice between long rests starting at 15th level.

Oceanic Soul

At 7th level, you are now even more at home underwater. You gain resistance to cold damage.

In addition, while you are fully submerged, you can comprehend and verbally communicate with beasts that are also fully submerged, like the Speak with Animals spell.

Poseidon's Realm

At 10th level, you can better navigate Poseidon’s realm, and commune with Poseidon’s creatures. You can communicate telepathically within 60 feet of fully submerged creatures, as well as with horses, Pegasi, and other horse-like creatures. You get advantage on animal handling checks to control or persuade animals that you talk to in this way.

Additionally, when you are traveling on or within a body of water, you always know your nautical coordinates, and can’t become lost except by magical means.

Refreshen

At 15th level, the ocean rejuvenates your body and spirit. When you are fully submerged in a natural body of water, you get an additional use of your Second Wind ability. You must finish a long rest before you can use this ability again.

Maelstrom

At 18th level, you gain a mastery over water. You can cast the Tsunami spell, using Charisma as your spellcasting modifier. You must finish a long rest before using this ability again.

Knight of Poseidon Spell List

Cantrips
  • Blade Ward
  • Booming Blade
  • Druidcraft
  • Frostbite
  • Gust
  • Mold Earth
  • Ray of Frost
  • Resistance
  • Shape Water
  • Sword Burst
  • Thunderclap
1st Level Spells
  • Absorb Elements
  • Animal Friendship
  • Armor of Agathys
  • Compelled Duel
  • Create or Destroy Water
  • Earth Tremor
  • Divine Favor
  • Fog Cloud
  • Ice Knife
  • Jump
  • Longstrider
  • Shield of Faith
  • Silvery Barbs
  • Speak with Animals
  • Thunderous Smite
  • Thunderwave
  • True Strike
2nd Level Spells
  • Aid
  • Enhance Ability
  • Find Steed
  • Gust of Wind
  • Magic Weapon
  • Maximillian’s Earthen Grasp
  • Misty Step
  • Shatter
  • Summon Beast
  • Warding Wind
3rd Level Spells
  • Create Food and Water
  • Elemental Weapon
  • Erupting Earth
  • Phantom Steed
  • Thunder Step
  • Tidal Wave
  • Wall of Water
  • Water Breathing
  • Water Walk
  • Wind Wall
4th Level Spells
  • Control Water
  • Find Greater Steed
  • Staggering Smite
  • Storm Sphere
  • Watery Sphere

Monk: Way of Athena

Athena is the goddess of wisdom, strategy, skill, art, and crafts, among many other things. Her children are borne from the minds of those Athena sees as worthy of having her children, making them the only demigods to always be claimed at birth, an honor that demigod monks (or other monks who follow this tradition) do not take lightly. Monks that emulate Athena must be observant, crafty, and be able to hone both their body and mind to her standards.

Wisdom of Athena

Athena’s children have many tools at their disposal. At 3rd level, pick two of the following to gain proficiency in: martial weapons, Arcana, History, Investigation, Nature, Religion, one artisan’s tools, or one musical instrument. You can pick multiple artisan’s tools, or musical instruments.

Additionally, when you are making a skill check using Intelligence, you may spend 1 Ki point and roll your martial arts die, adding it to the total. You can only do this once per check, and only once per round.

Master of Tactics

Starting at 3rd level, you can use the Help action as a bonus action.

Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than 5 feet of you, if the target can see or hear you.

Studied Defense

At 6th level, your analysis of your enemies' fighting style can protect you from further damage. Whenever you take bludgeoning, piercing, or slashing damage from a nonmagical attack, you can use your reaction and spend 1 Ki point to gain resistance to that attack.

At 11th level, this ability grants resistance against any attack that deals bludgeoning, piercing, or slashing damage, whether it is magical or nonmagical.

At 17th level, whenever you take damage, you can use your reaction and spend 3 Ki points to gain resistance to that attack, regardless of what type or types of damage it deals.

Enlightened Mind

At 11th level, your mental acuity is honed even further. You can accurately recall anything you have seen or heard within the past month.

Additionally, you can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.

Perfect Strike

By 17th level, your study of anatomy and an enemy’s movements helps you find the perfect place to strike. Whenever you successfully stun a creature using your Stunning Strike class feature, you can double the damage of the attack that stunned them.

Once you use this ability, you must finish a short or long rest before you can use it again.




