Legendary Classes

Welcome to Legendary Classes! The next major update for Legendary Player Characters, a supplement for Dungeons and Dragons 5th Edition that intends to give rules for buffing up players so one on one games (1 DM and 1 Player) is much more possible!

Now of course, let me start by saying the obvious: This class breaks all typical 5e balancing conventions, it should not be used in regular play, nor should it be compared to regular 5e classes.

Legendary classes are meant to make a single player worth the equivalent of 3 players (Without just tripling damage output and HP) So it's going to be significantly more powerful than the regular version of the class.

Why?

Why would you use this? Why would you play D&D with two people when it's meant for a larger group? There's a myriad of reasons really, but below are a few good ones.

  • It's easier to schedule and prepare for, instead of having to manage the schedules of six different people, you've reduced that total to two, making it much easier to arrange sessions for D&D.

  • This helps with protagonist syndrome... In a normal campaign, no one player should outshine the others, and you'll often hear horror stories of players who try to take the spotlight... In solo games with one player and one DM, that is not a problem! The singular player can shine as bright as they want without worry of making other players feel useless.

  • It can simply be a lot of fun. I've played solo games a lot with my partner, and before I began making Legendary Player Characters, it was... Really difficult to actually run encounters and make characters without things feeling really bad, because D&D isn't made for solo play.

Of course as mentioned, there's far more reasons than just those three. If you don't think you'd like this, then that's perfectly fine! Solo play isn't for everyone. I personally prefer it and that's just how I play the game, everyone plays in their own way.

For anyone else who prefers solo style or is interested in giving it a try, then this class and the full Legendary Player Characters document are right up your alley!


Legendary Player Characters

As mentioned to the left of this text, this is meant as a supplement for the Legendary Player Characters document. You can find the links to the full 105 page document below!

Google Drive

Homebrewery

It is not mentioned in the class specifically, but this class does still use Legendary Actions. Nothing has been changed about the Legendary Action rules from the LPC document, and the legendary actions you can choose for this class can be found at the end of this document!

Encounters

When calculating encounters for a player with this class, consider them to be equivalent to three characters of the same level.

I recommend using milestone leveling with this system, however if you do not and want to use XP, then you should reward a third of the xp they would normally gain (So they don't level rapidly)

If the PC is using Auric Emotions or Signs of Labors in tandem with this class, treat them as three and a half characters. If they are using both in tandem with this class, treat them as four characters.

Leveling

Legendary Classes are special, even aside from their increased power. Their maximum level has been increased from 20 to 30, and not only that-but every legendary class will have rules for leveling beyond 30. To an infinite amount.

Again I strongly recommend using milestone leveling, as I do not have a good experience total required for levels beyond 20 (Especially once you begin going into 31+)

You can find what features the Legendary class gains for every level beyond 30 on the same page that their legendary actions are listed.

Multiclassing

Assume the following for multiclassing:

  • You may multiclass as normal up to level 30.

  • Once you hit level 31, you begin receiving the Leveling Beyond 30 features for your particular class. You do not receive any features they would receive at an earlier level.

  • For example, a level 10 Legendary Rogue and level 20 Legendary Sorcerer wouldn't receive Legendary Sorcerer's 21-30 features when they begin leveling beyond 30, nor would they receive Legendary Rogue's 11-30 features.

Fable Demigod
Level Proficiency
Bonus
Features Enchantments
Known
Exultations
Known
Miracles
Known
1st +2 Divine Physiology, Divine Implement, Semi Proficiencies 1 - -
2nd +2 Divine Exultations, Shape Fate 1 2 -
3rd +2 Domain, Miracles 2 3 2
4th +2 Divine Ability Score Improvement 2 3 2
5th +3 Deific Action (1) 3 4 3
6th +3 Domain Feature 3 4 3
7th +3 Latent Arcana, Sever Fate 3 5 3
8th +3 Divine Ability Score Improvement 3 5 3
9th +4 Legendary Ability Score Improvement 4 6 4
10th +4 Divine Damage Empowerment 4 6 4
11th +4 Domain Feature, Latent Arcana (2) 5 7 4
12th +4 Divine Ability Score Improvement 5 7 4
13th +5 Secondary Domain 5 8 5
14th +5 Deific Action (2) 5 8 5
15th +5 Latent Arcana (3) 6 9 5
16th +5 Divine Ability Score Improvement 6 9 5
17th +6 Legendary Ability Score Improvement 7 10 6
18th +6 Domain Feature 7 10 6
19th +6 Latent Arcana (4) 7 11 6
20th +6 Divine Ability Score Improvement 7 11 6
21st +7 One of the Divine 8 12 7
22nd +7 Secondary Domain Feature 8 12 7
23rd +7 Deific Action (3), Latent Arcana (5) 8 13 7
24th +7 Divine Ability Score Improvement 8 13 7
25th +8 Legendary Ability Score Improvement 9 14 8
26th +8 Domain Feature 9 14 8
27th +8 Latent Arcana (6) 9 15 8
28th +8 Divine Ability Score Improvement 9 15 8
29th +9 Secondary Domain Feature 10 16 9
30th +9 Apotheosis 10 16 9

Class Features

Your Class gains the following features

Hit Points


  • Hit Dice: 2d12
  • Hit Points at 1st Level: 24 + your Constitution modifier
  • Hit Points at Higher Levels: 2d12 (14) + your Constitution modifier per Fighter level after 1st.

Proficiencies


  • Armor: Light Armor, Medium Armor, Heavy Armor, Shields
  • Weapons: Simple Weapons, Martial Weapons
  • Tools: Choose three types of artisan's tools or musical instruments

  • Saving Throws: Strength/Intelligence/Charisma (Choose 1) and Dexterity/Constitution/Wisdom (Choose 1)
  • Skills: Choose any two skills


Inspiration and Flavor

Inspiration - This Fable class is heavily inspired by u/23BLUENINJA Deity class! I asked and received permission from them to make my own version of the class using various features from theirs/taking inspiration while still putting my own spin on it!

Flavor - While this class is called the Fable Demigod, it is still perfectly fitting if you wish to play a full on deity or some other similar entity! This class is best for settings where deities aren't full on omnipotent, and instead walk among mortals (The best example I can think of is how the Norse gods tend to walk amongst mankind)


Divine Power

Below is some important information related to the class that doesn't necessarily fit into any specific features.

Divine Ability Score. Your divine ability score is your choice of Intelligence, Wisdom or Charisma. This is decided upon choosing this class and can not be changed. You use this ability score when calculating your saving throw for features from this class (8 + Prof bonus + Chosen Score) and whenever a feature calls for your divine ability score.

Divine Attack Roll. Some features may call for a spell attack roll, your ability score for your spell attack rolls is the same as your Divine Ability Score.

Divine Damage Type. Various features in this class may refer to your Divine Damage Type, which is decided quite simply. If you are good aligned, this type is radiant. If you are neutral aligned, this type is force. If you are evil aligned, this type is necrotic.













































Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Chain Mail, (b) Scale Male, (c) Leather Armor or *(d) Any weapon
  • (a) A shield or (b) Any weapon
  • (a) One instrument of your choice or (b) One set of artisan tools of your choice
  • One equipment pack of your choice

Divine Physiology

Upon ascending to the level of the gods at 1st level, your body changes and evolves to become superior. The maximum for your ability scores is 30, you additionally can't age, can't die due to age, and suffer none of the effects of old age.

However, your power overshadows mortal magic. You cannot benefit from magical bonuses to your ability scores, AC, attack and damage rolls, proficiency bonus, saving throws, or spell save DC. Other magical effects, such as increased speed or advantage on saving throws against spells, apply as normal.

Magic items of Legendary or Artifact rarity ignore this limit.

Divine Implement

Additionally at 1st level, you are able to call upon a weapon worthy of your divine nature. On your turn you can summon your divine implement to your hand (No action required)

Your divine implement is a martial weapon you are proficient in, it deals your choice of bludgeoning, piercing or slashing damage (You choose when you gain this feature) and it is considered a magical weapon for the purposes of overcoming resistances and immunities. You may use your Strength, Dexterity or Divine ability score for any roll involving your divine implement.

Your divine implement disappears if it is more than 5-feet away from you for 1 minute or more. It also disappears if you use this feature again, dismiss the weapon (No action required) or die.

You may additionally augment your divine implement with things known as Divine Enchantments, once you choose an enchantment it can not be changed. You begin with 1 enchantment known, which must be chosen from the Starting Enchantments list. Your Starting Enchantment also determines your divine implements damage die. You learn new enchantments as shown in the Enchantments Known column in the Demigod class table.


Semi Proficiencies

Additionally at 1st level, you choose a number of skills equal to the amount you normally get upon choosing your starting class (2 as a Demigod) you gain semi proficiency in these skills. Meaning you add half of your proficiency bonus (Rounded down) to checks made with them.

Additionally, choose one saving throw you lack proficiency in. You gain the same bonus to rolls made for that particular saving throw.

If you ever gain proficiency in a skill or saving throw you had semi-proficiency in, you may move your semi-proficiency to a new one of the same type.

You only gain this feature if Demigod is the first class you choose. You can not have two instances of this feature from separate classes.

Divine Exultations

Beginning at 2nd level, the divine energy flowing within you begins to manifest. You gain 2 Divine Exultations, which are detailed later in this document. You learn additional Exultations at certain levels, as shown in the Demigod class table.

Some Exultations have prerequisites, if they do you must meet them in order to learn the Exultation. If an Exultation has a level prerequisite, it refers to your Demigod level.

Whenever you gain a level in this class, you may replace one Exultation you know with another that you meet the prerequisites for.

Shape Fate

Additionally at 2nd level, your presence shapes the course of history. Immediately after you make an attack roll, ability check, or saving throw, you can choose to roll again. So long as you have uses remaining for this feature, you can use it as many times as you wish for a single roll.

Alternatively, when a creature you can see within 120-feet of you makes an attack roll, ability check or saving throw, you can force them to reroll their roll as a reaction. If a creature is unwilling, they can make a Charisma saving throw against your Demigod DC to resist this effect.

If a creature successfully resists this effect, you do not expend your usage of it (Your reaction is still used however)

You have a number of uses of this feature equal to your proficiency bonus, and you regain all expended uses when you finish a short or long rest.

Domain

Beginning at 3rd level, your destiny has finally been revealed to you. Choose a domain from the options listed later in this document, which represents the aspect of existence you have control over.

Miracles

Also at 3rd level, your divine energy grants you access to special godly techniques known as Miracles. You know a number of Miracles equal to the amount shown in the Miracles Known column of the Demigod class table. A list of Miracles you can learn can be found later in the document, you are unable to learn a Miracle if you do not meet its domain prerequisite.

Miracles are very similar to spells, however they are fueled by a demigods divinity and will rather than the weave. If a Miracle requires an attack roll or saving throw, you use your Divine Ability Score for it. Miracles do not require verbal or somatic components. Miracles can not be counterspelled or dispelled, however they fail to function in a zone of antimagic.


Divine Ability Score Improvement

Your divine nature causes your power to grow at rates beyond that of mortals. When you reach levels 4, 8, 12, 16, 20, 24 and 28, you may increase your ability scores. You can increase your ability scores by a total of 4 points, you may distrubute these points as you wish-however a single ability score still can not exceed your maximum.

Additionally when you gain this feature you may also gain a feat of your choice. Feats gained with this feature do not increase your ability scores if they normally would.

Finally, at levels 9, 17 and 25, you instead gain a Legendary Ability Score Improvement. This feature allows you to gain the benefits of a Legendary Feat from the options listed in the Legendary Players Character document.

Deific Action

Upon reaching 5th level in this class, the divine energy within you begins to overflow and allow you to achieve the impossible. On your turn you gain an additional action known as a Deific Action.

A Deific Action can only be used to take the Attack (One weapon attack only), Dash, Disengage, Hide or Use an Object action.

At level 14 you may take two Deific Actions on your turn, and at level 23 you may take three Deific Actions on your turn.

Latent Arcana

Upon reaching 7th level, your divinity shines light on magic-even if you are not a deity of magic. Now and again at levels 11, 15, 19, 23 and 27 you learn a spell. Spells gained from this feature do not require spell slots or material components, and use your Divine Ability Score for their casting.

The spells you may choose are listed below, once you choose a spell you can not change it. You must be at the appropriate level in order to choose a spell (You must be level 11 to choose a spell from the Tier 2 Category) however you may still choose from previous categories (You may choose a spell from the Tier 1 category even if you are level 11)

Spells cast using this feature are cast at their lowest level.

Tier 1 (Level 7+). Command, Comprehend Languages, Detect Evil and Good, Detect Magic, Divine Favor, Identify, Illusory Script, Sanctuary, Unseen Servant

Tier 2 (Level 11+). Calm Emotions, Clairvoyance, Enhance Ability, Gentle Repose, Sending, Tongues, Zone of Truth

Tier 3 (Level 15+). Bestow Curse, Borrowed Knowledge, Intellect Fortress, Nystul's Magic Aura, Remove Curse, Shield, Spider Climb

Tier 4 (Level 19+). Absorb Elements, Create Food and Water, Galder's Tower, Guiding Bolt, Immovable Object, Spiritual Weapon, Vortex Warp

Tier 5 (Level 23+). Counterspell, Death Ward, Dispel Magic, Locate Object, Tiny Servant, Zephyr Strike

Tier 6 (Level 27). Arcane Eye, Fabricate, Hold Person, Misty Step, Suggestion

Sever Fate

Additionally at 7th level, you are able to snap the fates of those who would cross you. When you would deal damage to a creature, you can expend a usage of your Shape Fate feature to maximize the damage against them (This only works on one creature at a time)

This feature does not work on legendary creatures.

Divine Damage Empowerment

Beginning at 10th level, your Divine Damage Type grows stronger. Depending on your alignment on the Law/Chaos axis, your Divine Damage Type gains an additional typing. A creature must be resistant or immune to both types in order to be resistant or immune to it.

Law. Cold

Neutral. Acid

Chaos. Fire

If a creature is resistant to one and not the other, they take normal damage from your Divine Damage Type. If they are resistant to both they take half damage. If they are immune to one and resistant to the other they take half damage. If they are immune to both they are immune to your Divine Damage Type. If they are vulnerable to one and aren't resistant/immune to the other they take double damage.

Secondary Domain

Upon reaching 13th level, your destiny shines even brighter. You may choose a second domain from the options listed later in this document, you gain that domains 3rd level features.

Upon reaching 22nd level, this lesser domain grows stronger. You gain that domains 6th level features.

Finally at 29th level, your weaker domain becomes clearer to you. You gain that chosen domains 11th level features.


One of the Divine

Bginning at 21st level, your divine physiology resonates with your growing strength, granting you the following benefits:

  • You are resistant to nonmagical Bludgeoning, Piercing, and Slashing damage.

  • You may cast a Tier 1 spell from Latent Arcana as a Deific Action.

  • By expending two Deific Actions on your turn, you may take the dodge action.

Apotheosis

Finally at 30th level, your divinity burns brighter than ever before. You gain the following benefits:

  • You are immune to nonmagical Bludgeoning, Piercing, and Slashing damage.

  • You are resistant to magical Bludgeoning, Piercing and Slashing damage. Magic weapons of Legendary or Artifact rarity ignore this resistance, or if they are a Divine Implement. If a creature with a Strength or Dexterity score of 26 or higher makes an unarmed strike against you with the respective ability score, this also ignores your resistance.

  • You may cast a Tier 3 or lower spell from Latent Arcana as a Deific Action.

  • If you end your turn with any unspent Deific Actions, these unspent actions become Legendary Actions that you may use before the start of your next turn.

Arcana Domain

Weave Weaver

Upon choosing this domain at 3rd level, you are one with the weave and can manipulate it much more than other deities can.

When you gain this feature and every two levels afterwards, you may select a spell from the Wizard spell list that is of a level equal to or less than your proficiency bonus. A selected spell must not have material components with a gold cost. These spells are known as your Weaver Spells.

You may cast a Weaver Spell without expending a spell slot or material components, if you do so it is cast at its lowest level. Your spellcasting ability is the same as your Divine Ability Score.

When you cast a Weaver Spell of 6th level or higher using this feature, you are unable to cast that spell again using this feature until the end of your next long rest.

You are able to cast a spell using this feature 2 times. Every 2 levels after you gain this feature, you gain an additional usage. You regain all expended usages upon completing a long rest.

Arcanic Knowledge

Additionally at 3rd level, your domain knowledge grows. You gain proficiency in the Arcana skill, or another skill if you are already proficient, and your proficiency bonus is doubled for any check you make using Arcana.

You also learn two cantrips of your choice from the Wizard spell list, and learn an additional cantrip everytime you choose a Latent Arcana spell.

Focused Mind

Upon reaching 6th level, your dominion over magic heightens. Granting you the following benefits:

  • You gain proficiency in your choice of Intelligence, Wisdom or Charisma saving throws.

  • You gain resistance to your choice of fire, force or lightning damage. You gain resistance to another of these damage types at levels 11 and 18. If you choose a damage type you are already resistant to, you instead gain immunity.

  • Once per turn, you may use a Deific Action to cast a wizard cantrip you know.

Bend the Weave

Beginning at 11th level, you learn how to alter the nature of spells and miracles you wield. Whenever you cast a Weaver Spell or use a Miracle that deals damage, you may change all of the damage to a damage type you are resistant or immune to.

If you change the damage type using this feature, all damaged creatures suffer additional damage equal to your Divine Ability Score Modifier.










































Mage of Aeon's

Once you reach 18th level, you are able to manipulate the fates of those who believe they can resist your magic much more easily than you could before. When you cast a Weaver Spell that forces multiple creatures to make a saving throw, you may expend a use of Shape Fate (No action required) to force all creatures to roll their saving throw with disadvantage.

Magicka Master

Finally at 26th level, the lower levels of magic are no harder than cantrips for you. You may cast Weaver Spells of 1st or 2nd level at will, not requiring usages of your Weave Weaver feature.

Death Domain

Call the Haunted

Upon choosing this domain at 3rd level, death is something you can explore and manipulate with ease.

You can cast the Animate Dead spell at will without requiring material components or expending a spell slot. If cast this way, its casting time is one action. Undead raised with this feature remain under your control until you die or they are destroyed.

You can only control 1 undead at a time with this feature. Every two levels after you gain this feature, the amount of undead you can control increases by 1.