Paladin: Oath of Zeus

Zeus, one of the Big Three gods and ruler of the Olympians, is the god of the sky, thunder, lightning, kingship, and justice. As he controls order and justice in the universe, paladins that take the Oath of Zeus swear to uphold these virtues, and punish those who disrupt it.

Tenets of Zeus

Paladins that take this oath follow the tenets that Zeus follows himself, and like Atlas, bear the weight of the skies upon their shoulders.

Keep the Order. Keeping the balance between good and evil in this world is a burden you choose to bear.

Smite the Unjust. If someone is spreading wickedness through the world, or testing your divine authority, you have the right to put them in their place.

Protect Your Domain. Like how Zeus protects the skies and his image, you do not tolerate slights towards the things that you care about.

Oath Spells

You gain oath spells at the Paladin levels listed.


Oath Spells
Paladin Level Spells
3rd protection from evil and good, thunderous smite
5th gust of wind, shatter
9th fly, lightning bolt
13th polymorph, storm sphere
17th conjure winds, destructive wave

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

  • Destructive Wrath. When you roll lightning or thunder damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.
  • Beacon of Order. You can use your Channel Divinity to augment your presence with divine fury. As a bonus action, you grant yourself a +5 bonus to Charisma (Intimidation) checks for the next 10 minutes.

Smite of Zeus

At 3rd level, Zeus’ influence changes the way you can smite your foes. When you use your Divine Smite or Improved Divine Smite class features, you can have them deal thunder or lightning damage instead of radiant damage. This damage cannot be maximized with the Destructive Wrath Channel Divinity feature.

Aura of the Storm

At 7th level, the air around you crackles with the fury of Zeus. You and friendly creatures within 10 feet of you have resistance to thunder and lightning damage. You can also subtly control the weather within your aura, creating or ending rainfall and gusts of wind.

At 18th level, the range of this aura increases to 30 feet.

Champion of the Skies

At 15th level, you gain a fly speed equal to your walk speed.

Lord of Thunder

At 20th level, you gain the ability to truly channel the might of Zeus. Your hair stands on end as your entire being radiates with crackling electricity.

Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:

  • You gain immunity to thunder and lightning damage, and resistance to all other damage.
  • You and friendly creatures within your Aura of the Storm have half cover.
  • Enemy creatures within 10 feet of you have disadvantage on saving throws against your paladin spells.

Once you use this feature, you can’t use it again until you finish a long rest.

Ranger: Artemis' Conclave

Artemis is the goddess of the hunt, archery, wilderness, the moon, and maidenhood. Being the goddess of maidenhood, she is the only major god to not have any children, but she instead grants her powers to rangers that swear loyalty to her and join her conclave. Typically, only unmarried women who vow to abstain from love and the company of men can join this conclave, but the DM can waive that restriction.

Archer's Aim

When you join this conclave, Artemis helps your arrow fly true and your strikes to always find their target. At 3rd level, as a bonus action, you can give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved more than half your move speed during this turn, and after you use the bonus action, your speed is halved until the end of the current turn.

Moonsight

Following the goddess of the moon, you are better able to navigate in the dark. At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.

Additionally, if you are in an area of darkness where particularly bright moon and starlight could change the area to dim light, you can take an action to cause the celestial bodies to shine more brightly. This changes the lighting to dim light for all applicable places within a 1 mile radius centered on you for 1 hour (but not, for example, inside a roofed building.)

You do not have disadvantage on Wisdom (Perception) checks relying on sight in dim light illuminated by bright moon or starlight.

Fortitude of the Wildnerness

At 7th level, you gain advantage on saving throws against being diseased or poisoned.

Additionally, you are always under the effects of a Detect Poison and Disease spell.

Hunter's Flurry

At 11th level, you learn to attack with such unexpected speed that you can turn a miss into another strike. Once on each of your turns when you miss with a weapon attack, you can make another weapon attack as part of the same action.

Artemis' Blessing

At 15th level, your dedication to Artemis grants you her final blessing. You do not age if you do not want to, and you can’t be aged magically. You can still die of old age, however; once you have lived for as long as your natural lifespan would have allowed, your body will age rapidly over the course of about a week, until you pass away.




Rogue: Herald of Hermes

Hermes is the god of many domains, including roads, athletes, orators, thieves, commerce, and invention. He is also the herald of the gods, moving swiftly to convey messages and outmaneuver his foes, which rogues that choose this subclass must master.