Attempting to raise a new undead while at your limit causes an existing one raised by this feature to crumble back into a lifeless corpse. You may choose which one this happens to. Undead raised with this feature that are reduced to 0 HP or crumbled in this manner are unable to be raised again with this feature.


Deathly Knowledge

Additionally at 3rd level, your domain knowledge grows. You gain proficiency in the Arcana and Medicine skills, and your proficiency bonus is doubled for any check you make using those skills. If you are already proficient in one of those skills, you may instead choose a different one.

Hollow Life

Upon reaching 6th level, your nature as a lord of the dead further manifests. Granting you the following benefits:

  • You gain proficiency in your choice of Constitution, Intelligence or Charisma saving throws.

  • You gain resistance to your choice of cold, necrotic or poison damage. You gain resistance to another of these damage types at levels 11 and 18. If you choose a damage type you are already resistant to, you instead gain immunity.

  • Once per turn, you may use a Deific Action to use your Call the Haunted feature.

Chosen Undead

Beginning at 11th level, the undead you raise stand out from the crowd of common undead. Undead you raise with your Call the Haunted gain the following benefits:

  • Their maximum HP is increased by an amount equal to your demigod level.

  • They gain a bonus to attack and damage rolls equal to your Divine Ability Score Modifier.

  • Upon hitting with a weapon attack, they deal 1d6 bonus damage. This damage is the same as your Divine Damage Type.

Always Come Back

Upon reaching 18th level, you are surprisingly infuriating to put down. When you are reduced to 0 HP, you can immediately destroy one of your undead raised from Call the Haunted (No action required) If you do so, you regain hit points equal to the undeads when it was destroyed.

Plague of Undead

Finally at 26th level, your mastery over the forces of death is truly evident. Whenever you or an undead you control kills a creature, you may raise them as undead as per your Call the Haunted feature.

Additionally, you may now cast the Create Undead feature without expending material components or a spell slot. Once you do so, you can not do so again until you complete a long rest.

Forge Domain

Apex Blacksmith

Upon choosing this domain at 3rd level, you begin to master the sacred art of magic item creation.

Over the course of 1 week you may craft a magic item of uncommon rarity or lower, you require no materials for this other than a set of artisan tools in which you are proficient in.

Upon completion the item may be used as it normally would, you may attune to it or other creatures may attune to it. You can only have 1 magic item crafted via this feature at a time.

If you attempt to craft a new magic item while at your limit, you must choose an existing one to destroy. The newly crafted magic item must be of the same rarity as the one destroyed.

Every 4 levels after you gain this feature, you may craft an additional magic item. Every 8 levels after gaining this feature, the tier of item you can craft increases by 1 (Uncommon to rare. Rare to very rare. Very rare to Legendary)

Custom Magic Items

It's important to keep in mind that as a god of the forge, you are not limited to existing magic items! You could adjust them however you wish... Maybe instead of making a radiant Sunsword, you decide to make one that deals acid damage.

It's up to the DM how these adjustments to existing magic items would impact the item as a whole.

Crafting Knowledge

Additionally at 3rd level, your domain knowledge grows. You gain proficiency in two artisans tools of your choice, and your proficiency bonus is doubled for all checks made using the chosen tools.


Molten Skin

Upon reaching 6th level, your skill behind the forge grows. Granting you the following benefits:

  • You gain proficiency in your choice of Strength, Constitution or Intelligence saving throws.

  • You gain resistance to your choice of acid, cold or fire damage. You gain resistance to another of these damage types at levels 11 and 18. If you choose a damage type you are already resistant to, you instead gain immunity.

  • Once per turn, you may use a Deific Action to gain a +2 bonus to your AC until the start of your next turn.

Forge Mastery

Beginning at 11th level, you have reached an unprecedented level of mastery with your tools. Whenever you would make a check using a set of artisan tools you are proficient in, you may treat any roll of 9 or lower as a 10.

Item Master

Upon reaching 18th level, you are able to use the items you craft much more easily. You are able to attune to a number of items equal to your proficiency bonus, instead of the usual 3.

Blessing of the Furnace

Finally at 26th level, you receive immense blessings for wielding the items you craft. For every item you are attuned to that you crafted, you gain a +1 bonus to all saving throws.

If you would be reduced to 0 HP, you can end your attunement to one of these items (No action required) to instead be reduced to 1.

Life Domain

Soul Stitcher

Upon choosing this domain at 3rd level, your touch is life and you wield it better than any weapon.

When you gain this feature and every two levels afterwards, you may select a spell from the Cleric spell list that is of a level equal to or less than your proficiency bonus. A selected spell must not have material components with a gold cost. These spells are known as your Soul Spells.

You may cast a Soul Spell without expending a spell slot or material components, if you do so it is cast at its lowest level. Your spellcasting ability is the same as your Divine Ability Score.

When you cast a Soul Spell of 6th level or higher using this feature, you are unable to cast that spell again using this feature until the end of your next long rest.

You are able to cast a spell using this feature 2 times. Every 2 levels after you gain this feature, you gain an additional usage. You regain all expended usages upon completing a long rest.

Health Knowledge

Additionally at 3rd level, your domain knowledge grows. You gain proficiency in the Medicine skill, or another skill if you are already proficient, and your proficiency bonus is doubled for any check you make using Medicine.

You also learn two cantrips of your choice from the Cleric spell list, and learn an additional cantrip everytime you choose a Latent Arcana spell.

Everlasting Will

Upon reaching 6th level, your mastery over the power of life rises. Granting you the following benefits:

  • You gain proficiency in your choice of Constitution, Wisdom or Charisma saving throws.

  • You gain resistance to your choice of necrotic, poison or radiant damage. You gain resistance to another of these damage types at levels 11 and 18. If you choose a damage type you are already resistant to, you instead gain immunity.

  • Once per turn, you may use a Deific Action to cast a cleric cantrip you know.

Bringer of Mercy

Beginning at 11th level, your ability to spread mercy grows further. Whenever you cast a Soul Spell that restores hit points to a creature or buffs them in some way (Such as Cure Wounds, Bless, Aid, ect) the spell is cast at a level equal to half of your proficiency bonus (Rounded down, maximum of 5th level)


Cure Master

Upon reaching 18th level, your powers of healing are unmatched. Whenever you would restore health to a creature in any way (Such as spells, class features or even items like a potion of healing) you may use the maximum possible result instead of rolling.

Life Giver

Finally at 26th level, those who have died are never truly lost to you. Over the course of 1 minute and by expending 3 uses of Shape Fate, you may restore a creature to life.

The creature must have died within the past 7 days, they are cured of any diseases they held in life. This ability restores any missing bodyparts or organs, and they return to life with 1 HP.

Once a life deity uses this ability to resurrect a creature, that creature can not be resurrected by this ability again if it was used by the same deity. If another life deity were to use this feature on them it would still work, and the life deity who originally used this ability can still use it on other creatures.

Usages of Shape Fate expended to use this feature are not regained until you complete a long rest.

Nature Domain

Primordial Bender

Upon choosing this domain at 3rd level, you are one with the forces of nature and it answers your desires.

When you gain this feature and every two levels afterwards, you may select a spell from the Druid spell list that is of a level equal to or less than your proficiency bonus. A selected spell must not have material components with a gold cost. These spells are known as your Primal Spells.

You may cast a Primal Spell without expending a spell slot or material components, if you do so it is cast at its lowest level. Your spellcasting ability is the same as your Divine Ability Score.

When you cast a Primal Spell of 6th level or higher using this feature, you are unable to cast that spell again using this feature until the end of your next long rest.

You are able to cast a spell using this feature 2 times. Every 2 levels after you gain this feature, you gain an additional usage. You regain all expended usages upon completing a long rest.

Natural Knowledge

Additionally at 3rd level, your domain knowledge grows. You gain proficiency in the Nature skill, or another skill if you are already proficient, and your proficiency bonus is doubled for any check you make using Nature.

You also learn two cantrips of your choice from the Druid spell list, and learn an additional cantrip everytime you choose a Latent Arcana spell.


Wild Heart

Upon reaching 6th level, your mastery over the wilderness grows. Granting you the following benefits:

  • You gain proficiency in your choice of Strength, Constitution or Wisdom saving throws.

  • You gain resistance to your choice of acid, cold or thunder damage. You gain resistance to another of these damage types at levels 11 and 18. If you choose a damage type you are already resistant to, you instead gain immunity.

  • Once per turn, you may use a Deific Action to cast a druid cantrip you know.

Aspect of Nature

Once you reach 11th level, you are able to embody the power of an animal. Choose any beast, this becomes your Sacred Beast. You are able to communicate with your Sacred Beast as if you shared a language, and they are always friendly towards you.

Your physical form also takes on aspects of your Sacred Beast, such as gaining a tail for canines, or cat ears for felines. You may expend a bonus action on your turn to transform into your Sacred Beast, or back into your regular form. You appear as a medium sized version of your Sacred Beast, and your statistics do not change.

Finally, you gain one of the following features of your choice:

Amphibious. You can breath in water as if it were air, and you gain a swimming speed equal to your walking speed.

Burden. You are considered to be one size larger for the purposes of determining your carrying capacity.

Keen Senses. You have advantage on Perception checks made using your hearing, sight or smell.

Pack Tactics. You have advantage on attack rolls against creatures if you have at least one ally within 5-feet of them and that ally isn't incapacitated.

Pounce. If you move 20-feet in a straight line towards a creature and hit them with your Divine Implement immediately after, the struck creature must succeed on a Strength saving throw against your Demigod DC or fall prone.

Spider Climb. You are permanently under the effects of the Spider Climb spell, this effect is nonmagical.

Winged. You gain a 30-foot flying speed, if you are wearing armor of any kind you are unable to use this speed.

Fueled by the Primordial

Upon reaching 18th level, you draw from not only your divinity, but the power of the primordial as well. You can ignore somatic and verbal components of spells you cast

Natural Might

Finally at 26th level, the natural magics are much more open to you. There is no longer a limit to how many times you can cast 6th level Primal Spells between long rests. This limit still exists for spells of 7th level or higher.

Tempest Domain

Roiling Wrath

Upon choosing this domain at 3rd level, you are one with the storm and the storm is one with you.

When a creature within 10-feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 1d8 lightning or thunder damage (Your choice) on a failed saving throw, or half as much on a successful one.

Additionally on a failed saving throw, if the creature suffered any of the damage you may push them up to 10-feet away from you.

Every two levels after you gain this feature, this abilities damage increases by 1d8.

Stormy Knowledge

Additionally at 3rd level, your domain knowledge grows. You gain proficiency in the Intimidations and Survival skills, and your proficiency bonus is doubled for any check you make using those skills. If you are already proficient in one of those skills, you may instead choose a different one.

Storm Veins

Upon reaching 6th level, the tempest within you grows. Granting you the following benefits:

  • You gain proficiency in your choice of Strength, Constitution or Wisdom saving throws.

  • You gain resistance to your choice of cold, lightning or thunder damage. You gain resistance to another of these damage types at levels 11 and 18. If you choose a damage type you are already resistant to, you instead gain immunity.

  • Once per turn, you may use a Deific Action to use Roiling Wrath against a creature, as if they had triggered it by attacking you (This does not require a reaction)

Electric Answer

Beginning at 11th level, the power of the storm grows to answer your divinity. Whenever a feature says it deals your Divine Damage Type in damage, you may instead convert it to Lightning or Thunder damage (Your choice) Damage converted in this way ignores resistances to said damage.

Additionally, whenever you deal lightning or thunder damage, you can expend two usages of your Shape Fate feature to cause the damage to deal its maximum instead of rolling.


Consume the Storm

Upon reaching 18th level, the dangers of storms are nothing to you. When you would take Cold, Lightning or Thunder damage, you can reduce the damage to 0 as a reaction. If the damage already was 0 due to your immunities, you instead regain HP equal to the amount of damage the effect would've dealt without your immunity.

You may use this feature a number of times equal to your Divine Ability Score Modifier (Minimum of 1) You regain all expended uses upon completing a long rest.

Unending Storm

Finally at 26th level, your mastery over the storm reaches its peak. You are able to cast the Control Weather spell at will without expending spell slots or material components. When you do so, its casting time becomes one action (However it still takes the allotted time for the weather to change)

When you cast Control Weather using this feature, you are only able to change the Wind and Precipitation.

Trickery Domain

Tricksters Advantage

Upon choosing this domain at 3rd level, your nature as a trickster allows you to always have the advantage.

Once per turn when you hit with a weapon attack, you may deal 1d4 bonus damage to the struck target, this damage is the same as your Divine Damage Type. If the attack used your Divine Implement, the damage dice is 1d6 instead.

If the struck creature was surprised or you were hidden from them, the damage dice is instead 1d8 (1d10 if using your Divine Implement)

Every two levels after you gain this feature, this ability deals an additional die of damage (6 levels after you gain this feature it'd deal 4 total damage die for example)

Jesters Knowledge

Additionally at 3rd level, your domain knowledge grows. You gain proficiency in any two skills from the Rogue skill list, and your proficiency bonus is doubled for any check you make using those skills. If you are already proficient in one of those skills, you may instead choose a different one.

In place of one of these skills, you may choose to gain proficiency in thieves tools, in which case your proficiency bonus is still doubled for checks made using it.

Choosing from the Rogue skill list gives you the following options: Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth.

Deceitful Soul

Upon reaching 6th level, your deceitfulness continues to grow. Granting you the following benefits:

  • You gain proficiency in your choice of Dexterity, Intelligence or Charisma saving throws.

  • You gain resistance to your choice of cold, poison or psychic damage. You gain resistance to another of these damage types at levels 11 and 18. If you choose a damage type you are already resistant to, you instead gain immunity.

  • Once per turn, you may use a Deific Action to cause the next instance of damage against you before the start of your next turn to be halved (If this effect damages multiple creatures, it is only halved against you)


Source Unsubstantiated

Beginning at 11th level, your true motives are nearly impossible to discover. You can not be compelled to tell the truth, and magic that would discern if you are being truthful always indicates you are telling the truth.

Additionally, your mind can not be read or communicated to via telepathy unless you allow it.

Borrowed Miracles

Upon reaching 18th level, the secrets of other domains are not so secret to you. Choose one Miracle exclusive to a domain other than the ones you possess. You learn that miracle and can use it normally. This miracle does not count against your miracles known.

You learn an additional miracle in this manner at 26th level.

Unstoppable Advantage

Finally at 26th level, nothing can stop you from being at the top. You may have attacks benefit from Tricksters Advantage any number of times per round, however for each subsequent use beyond the first its total damage die is reduced by 5.

(For example, if you had 13 total damage die, the second time applying it on a turn would only use 8, and the third time would only use 3)

War Domain

Adapted to Carnage

Upon choosing this domain at 3rd level, your body grows to become the epitome of combat.

When you gain this feature and every level afterwards, you gain a 1d6 hit die. Everytime you gain this hit die, roll it-if the result is less than 4, it is treated as 4, your max HP is increased by the rolled amount. This die may be used as you would a regular hit die.

Warfare Knowledge

Additionally at 3rd level, your domain knowledge grows. You gain proficiency in the Athletics and Intimidations skills, and your proficiency bonus is doubled for any check you make using those skills. If you are already proficient in one of those skills, you may instead choose a different one.

Battle Blooded

Upon reaching 6th level, your desire for bloodshed deepens. Granting you the following benefits:

  • You gain proficiency in your choice of Strength, Dexterity or Constitution saving throws.

  • You gain resistance to your choice of cold, fire or thunder damage. You gain resistance to another of these damage types at levels 11 and 18. If you choose a damage type you are already resistant to, you instead gain immunity.

  • Once per turn, you may use a Deific Action to make two attacks with your Divine Implement.

War Dominion

Once you reach 11th level, your dominion over war gives you an impossible level of battle mastery. When you take the attack action on your turn (Regular or Deific) you may use your bonus action to make one attack with the same weapon.

Destiny Strike

Beginning at 18th level, you learn how to fuel strikes with destiny itself. When you or a creature within 60-feet of you misses with an attack roll, you may expend a use of Shape Fate as a reaction to turn the miss into a hit.

An attack benefiting from this feature has its damage maximized. Only the weapon damage is maximized however, secondary sources such as sneak attack or a paladins divine smite are not.

Victory

Finally at 26th level, your mere presence is enough to assure victory. You can not have disadvantage on weapon attack rolls (Disadvantage will still cancel out advantage however)

Additionally, whenever you roll a 1 on an attack roll with a weapon, you may reroll it, using the new result even if it is a 1.

Secondary Domain Limits

Upon reaching 13th level you are able to choose a Secondary Domain option from the various options seen in the previous pages. You get their 6th level feature at 22nd level and you gain their 11th level features at 29th level.

Despite this, the 3rd level feature gained at level 13 will still progress normally, asides from having a delayed start... Below you can find some adjustments that are intended to make the secondary domain weaker than picking the domain from the start.

Arcana, Life and Nature

When determining what level you can choose your spells, you subtract 3 from your proficiency bonus.

So at level 13, you can choose 2nd level or lower spells. At level 17, 3rd level or lower. Level 21, 4th level or lower. Level 25, 5th level or lower. Level 29, 6th level or lower.

The highest these two domains can get is 6th level spells if you chose them as your secondary domain. Meanwhile if they are your primary domain, you can achieve 9th level spells.

Forge

Forge gains the ability to craft magic items, with the rarity increasing every 8 levels... At level 29 someone who has taken the Forge domain as their secondary domain will be able to craft Very Rare magic items, while someone who took it as their primary domain could craft legendary items.

Even if you are leveling beyond 30 and get to level 37, someone who takes this domain as their secondary domain could never craft legendary items using the subclass feature.

Combinations

For every potential subclass combination, there is either a Divine Exultation or Miracle exclusive to that combination. You must have both domains in order to select the particular exultation/miracle.

The order in which you got your domains does not matter.


Divine Damage Type Names

There are nine different combinations your Divine Damage Type could end up as. Below you can find names that you could call each combination of damage types!

Lawful Good. Righteous (Cold + Radiant)

Lawful Neutral. Order (Cold + Force)

Lawful Evil. Authority (Cold + Necrotic)

Neutral Good. Hope (Acid + Radiant)

True Neutral. Balance (Acid + Force)

Neutral Evil. Despair (Acid + Necrotic)

Chaotic Good. Passion (Fire + Radiant)

Chaotic Neutral. Anarchy (Fire + Force)

Chaotic Evil. Vile (Fire + Necrotic)

For example, a Neutral Good deity of 10th level would refer to their divine damage type as "Hope Damage"

Divine Enchantments

When you receive a Divine Implement at 1st level, you are able to enchant it with things known as Divine Enchantments. Below you can find the list of all the enchantments you can apply to your Divine Implement.