Many Roads

Starting at 3rd level, your speed increases by 10 feet while you are not wearing medium or heavy armor.

It increases by an additional 5 feet at 9th level, and an additional 5 feet at 13th level.

Messenger of the Gods

Like the messenger of the Gods, you know how to convey secret and sensitive messages. At 3rd level, you can spend 10 minutes explaining Thieves’ Cant to a number of creatures that you share at least one language with equal to your Intelligence modifier. Those creatures learn Thieves’ Cant until they finish a long rest.

You must finish a long rest before you can use this ability again.

Tools of the Trade

Starting at 3rd level, you know how to make (or steal) a limited number of artifacts. Whenever you finish a long rest, you can touch two nonmagical stones and turn them into a pair of sending stones, following all of the rules of the Artificer’s Infuse Item class ability. You can only have one infused pair of sending stones at a time, and it remains a pair of sending stones indefinitely unless you die, or you attempt to infuse a new pair.

At later levels, you can infuse new items. At 9th level you can infuse gloves of thievery, at 13th level you can infuse winged boots, and at 17th level you can infuse a ring of free action. You can only have one of each type of item infused at a time (for example, at 9th level you can have both a pair of sending stones and gloves of thievery infused at a time.)

Strike Like the Wind

At 9th level, you can cast Zephyr Strike on yourself without expending a spell slot. You must finish a short or long rest before you can use this ability again.

Flash of Brilliance

At 13th level, you can add your Intelligence modifier to a skill check based on Dexterity or Charisma.

You can do this a number of times equal to your Intelligence modifier. Once you finish a long rest, you regain all uses of this ability.

Swiftness of Hermes

At 17th level, you can move at speeds invisible to the naked eye. You can take a bonus action to teleport a distance equal to your speed.


Sorcerer: Charmer of Aphrodite

Aphrodite is the goddess of love, beauty, and desire. While true beauty comes from within, sorcerers that are claimed by Aphrodite discover that they are able to charm and manipulate feelings of love and desire in others. The day that they are claimed by Aphrodite, charmers are bestowed with "perfect" beauty for a day or two, a sensation that many charmers wish to recapture after it fades.

Charmer Spells

Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Charmer Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.


Charmer Spells
Sorcerer Level Spells
1st charm person, disguise self
3rd alter self, suggestion
5th fast friends, motivational speech
7th charm monster, compulsion
9th dominate person, geas

Infatuation

At 1st level, you gain proficiency in Persuasion and the disguise kit.

Additionally, when you charm someone, you can make them distractible with either a sense of infatuated euphoria, or empty-hearted longing. While a creature is charmed by you and you are both in each other’s line of sight, you can roll a d4 and subtract the number from an attack roll, an ability check, or a saving throw that they make. You may subtract the d4 after the roll is made, but before the outcome is revealed. Once you subtract a d4 from a roll of theirs, you may not do so again against the same target until the beginning of your next turn.

Aphrodite's Blessing

At 6th level, you gain advantage on saving throws against being charmed, and creatures that normally have advantage on saving throws against being charmed do not have such advantage against any spell or effect that you create.

Innocent Eyes

At 6th level, whenever you make a Charisma (Deception) or Charisma (Persuasion) check, treat a roll of 7 or lower on the d20 as an 8.


Master of Love

At 14th level, you can tug at people’s heartstrings as easily as you tug at their minds. When you charm someone, you can make them regard you as their true love for 1 hour, as if they had drank a Philter of Love and made you the object of their affection. The creature must think you are of a species and gender that they are normally attracted to for this ability to work, but they get disadvantage on checks to see through any disguise you may have.

Once you use this feature, you can’t use it again until you finish a long rest.

Irresistable Charm

At 18th level, you permanently take on a mantle of otherworldly beauty. You cannot be charmed.

In addition, you may make one creature you can see automatically fail a saving throw against being charmed by a spell or effect that you create.

Once you use this feature, you can’t use it again until you finish a long rest.

Warlock: Patron of Hades

Hades, one of the Big Three gods, is the god of the undead. Warlocks that choose this subclass may not necessarily have a pact with Hades himself, but with another powerful being of the underworld. This bargain gives the warlock control over the hellish flames and shadows of the underworld, as well as over the damned spirits who reside there. This also allows the warlock to travel through the shadows, like the Hellhounds that roam the Plane of Shadow.

Expanded Spell List

At 1st level, the Hades patron lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.


Hades Expanded Spells
Warlock Level Spells
1st burning hands, dissonant whispers
2nd aganazzar’s scorcher, pass without trace
3rd animate dead, speak with dead
4th faithful hound, greater invisibility
5th antilife shell, raise dead

Shadow Travel

At 1st level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.

Additionally, when you are in dim light or darkness, as a bonus action you can teleport up to your movement to an unoccupied space you can see that is also in dim light or darkness.

Warrior of the Damned

At 6th level, you can cast Summon Undead without expending a spell slot. You regain the ability to do so when you finish a long rest.

Additionally, the undead you create using necromancy spells get a +2 bonus to their weapon and spell attack rolls, and you get a +2 bonus to weapon and spell attack rolls against undead.

Hades' Resistances

At 10th level, you gain resistance to fire and necrotic damage.

Improved Shadow Travel

At 14th level, your ability to travel through the shadows spans the entire plane. You can cast the Teleport spell without expending a spell slot. You and all creatures traveling with you must both start from and teleport to an area of dim light or darkness, since you travel through the Plane of Shadow when using this ability. You always arrive in the area of dim light or darkness nearest to your chosen location, whether that is nearest to the on-target location, the off-target location, or the similar area.

You regain the ability to do this again when you finish a long rest.

Wizard: School of Apollo

Apollo is the god of prophecy, knowledge, healing, the sun, archery, poetry, and several other domains. Many wizards who seek knowledge in a breadth of subjects not typically available to them will often seek out the prophetic knowledge of Apollo. Like Apollo, they tend to use their magic and accumulation of knowledge to surprise and dazzle those around them.

Expanded Spell List

At 2nd level, the school of Apollo lets you choose from an expanded list of spells when you learn a wizard spell. The following spells are added to the wizard spell list for you.


Apollo Expanded Spells
Wizard Level Spells
1st cure wounds
2nd augury
3rd daylight
4th divination
5th greater restoration

Gift of Knowledge

Apollo is a god of many domains, and bestows many interests upon those who study his school. At 2nd level, you gain proficiency with short bows, hand crossbows, heavy crossbows, longbows, and one musical instrument of your choice.

You may use bows, as well as musical instruments, as spellcasting foci for your wizard spells.



God of Prophecy

At 2nd level, you can quickly adapt to different situations as if you had seen them coming. As an action, you can change one of your prepared spells to another spell you could have prepared that day from the class that you prepared the spell from.

You can do this a number of times equal to your proficiency bonus. You regain all uses of this ability when you finish a long rest.

Tactical Archery

At 6th level, when you attack with a bow, you can use your Intelligence modifier, instead of your Dexterity modifier, for the attack and damage rolls.

Additionally, when you use your action to cast a cantrip, you can make one weapon attack with a bow as a bonus action.

Apollo's Curse

Once your character reaches 10th level, you force others to speak the poetry in which you revel. As an action, you can choose a creature that you can see. They must make an Intelligence saving throw against your spell save DC. If they fail, they are cursed for 24 hours or until you lose your concentration. While cursed, they must speak only in rhyming couplets for the duration. Whenever they attempt to cast a spell that requires verbal components, it may be foiled by the curse of their opponents; they must make an Intelligence saving throw against your spell save DC, or else the spell has no effect, and you get off scot-free.

The creature also has disadvantage on all Charisma based checks, other than Performance if they can make use of your hex. Once you successfully use this ability to curse a creature, you must finish a long rest before you can next use this feature.

Divine Prophecy

You can act and react as if you were an oracle. At 14th level, you can’t be surprised while you are conscious.

Additionally, you can take two reactions before the start of each of your next turns instead of one, but only once on the same turn.

Feats

While there are not subclasses devoted for minor gods and titans, those that are descended from such figures - or merely want to emulate them - can take these feats.

Clear Sight

You have Clear Sight, allowing you to see through the Mist and know things as they truly are. You gain the following benefits:

  • You gain proficiency in either Perception or Insight.
  • You get advantage on saving throws to determine if illusions are real or not.
  • You may give yourself advantage on one Perception or Insight check. You must finish a long rest before you can use this ability again.

Hestia's Hearth

You are connected to the goddess of the hearth and home.