At 1st level for your very first enchantment, you must choose an enchantment marked with Starting Enchantment, as it is what determines your weapons damage die and properties. You can only choose a Starting Enchantment at 1st level.

Brawler Weapon

Starting Enchantment

Damage Die. 1d4

You do not have a Divine Implement, instead your unarmed strikes are considered to be your Divine Implement. Any enchantments learned are instead applied to your unarmed strikes, and whenever a feature would refer to your Divine Implement or an attack made with one, it now refers to your unarmed strikes.

Colossal Weapon

Starting Enchantment

Damage Die. 1d12 or 2d6

Your Divine Implement gains the Heavy and Two-Handed properties. When you choose this enchantment you may also add the Reach property, if you do so the damage die is decreased to 1d10.

Mages Weapon

Starting Enchantment

Damage Die. 1d4

Your Divine Implement is mostly there to supplement your casting. You can supply the somatic components for spells even if your hand is wielding your Divine Implement.

Spells you cast while wielding your Divine Implement are considered to be cast at 1 level higher for the purposes of upcasting.


Ranged Weapon

Starting Enchantment

Damage Die. 1d8

Your Divine Implement is a ranged weapon with a range of 150/600-feet, it also has the Two-Handed property. It does not require mundane ammunition to fire, generating its own (You may load your own special ammunition as normal)

You can choose to remove the Two-Handed property from your weapon when you gain this feature, if you do so its damage die is decreased to 1d6, and its range is now 30/120-feet (This part is best for a Hand Crossbow)

(Note: If you choose for your Divine Implement to be a crossbow, it does not have the loading property)

Reliable Weapon

Starting Enchantment

Damage Die. 1d8

Your Divine Implement gains the Versatile trait. If your Divine Implements damage die without using the Versatile trait is already 1d12 or 2d6, using Versatile adds 1d4 to the damage instead of increasing it by one stage.

(1d4 -> 1d6. 1d6 -> 1d8. 1d8 -> 1d10. 1d10 -> 1d12. 1d12/2d6 -> 1d12/2d6 + 1d4)

Soaring Weapon

Starting Enchantment

Damage Die. 1d6

Your Divine Implement gains the Thrown (20/60) property. Immediately after you make an attack by throwing your Divine Implement it teleports back into the hand used to throw it.

Twin Weapons

Starting Enchantment

Damage Die. 1d6

Instead of having one Divine Implement, you have two. You may choose a separate damage type for each or choose the same, they both have the light property.

When you engage in two-weapon fighting and both weapons are your Divine Implement, you may add your ability score modifier to the damage of the second attack.

Whenever you would learn a new enchantment, only one implement gains the enchantment (Your choice)

Enchantment Diversity

You may notice that there isn't as much diversity in enchantment options as there is in Exultation and Miracle options. This is partly intentional and partly because I struggled to think of ones that aren't already covered by exultations.

Fortunately all of the enchantments currently available still allow for a nice degree of uniqueness due to being able to take them multiple times, and Power Swap especially allows for unique combinations depending on weapons available.

Future updates will certainly contain more enchantments!

Power Swap

Over the course of a short rest, you can imbue your implement with the power of another item. You can focus on a weapon that deals the same damage damage type as your Divine Implement and select a single property from the weapon (DM discretion, a good example would be transfering a Hellfire weapons property of sending creatures it kills to hell)

Upon the end of the short rest provided the weapon was within 10-feet of you throughout the entire rest, your Divine Implement gains the chosen property, and the other weapon loses the property chosen.

You can only transfer a single property from an individual weapon, and you are unable to use this on weapons with a higher rarity than uncommon. You can not select features that give a bonus to attack or damage rolls, nor features that add damage dice to the weapon.

Your weapon can only gain 1 property from this enchantment, however you may take this enchantment as many times as you wish, each subsequent taking allowing you to gain 1 additional property.

When you die your implement loses all properties gained from this feature, and the weapons regain them. Alternatively over the course of a short rest, you may focus on your weapon and remove 1 property gained from this feature, if you do so the weapon it was taken from regains the property.

Once you reach 11th level in this class, you may use this feature on rare weapons. Once you reach 18th level in this class, you may use this feature on very rare weapons. Once you reach 25th level in this class, you may use this feature on legendary weapons.


Strengthen Weapon

Your Divine Implements damage die increases by 1 stage. If its damage die is already at 1d12/2d6, you instead add an additional 1d4 to the damage and repeat this process.

  • 1d4 -> 1d6
  • 1d6 -> 1d8
  • 1d8 -> 1d10
  • 1d10 -> 1d12
  • 1d12/2d6 -> 1d12/2d6 + 1d4
  • 1d12/2d6 + 1d4 -> 1d12/2d6 + 1d6

You may select this enchantment any number of times you want.

Xenophobia

Choose a humanoid race, such as Drow, Orcs or Humans. Whenever you hit a creature of the chosen race with your Divine Implement, the attack deals an additional 1d6 damage. This bonus damage is the same type as your Divine Damage Type.

You may select this enchantment multiple times, the amount of times you can have it is equal to one fourth of your Deity level (Rounded down, Minimum of 1) You do not choose a new race when selecting this multiple times, it simply increases the damage against your already chosen race.

Conduit

Prerequisite: 5th level

While wielding your Divine Implement you gain a +1 bonus to spell attack rolls and your spell save DC.

This bonus also applies to your Miracles (If applicable)

You may select this enchantment up to 5 times. You must be at least level 11 to select it a second time, at least level 17 to select it a third time, at least level 23 to select it a fourth time, and at least level 29 to select it a fifth time.

Honed

Prerequisite: 5th level

Your Divine Implement gains a +1 bonus to attack and damage rolls.

You may select this enchantment up to 5 times. You must be at least level 11 to select it a second time, at least level 17 to select it a third time, at least level 23 to select it a fourth time, and at least level 29 to select it a fifth time.

Extreme Hatred

Prerequisite: 4 Instances of the Xenophobia enchantment

Whenever you roll a natural 20 on an attack roll against the race you select for your Xenophobia enchantment, you may force them to make a Constitution saving throw against your Demigod DC. On a failed saving throw, they are reduced to 0 HP.

If the creature is a Legenday creature and they fail the saving throw, they instead take an extra 4d6 damage that is the same as your divine damage type (This damage is unaffected by the critical hit)

Divine Exultations

Once you reach level 2 you begin to learn powerful Divine Exultations that help define your demigod and build up their power. Exultations are extremely similar to a warlocks Eldritch Invocations.

Anathema

Select 2 Exultations you meet the prerequisites for. You gain these Exultations as normal... However you also gain an Anathema. An Anathema is a divine weakness you hold, that disables all Exultations gained from this feature.

Choose one of the following options to be your Anathema, instead of choosing one of the below options, you and your DM can determine something else to be your Anathema.

  • Taking damage from your opposing Divine Damage Type (LG taking Vile damage for example) or damage from a silvered weapon disables Exultations gained from this feature until the end of your next long rest.

  • Throughout the duration of a phenomenon (Such as an Eclipse, Holiday, ect) your Exultations gained from this feature are disabled.

  • Hearing a specific phrase, statement or song lyric spoken in a specific language disables Exultations gained from this feature until the end of your next long rest.

  • Being within 15-feet of an artifact tied to your past (Work with your DM to determine the nature of this artifact) disables all Exxulations gained from this feature until you are no longer within 15-feet of the artifact.

You may take this Exultation as many times as you wish, using the same Anathema for all subsequent Exultations. Every two times beyond the first you gain this Exultation, you must select an additional Anathema that disables these Exultations.

Arcanic Combat

Arcana + War

Creatures you damage with your Divine Implement have disadvantage on saving throws against spells you cast until the end of your next turn.


Artifact Creation

Select up to 3 Exultations you meet the prerequisites for. You imbue them into a nonmagical item of your choice, it becomes a magical item of the Artifact rarity.

A creature attuned to the item gains the benefits of the chosen Exultations.

You may take this Exultation as many times as you wish, when you do so you may either imbue an existing Artifact created by this feature with 3 more Exultations, or create a new Artifact.

A single Artifact can not possess more Exultations than your proficiency bonus. You can not place Exultations onto an artifact that make no sense (Heavy DM discretion, but a good example is the Divine Realm Exultation) When your proficiency Bonus increases (From 2 to 3 for example) you may place an additional Exultation on an artifact if it does not have three.

Battle Born

War Domain

You learn 3 Maneuvers from the Legendary Fighter class and gain 1 Mastery die in order to use them. You regain expended Mastery die upon completing a short or long rest. You may expend a usage of Shape Fate in place of using a Mastery Die.

Your Mastery Die is a d4. For every 6 levels you've possessed the War Domain, the die size increases by 1 stage, to a maxmum of a d12 (From d4 -> d6 -> d8 -> d10 -> d12)

You may take this Exultation as many times as you wish.