You may take 10 minutes to create a magical campfire that cannot be extinguished, but fades after you finish a long rest. As long as you are within one mile of the campfire, you can take an action to teleport yourself, and any gear you are carrying up to your carrying capacity, to within 10 feet of the campfire. You can also bring along a number of willing creatures of your size or smaller, and gear they are carrying up to their carrying capacities, equal to your proficiency bonus. The creatures must be within 10 feet of you when you use this ability.

Once you use this ability, you must finish a long rest before you can use it again.

Kronos' Curse

You are connected to Kronos, the titan god of eras and evil.

You learn the Gift of Alacrity spell, as well as the Slow spell. You can cast either of these spells once without expending a spell slot, but when you cast Slow in this way, you can only target one creature within range instead of up to six creatures in a 40-foot cube. Once you cast either spell in this way, you can’t cast either of those spells in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. Constitution is your spellcasting ability for these spells.

Morpheus' Lullaby

You are connected to Morpheus, the god of sleep and dreams.

As an action, you can choose a creature within 30 feet of you that can see you. That creature must make a Wisdom saving throw, with a DC of 8 + your proficiency bonus + your Constitution modifier. If they have more hit points than ten times your proficiency bonus, they automatically succeed on this save. If they fail, they fall asleep and become unconscious for 1 minute, or until they take damage or someone uses an action to shake or slap them awake. Undead and creatures immune to being magically put to sleep aren’t affected by this ability.

Once you successfully put a creature to sleep with this ability, you must finish a long rest before you can use this ability again.

Nemesis' Revenge

You are connected to Nemesis, the goddess of balance, retribution, and vengeance.

Immediately after an attacker within 30 feet of you deals damage with an attack against you, you can use your reaction to force the attacker to make a Wisdom saving throw, with a DC of 8 + your proficiency bonus + your Constitution modifier. On a failed save, the attacker takes psychic damage equal to the damage it just dealt. On a successful save, it takes half as much damage.

Once you use this ability, you must finish a long rest before you can use it again.

Oceanus' Realm

You are connected to Oceanus, the titan of the ocean. You gain the following benefits:

  • Increase your Constitution by 1, to a maximum of 20.
  • You can breathe air and water.
  • You gain a swimming speed equal to your walking speed.

Touch of Prometheus

You are connected to Prometheus, titan of crafty counsel and forethought. You gain the following benefits:

  • Increase your Intelligence by 1, to a maximum of 20.
  • You learn the Create Bonfire cantrip, as well as the Augury spell. You can cast Augury once without expending a spell slot. Once you cast it in this way, you can’t cast it in this way again until you finish a long rest. You can also cast Augury using spell slots you have of the appropriate level. Intelligence is your spellcasting ability for these spells.

Touch of Iris

You are connected to Iris, goddess of the rainbow and a messenger to the God. You gain the following benefits:

  • Increase your Charisma by 1, to a maximum of 20.
  • You learn the Message cantrip, as well as the Sending spell. You can cast Sending once without expending a spell slot, but you can only send a message to someone on the same plane as you. You must be within 10 feet of a rainbow or a rainbow effect, and it has an additional material component of 1 gold piece, which is consumed after use. Once you cast it in this way, you can’t cast it in this way again until you finish a long rest. You can also cast Sending using spell slots you have of the appropriate level. Charisma is your spellcasting ability for these spells.

Touch of Pan

You are connected to Pan, god of the wild and of satyrs. You gain the following benefits:

  • Increase your Wisdom by 1, to a maximum of 20.
  • You learn the Druidcraft cantrip, as well as the Summon Beast spell. You can cast Summon Beast once without expending a spell slot. Once you cast it in this way, you can’t cast it in this way again until you finish a long rest. You can also cast Summon Beast using spell slots you have of the appropriate level. Wisdom is your spellcasting ability for these spells.