Build Life

Forge + Life

You learn 3 Summon spells of your choice that only summon one creature (Such as Summon Draconic Spirit or Summon Fiend) and they are considered Soul Spells. You do not require material components when casting these spells using Soul Stitcher.

You do not require concentration on these spells, and they are cast at a level equal to your proficiency bonus if they would be cast at a level lower than it.

Creatures summoned from these spells additionally last until destroyed or dismissed by you, however you can only have one creature summoned from each spell at a time (You can not cast Summon Fiend a second time if you already have one active)

Finally, the casting time for these spells is increased to 1 hour.

Charged Undead

Death + Tempest

Whenever an undead summoned by Call the Haunted suffers lightning damage, they instead become Charged until the end of their next turn. While Charged, they have advantage on all attack rolls and their speed is doubled.

If they suffer lightning damage while already Charged, the damage is doubled.

Close to Life

Death + Life

Your undead summoned by Call the Haunted can be healed by effects that normally can't heal undead. Additionally, provided they have 1 HP or more, they regain 1 HP at the start of each of their turns.

Deific Proficiency

Select a skill you have proficiency in, if you would roll 9 or less on your dice roll for checks made using that skill, it is instead treated as if it were 10.

You may take this Exultation as many times as you wish, selecting a new skill each time.

Different Storm

Tempest Domain

Your tempest is not that of thunder and lightning, it is... Different. Choose one of the following storm types, any mention of Lightning and Thunder damage in the Tempest Domain, its Exultations and Miracles are replaced with the indicated damage type.

Blizzard. Cold

Sandstorm. Fire

If you chose Blizzard, you are naturally acclimated to cold environments, and you may choose to cause the area around you in a 120-foot radius to be up to 30 degrees (Celsius) colder, you may adjust this temperature as a bonus action.

If you chose Sandstorm, you are naturally acclimated to hot environments, and you may choose to cause the area around you in a 120-foot radius to be up to 30 degrees (Celsius) warmer, you may adjust this temperature as a bonus action.

Divine Attunement

You may attune to 1 additional item.

You may take this Exultation up to 3 times. If one of your domains is Forge, you may instead take it up to 6 times.

Divine Realm

You gain access to a special demiplane known as your Divine Realm. Over the course of 1 hour, you may create a doorway to your Divine Realm in a location within 30-feet of you. The doorway remains for 24 hours, this timer is suspended while you are within your Divine Realm. Any creature can enter your realm through the doorway.

If you create a doorway in the same location for a full year, it becomes permanent, and lasts until you have been dead for more than 1 month.

Your Divine Realm 1000-feet in every direction (Increased by another 1000-feet for every level you have in this class) and it has an appearance exactly as you wish.

You may decide everything about this realm, including (But not limited to) its biome, temperature, state of weather, day night cycle, ect. Additionally, the passage of time can be up to 10 times faster or slower than it is on the material plane (You decide)

You make all these decisions when you receive this Exultation, if you wish to change any, you must spend 8 hours a day for an entire week in order to do so.

Divine Sight

You gain 30-foot truesight, if you already have truesight, its range is instead increased by 30-feet.

You may take this Exultation as many times as you wish.

Electric Trick

Tempest + Trickery

Whenever you deal lightning or thunder damage to a creature in any way, you may deal your Tricksters Advantage damage to them (Using a 1d6 damage die)

You may not use this feature if you have already used your Tricksters Advantage in some way this turn.

Energy Conversion

Whenever you deal damage, you may convert any amount of that damage into the same damage type as your Divine Damage Type.

Enhance Weapon

You gain 1 Enchantment of your choice and apply it to your Divine Implement.

If one of your domains is Forge or War, you instead gain 2 Enchantments.

You may take this Exultation as many times as you wish.

Expanded Primal

Nature Domain

Whenever you would select a Primal Spell you may additionally choose them from the Ranger and Warlock spell lists.

Expanded Soul

Life Domain

Whenever you would select a Soul Spell you may additionally choose them from the Bard and Paladin spell lists.

Expanded Weave

Arcana Domain

Whenever you would select a Weaver Spell you may additionally choose them from the Sorcerer and Warlock spell lists.

Fueled by Divinity

You do not need to eat, drink, or breath. You may still partake in these things if you so desire.

Greater Undead

Death Domain

All undead you raise with Call the Haunted gain one of the following benefits of your choice:

  • Their maximum HP is increased by 5.

  • They gain a +1 bonus to all saving throws.

  • They gain a +1 bonus to Strength and Dexterity ability checks.

You may take this Exultation as many times as you wish, selecting the same or a different bonus each time.

Growing Power

One ability score of your choice is increased by 1.

You may take this Exultation as many times as you wish.

Holy Health

You gain an additional hit die from this class, and your maximum hit points increases appropriately (7 or roll 1d12)

If one of your domains is Life or War, you instead gain an additional two hit die from this class, and your maximum hit points increases appropriately (14 or roll 2d12)

You may take this Exultation as many times as you wish.

Lesser Items

Forge Domain

As apart of gaining this Exultation, you craft one magic item of common rarity as per your Apex Blacksmith feature. If you lose this Exultation you lose the item.

For every 10 levels you've possessed the Forge Domain, the rarity is increased by 1 stage to a maximum of rare (Common -> Uncommon -> Rare)

You may take this Exultation as many time as you wish.

Magic Fuel

Arcana + Forge

If an item you are attuned to has charges, you may expend these charges to cast your Weaver Spells instead of expending uses of Weave Weaver.

For every level the spell is, you must expend at least 2 of the items charges to cast it this way.

Miraculous

You learn a Miracle you meet the prerequisites for. You lose access to that miracle if you lose this Exultation.

You may take this Exultation as many times as you wish.


Mythic Reaction

You gain an additional reaction to use between rounds known as a Mythic Reaction. You can use your Mythic Reaction as you would a normal reaction, or you can use it as if it were a Legendary Action.

Expended Mythic Reactions are not regained until you start your turn without having used any Mythic Reactions since the beginning of your last turn.

You may select this feature a second time if you are 13th level or higher, and a third time if you are 21st level or higher.

Natural Mirage

Nature + Trickery

You are always considered to be heavily obscured while within 5-feet of natural plant life. The plant life must be at least a quarter of your size to benefit from this feature.

Otherworldly Mind

You are immune to either the Charmed or Frightened condition (Your choice)

You may select this Exultation twice, choosing the condition you did not choose previously if you select it a second time.

Perfect Health

You are immune to disease.

Purposeful Movement

Your walking speed is increased by 10-feet.

You may select this Exultation as many times as you wish.

Plague Carriers

Death + Nature

When an undead raised by Call the Haunted dies, it explodes in a cloud of poisonous spores. All creatures within 10-feet of the undead must succeed on a Constitution saving throw, becoming Poisoned for 1 hour on a failed save.

Raging Blast

Tempest Domain

The range at which you can use Roiling Wrath and how far it can push creatures on a failed saving throw are both increased by 10-feet.

You may take this Exultation as many times as you wish.

Rebirth

Life + Nature

1d6 rounds after you die, you are brought back to life as if by the Reincarnate spell, at half of your hit point maximum and having gained the benefits of a short rest.

After this feature has been used, it can not be used again until 1d4 weeks have passed.

Regeneration

While in initiative, you regain 1 HP at the start of each of your turns, provided you have 1 or more HP.

While not in initiative, you regain 1 HP every minute, provided you have 1 or more HP.

You may take this Exultation as many times as you wish, increasing the HP regained by 1 for each subsequent taking.

Shocking Retribution

Nature + Tempest

If a creature has suffered Lightning or Thunder damage since the beginning of your last turn, they have disadvantage on saving throws against your Primal Spells.

Stinging Restoration

Arcana + Life

When you would heal a creature with a spell or ability, you may instead deal damage to them equal to the amount you would've healed. This damage is the same as your Divine Damage Type.

This effect can not be maximized by things such as Beacon of Hope.

Storm Magic

Arcana + Tempest

Whenever you would learn a new Weaver Spell, instead of choosing from the Wizard spell list you may choose any spell that deals Lightning or Thunder damage. You must still be able to cast Weaver Spells at the spells level to learn them.

Additionally, you learn one spell that deals Lightning or Thunder damage, this is a Weaver Spell for you and does not count against your Weaver Spells known.

Tempestuous Recovery

Life + Tempest

Whenever you would take lightning or thunder damage from a source not originating from you, you may use your reaction to become immune to the damage and recover hit points equal to the effects damage (Before resistance/immunity)

If you are alerady immune to the damage source, you do not need to expend your reaction to use this feature.

Tireless

You no longer need to sleep and can not be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity.

Treebound

Nature Domain

You are considered to always be under the effects of the Tree Stride spell, however the range for it is 60-feet instead of 500-feet.


True Weapon

Forge + War

For every 3 levels in this class you have (Rounded down) Your Divine Implement gains an instance of the Strengthen Weapon enchantment. Instances gained from this exultation do not count against your enchantments limit.

Unbound Movement

You can walk through walls or objects that are no more than 3 inches thick (Such as a door) doing so requires you to expend 10-feet of movement.

Unbreakable Flesh

You have a natural AC equal to 15 + Your Proficiency bonus, you may still wield a shield and gain this bonus. If you are wearing armor and the armor would result in you having less AC than this natural AC, you instead use this natural AC.

Weapons of the Army

Death + Forge Domain

Choose an uncommon magic weapon, armor or shield. Undead raised by your Call the Haunted feature are equipped with the chosen magic item. These items are spectral-no creature other than the undead can wield or benefit from them, and when the undead is destroyed the item vanishes.

Wellspring of Magic

Arcana, Life or Nature Domain

You gain 1 additional usage for your subclasses spellcasting feature (Weave Weaver, Soul Stitcher or Primordial Bender)

If both of your domains are one of the spellcasting ones, only one gains this bonus.

You may take this Exultation as many times as you wish.

Wings of Divinity

You gain a 15-foot flying speed.

You may take this Exultation as many times as you wish, increasing this speed by an additional 15-feet for each subsequent taking.

If you have four instances of this Exultation, this speed becomes a Hover speed.

Zenith Arcana

Prerequisite: Must have a divine domain

You gain access to a special pool of magic that is dependent on your domain. You may cast a spell from your domains list (Seen below) by expending a number of usages of Shape Fate equal to the spells level.

Usages of Shape Fate expended in this way are not regained until you complete a long rest.

Your spellcasting ability for these spells is your Divine Ability Score, and you ignore material components without a gold cost.

Arcana. Any Weaver Spell

Death. False Life, Ray of Sickness, Blindness/Deafness, Ray of Enfeeblement, Animate Dead, Vampiric Touch, Blight, Death Ward, Antilife Shell, Cloudkill

Forge. Identify, Searing Smite, Heat Metal, Magic Weapon, Elemental Weapon, Protection from Energy, Fabricate, Wall of Fire, Animate Objects, Creation

Life. Any Soul Spell

Nature. Any Primal Spell

Tempest. Fog Cloud, Thunderwave, Gust of Wind, Shatter, Call Lightning, Sleet Storm, Control Water, Ice Storm, Destructive Wave, Insect Plague

Trickery. Charm Person, Disguise Self, Mirror Image, Pass without Trace, Blink, Dispel Magic, Dimension Door, Polymorph, Dominate Person, Modify Memory

War. Divine Favor, Shield of Faith, Magic Weapon, Spiritual Weapon, Crusader's Mantle, Spirit Guardians, Freedom of Movement, Stoneskin, Flame Strike, Hold Monster

Zenith True Arcana

Prerequisite: Zenith Arcana

Select a spell of 1st or 2nd level that you can cast via your Zenith Arcana Exultation. You may now cast that spell at will without expending any usages of Shape Fate.

You may take this Exultation as many times as you wish, selecting a new spell each time.

Miracles

At 3rd level you begin to learn special Miracles that allow you to influence the world around you. Miracles are very similar to cantrips, however they are much more powerful and are exclusive to the demigod class.

Absorb Misery

Life Domain

As an action you may touch a creature suffering from a disease to immediately cure them of that disease, however you fall under the effects of the disease. If you are immune to disease, this disease ignores your immunity.

You are non-infectious, and other creatures can not be infected by the disease as a result of being exposed to you. Upon completing a long rest, you are cured of all diseases you have gained from this feature.

Bend Rain

Tempest Domain

As a bonus action on your turn if it is raining, you may cause the rain to stop falling in a 20-foot radius sphere around you. You may end this effect as a bonus action.

As a bonus action on your turn if it isn't raining, you may cause rain to begin falling in a 20-foot radius sphere around you. You may end this effect as a bonus action.

Blood Feast

Life + War Domain

Once per turn when you deal damage to a creature, you can cause them to lose one unexpended hit die. Roll the hit die lost (Adding their constitution modifier) and you restore HP equal to the total rolled (Minimum of 1)

Change Form

As a bonus action, you may transform into a creature of Medium or Small size. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of any humanoid race or any creature in existence, although none of your statistics change (Aside from size if applicable)

Charm Nature

Arcana + Nature

As an action you may target a Beast or Plant creature within 30-feet of you. If the creature is of a CR less than or equal to half your proficiency bonus (Rounded down) it is Charmed by you.

This effect ends when the creature dies, or you choose to release them as a bonus action. If you would charm a creature while at your maximum, you can choose to release any of the already charmed creatures.

You can have a maximum amount of creatures charmed by this ability at once equal to your Divine Ability Score modifier (Minimum of 1)


Corpse Swap

Death + Trickery

As a reaction to taking damage, you may use your reaction to swap locations with an undead raised by Call the Haunted within 30-feet of you, teleporting to its location and it teleporting to yours. You still suffer the damage as normal.

Create Champion

Any Domain

As an action you may declare a creature who worships you as your Champion, granting them the following benefits:

  • As a bonus action on their turn, they can summon your Divine Implement to their hand and use it as if it was theirs, gaining the benefits of all of its enchantments. You can choose whether or not to allow this, and at any point you can recall your Divine Implement as a bonus action.

  • You can telepathically communicate with each other, even if you are on separate planes.

  • Three times per long rest, they may use any Miracle you possess. They use their own statistics for calculating the DC and such, however their Divine Ability Score uses the same score as yours (If yours is Charisma, then your Champion must also use Charisma)

At any point you can use an action to remove these features from your Champion. If you declare a new Champion, the previous one loses these benefits.

Deific Will

Any Domain

As a bonus action, you may produce any of the effects from the Thaumaturgy spell. You can activate as many effects at once as you wish, and they last indefinitely so long as you maintain concentration.

Delay Recovery

Life + Trickery

As a reaction to a creature within 60-feet of you regaining hit points, you can delay their recovery. The creature does not recover the hit points they would've until the start of their next turn.

Delay Spell

Arcana + Trickery

As a reaction to a creature within 60-feet of you casting a spell, you can cause their spell to be delayed. The action and resources are still expended, but the spell does not take effect until the start of their next turn.

The spell still targets the area the caster originally intended, and any creatures no longer within range of the spell are unaffected.

Dimensional Storage

Any Domain

As a bonus action you may open up a small demiplane to store items and equipment! You may place any nonliving object within the demiplane provided you are able to physically place it in. If an object somehow becomes living while within the demiplane, it is immediately ejected into an unoccupied space within 5-feet of you.

Once per turn you can reach into the demiplane and pull out a single item (No action required) If you have not taken anything out of the demiplane or put it back in, it closes. No other creature can pull items out or put them into your demiplane.

The demiplane can store no more weight at a time than an amount of pounds equal to 100 x Your Demigod level. There is no limit to the amount of volume it can store.

Items that have an extradimensional space such as a Bag of Holding are unable to be placed into your demiplane.

Divine Beam

Any Domain

As an action and by expending 1 or more Diefic Action, you may project a beam of pure divine energy. A beam of divine energy forming a line that is 60-feet long and 5-feet wide projects out in a direction of your choice.

Each creature caught within the line must succeed on a Dexterity saving throw, suffering this Miracles damage on a failed save or half as much on a successful one.

This abilities damage is a number of d4's equal to your Divine Ability Score Modifier (Minimum of 1) + 2d4 per Deific Action expended. This damage is the same as your Divine Damage Type.

Divine Blast

Any Domain

As an action and by expending 1 or more Diefic Actions, you may create an explosion of divine energy. Choose a point within 100-feet of you, divine energy explodes from that point in a 15-foot radius.

Each creature caught within the blast must succeed on a Dexterity saving throw, suffering this Miracles damage on a failed save or half as much on a successful one.

This abilities damage is a number of d4's equal to your Divine Ability Score Modifier (Minimum of 1) + 2d4 per Deific Action expended. This damage is the same as your Divine Damage Type.

Divine Bolt

Any Domain

As an action, you can launch a bolt of divine energy towards a creature. Make a ranged spell attack against a creature within 120-feet of you. On a hit, the target suffers damage equal to 1d8 + Your Divine Ability score. This damage is the same as your Divine Damage Type.

This miracle deals an additional 1d8 damage for every 2 points of proficiency bonus you have.

If one of your Divine Domains is Arcana or War, this bonus is instead a number of d8's equal to your proficiency bonus.


Divine Strike

War Domain

As an action you may make a weapon attack using your Divine Implement. All damage dealt by this attack is changed to be the same as your Divine Damage Type, and it is a critical hit.

Eternal Body

Any Domain

As an action and by expending 2 Hit Die, you immediately regrow a lost limb or body part (Such as an organ) of your choice.

If one of your domains is Life, you may instead expend 2 Hit Die to use this ability on a creature you are touching.

Exalted Hand

Any Domain

As an action, you summon forth a large hand of divine energy in an unoccupied space within 60-feet of you. The hand lasts until you dismiss it as a bonus action or it is reduced to 0 HP. The hand moves at your command, mimicking the movement of your own hand.

The hand has an AC equal to 16 + Your proficiency bonus, and its HP is equal to half of your maximum. It has a Strength score equal to your Divine Ability Score and its Dexterity is 10.

When you summon it and as a bonus action on subsequent turns, you may move it up to 30-feet and make it use any of the actions listed in the Bigyby's Hand spell, however Clenched Fist has the following adjustment:

Clenched Fist. The damage is as if you struck them with your Divine Implement.

All damage this hand deals is the same as your Divine Damage Type.

The hands HP persists between summons, only resetting upon completing a long rest. If the hands HP reaches 0, it cannot be summoned again until you complete a long rest.

Fabricated Falsity

Forge + Trickery

As an action, you can create an illusion as per the Major Image spell, following the rules and limits of the spell. When cast through this feature, there is no limit to the amount of time you can concentrate on the spell.