Photo Credit

Page 1

Heroes of Olympus: Drawn by viria13, https://www.deviantart.com/viria13/art/Heroes-of-Olympus-369806082

Page 2

Tyson: Drawn by AireensColor, https://www.deviantart.com/aireenscolor/art/Tyson-384602871

Page 4

Juniper the...Juniper Nymph: Drawn by Poseidons-Daughter, https://www.deviantart.com/poseidons-daughter/art/Juniper-the-Juniper-Nymph-182805142

Page 5

Nereid - from Percy Jackson: Drawn by Vikkki, https://www.deviantart.com/vikkki/art/Nereid-from-Percy-Jackson-173836418

Page 6

Chiron (Upper-right): Drawn by AireensColor, https://www.deviantart.com/aireenscolor/art/Chiron-484706812


GroverUnderwood-Percy Jackson and The Olympians (Lower-right): Drawn by Mallowmelt, https://www.deviantart.com/mallowmelt/art/GroverUnderwood-Percy-Jackson-and-The-Olympians-743227876

Page 7

Hephaestus: Drawn by Ursca, https://www.deviantart.com/ursca/art/Hephaestus-201864967

Page 8

Wristwatch Shield: Image from Percy Jackson & the Olympians: The Lightning Thief (2010), https://m.imdb.com/title/tt0814255/mediaviewer/rm3734471936/

Page 9

Ares (Upper-left): Drawn by AireensColor, https://www.deviantart.com/aireenscolor/art/Ares-393639535


Clarisse La Rue (Lower-right): Drawn by lorellashray, https://www.deviantart.com/lorellashray/art/Clarisse-La-Rue-424445462

Page 10

Dionysus | Hades (Upper-right): Drawn by Zibriline, https://www.deviantart.com/zibriline/art/Dionysus-Hades-863779836


Demigod Summer 2016: Castor and Pollux (Lower-right): Drawn by Allarica, https://www.deviantart.com/allarica/art/Demigod-Summer-2016-Castor-and-Pollux-616354977

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Hera: Drawn by AireensColor, https://www.deviantart.com/aireenscolor/art/Hera-543532453

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Demeter ~ Greek Mythology: Drawn by Yliade, https://www.deviantart.com/yliade/art/Demeter-Greek-Mythology-834702359

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Poseidon: Drawn by AireensColor, https://www.deviantart.com/aireenscolor/art/Poseidon-364461230

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Percy Jackson: Drawn by AireensColor, https://www.deviantart.com/aireenscolor/art/Percy-Jackson-328965943

Page 15

Athena (Upper-right): Drawn by Anita Chaudhary, https://www.artstation.com/artwork/L9Pgk


AnnabethChase-Percy Jackson and The Olympians (Lower-right): Drawn by Mallowmelt, https://www.deviantart.com/mallowmelt/art/AnnabethChase-Percy-Jackson-and-The-Olympians-743227291

Page 16

SMITE - Zeus Wrath of Olympus (Upper-left): Drawn by ChrisBjors, https://www.deviantart.com/chrisbjors/art/SMITE-Zeus-Wrath-of-Olympus-557824040


Thalia Grace-Percy Jackson and The Olympians (Lower-right): Drawn by Mallowmelt, https://www.deviantart.com/mallowmelt/art/Thalia-Grace-Percy-Jackson-and-The-Olympians-743227391

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Mielikki - Lady of the Forest (Upper-right): Drawn by Midorisa, https://www.deviantart.com/midorisa/art/Mielikki-Lady-of-the-Forest-757804961


Zoe Nightshade-Percy Jackson and The Olympians (Lower-right): Drawn by Mallowmelt, https://www.deviantart.com/mallowmelt/art/Zoe-Nightshade-Percy-Jackson-and-The-Olympians-743227621

Page 18

Hermes (Upper-left): Drawn by NinjArt1st, https://www.deviantart.com/ninjart1st/art/Hermes-557687005


Luke Castellan-Percy Jackson and The Olympians (Lower-left): Drawn by
Mallowmelt, https://www.deviantart.com/mallowmelt/art/Luke-Castellan-Percy-Jackson-and-The-Olympians-743227759

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Aphrodite-Percy Jackson and The Olympians (Upper-right): Drawn by Mallowmelt, https://www.deviantart.com/mallowmelt/art/Aphrodite-Percy-Jackson-and-The-Olympians-743227807


Silena Beauregard (Lower-right): Drawn by AireensColor, https://www.deviantart.com/aireenscolor/art/Silena-Beauregard-383403928

Page 20

di angelo (Upper-right): Drawn by
finnick-odairs, https://www.deviantart.com/finnick-odairs/art/di-angelo-329285450


Hades - Percy Jackson and the Olympians Collab (Lower-right): Drawn by nandobuga, https://www.deviantart.com/nandobuga/art/Hades-Percy-Jackson-and-the-Olympians-Collab-500452623

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Apollo: Drawn by candyfoxdraws, https://www.deviantart.com/candyfoxdraws/art/Apollo-861377182

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