Additionally, illusions conjured from this miracle hold up to physical inspection. So long as a creature is not aware it is an illusion, they can not pass through it (An illusion of a wall would be impassable to those unaware for example)

Gods Telepathy

Any Domain

As a bonus action you may open up a telepathic connection to any creature in existence you are familiar with. You need not be in the same plane as them, but you must be present in the same setting (You cannot communicate with someone in Eberron if you are not in Eberron)

You may communicate with them via this telepathy, you need not share a language but both parties must understand at least one language.

If you are unfamiliar with a creature but they pray to you, they are considered a valid target for this ability.

Holy Door

Any Domain

Over the course of 1 minute you can target a holy site dedicated to you that you are aware of (Such as a temple, shrine or even your Divine Realm) on any plane of existence. At the end of this minute, you teleport to this holy site.

You may expend any number of usages of Shape Fate when you use this miracle, for each usage expended, the time taken to use this Miracle is reduced by 12 seconds. If you use 5 usages of Shape Fate, its usage time is reduced to an action.

You may bring any number of willing creatures within 60-feet of you along with this ability.

Holy Ward

Any Domain

When you or a creature within 30-feet of you is damaged in some way, you may use your reaction to create a ward of divine energy. The triggering creature is warded until the start of your next turn.

This ward has HP equal to two times your Demigod level, and whenever the warded creature would take damage (Including against the triggering instance) The ward instead takes damage. If the ward runs out of HP and there is leftover damage, the warded creature suffers the remaining damage.

Invoke Nature

Nature Domain

At the start of your turn (No action required) or as a bonus action, you may produce any of the effects from the Druidcraft spell.


Judgement

Tempest + War

As a bonus action, you cause a bolt of lightning to descend from the sky. Choose a point within 120-feet of you that is beneath the open sky. All creatures within 5-feet of that point must succeed on a Dexterity saving throw, suffering 3d10 lightning damage on a failed save or half as much on a successful one.

Magic Explosion

Arcana + Death

As an action and by targeting an undead raised by Call the Haunted within 60-feet of you, you may cause it to explode. All creatures within 10-feet of the undead must succeed on a Constitution saving throw. On a failed save they suffer force damage equal to the undeads HP when it explodes, or half as much on a successful one (Rounded down)

The targeted undead is destroyed when this feature is used on it.

Miracle Sight

Trickery Domain

When another creature you can see uses a Miracle, you may use your reaction to copy that Miracle. Until the end of your next long rest, you are able to use their Miracle exactly as they would, and you are unable to use Miracle Sight.

Purify

Any Domain

As an action, you may purify all nonmagical food and drink within 5-feet of you, rendering it free of poisons and diseases. All food and drink within range when you use this feature tastes better than it normally would.

Putrify

Any Domain

As an action, you may render all nonmagical food and drink within 5-feet of you foul. The food and drink loses all nutritional value and will be regurgitated 1 minute after consumption.

Rapid Decomposition

Death or Nature Domain

As an action, you may target a Huge or smaller corpse within 5-feet of you. The corpse rapidly decomposes into the ground, and it is no longer a valid target for spells/features such as Animate Dead or Raise Dead.

You recover expended hit die equal to the creatures CR/Level (Minimum of 1, provided the creature was CR 1/8 or higher) Additionally, this sustains you. You are given enough nourishment to last a full 24 hours.

Render Ineffective

Forge + Nature

As an action and by targeting a nonmagical suit of armor or weapon made of metal or natural materials, you may render them useless. The weapon can not be used for attacks and the armor no longer grants any benefits to the wearers AC.

This effect requires concentration, and it remains until your concentration is broken.

Self Mimicry

Trickery + War

As a bonus action, you may create a duplicate of yourself as per the Mirror Image spell. This duplicate lasts until it is destroyed, and you may not create another one while it persists.

Alternatively, you may expend 1 Deific Action to use this miracle.

Star Step

Any Domain

As a bonus action, you may teleport to an unoccupied space within 15-feet of you. Immediately after teleporting, you can expend a usage of Shape Fate to teleport again (No action required) and you may do so as many times as you wish so long as you have usages of Shape Fate remaining.

Storm Armor

Forge + Tempest

As an action you may fashion armor for yourself forged from storms. You gain temporary hit points equal to your proficiency bonus, and while these temporary hit points persist, whenever a creature hits you with a weapon attack they suffer lightning or thunder damage (Your choice) equal to your proficiency bonus.

Alternatively, you may expend 1 Deific Action to use this miracle.

Thought Reading

Any Domain

As a bonus action, you may target a creature within 60-feet of you and read its surface thoughts. You learn what it is currently thinking and its general emotional state. You continue to read its thoughts in this manner until you are more than 60-feet away from it, you use this feature again, or you stop reading their thoughts (No action required)

You are unable to read a creatures thoughts if it meets one of the following criteria:

  • Its level/CR is equal to or higher than half of yours rounded down.

  • It is a legendary creature (Uses a legendary class/has legendary actions or resistances)


War Against the Living

Death + War

As an action, you may send out a wave of sheer aggression and bloodlust within your undead. All undead raised by your Call the Haunted feature may immediately use their reaction to move up to half their speed and make an attack against a creature within their reach.

Wild Wrath

Nature + War

As an action, you may cause nature to lash out against those who would stand against it. A creature of your choice within 30-feet of you must succeed on a Strength saving throw or become restrained as roots rise from the ground to subdue them. The creature can repeat the saving throw on their turn as an action. You can dismiss the roots at any time (No action required) and they disappear when you die.

Alternatively, you may expend 2 Deific Actions to use this miracle.

Legendary Actions

Here you will find the Legendary actions that only a Demigod of the appropriate level can learn (If a Demigod specific Legendary action requires 2 actions, you must be a level 11 Demigod to know it for example)

Hasted Miracle

Cost: 1 Legendary Action

You use a Miracle you know that has a usage time of a bonus action. You are unable to use a Miracle this way if you have used it since the beginning of your last turn.


Leveling Beyond 30

Here you can find what the Fable Demigod gains for every level beyond 30 they are! It is intentional that their proficiency bonus stops increasing.

  • Every 4 levels beyond 30 (34, 38, ect) a fable demigod gains a divine ASI.

  • Every third divine ASI a fable demigod would gain after level 30 (42, 54, 66 ect) is instead a legendary ASI.

  • Every 4 levels starting at level 31 (31, 35, 39, 43 ect) you gain an additional Divine Exultation.

  • Every 4 levels starting at level 33 (33, 37, 41, 45 ect) you gain an additional Divine Enchantment.

  • Every even level (32, 34, 36, 38 ect) you gain a +1 bonus to one ability score of your choice.

  • Your HP increases as per normal.

  • Your new ability score maximums for every ability score is equal to your Demigod level if they were not already higher.

Credits and Thanks!

Artist Credit

I am no artist, just someone with a lot of homebrew ideas and a vague ability in graphic design. All artwork I use in this document is credited below, please show respects to the artist and if the original artist sees this and feels I did not properly credit them/does not wish for their artwork to be used, contact me at u/Zellorea and I will rectify this as soon as possible.

  • Cover Art belongs to Chengwei Pan on Artstation!

  • Art on the "Class Features" page belongs to F3LC4T on Artstation!

  • Art on the "Divine Physiology" page belongs to Dylan Deng on Artstation!

  • Art on the "Shape Fate" page belongs to F3LC4T on Artstation!

  • Art on the "Sever Fate" page belongs to Asur Misoa on Artstation!

  • Art on the Arcana Domain page belongs to Anastasia-Berry on Deviantart!

  • Art on the Death Domain page belongs to Ani Larmina on Artstation!

  • Art on the Forge Domain page belongs to Tien Can on Artstation!

  • Art on the Life Domain page belongs to Joanna Grodecka on Artstation!

  • Art on the Nature Domain page belongs to Johnathan Tan on Artstation!

  • Art on the Tempest Domain page belongs to Matty17art on Deviantart!

  • Art on the Trickery Domain page belongs to [Mo Yan](https://www.artstation.com/artwork/aZBEL on Artstation! Art was made as the 2017 Dark Star login screen for League of Legends! Which belongs to Riot games.

  • Art on the War Domain page belongs to Su Fu on Artstation! This was made as card art for The Warrior in Legends of Runeterra! Which belongs to Riot Games.


Stain Credit

In all of my homebrew I use watercolor stains created by u/flamableconcrete aka Jared Ondricek. These brews and PDFs would not look nearly as nice without his creations, so huge thank you to him! You can find all stains I use on his website, watercolors.giantsoup.com.

Other Homebrew

You may recognize me for other homebrews such as the Siphoner class and my project to turn every league of legends champion into a subclass, if you want to be alerted as soon as all of those are publically available, join the discord!

https://discord.gg/c4T35TqbqT

Patron Thanks!

This homebrew was supported for by my patrons on https://www.patreon.com/Zellorea. If you wish to support me or encourage me to make more things like this or update this in the future, that's the best way to do it!

A thank you to my current supporting patrons! Their names are listed below as a show of my immense appreciation towards them.

  • Savior: Amelia Strange

  • Renowned Hero: InsaneInsanity

  • Mercenary: Deathknight

  • Folk Hero: Nate Meyer