Heir of the Gods

by moonroonz

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Fighter Archetype: Heir of the Gods

Perhaps you are the kin of a powerful deity. Or you have proven yourself to the mightiest beings through a trial. Maybe you are just lucky. Whichever it may be, the gods have decided that you are worth helping, and gift you boons to assist your quest.

Knowledge of the Past

At 3rd level you gain proficiency in Religion and History, as the gods bestow knowledge upon you.

Of the Gods

At 3rd level, a god bestows a boon upon you after a long rest. After a long rest, roll on the Greater Boons table to determine which god has granted you their boon until your next long rest. If a Boon requires a saving throw or contested check, the DC is equal to 8 + your Proficiency bonus + your Charisma modifier.

Greater Boons Table

1D10 Boon
1 Aphrodite
2 Ares
3 Artemis
4 Athena
5 Zeus
6 Demeter
7 Dionysus
8 Hermes
9 Poseidon
10 Chaos

Favoritism

At 7th level, you may reroll once when rolling for any boon. You may choose either of the results.

After a long rest, you may choose a Greater Boon to gain access to the passive or active effect of until your next long rest. If you choose the active effect, you cannot gain the passive effect, and vice versa.

Eyes on You

At 10th level, you gain the attention of even the lesser gods and figures, gaining access to Lesser Boons. When you roll for your Greater Boon, you now roll again afterwards for your Lesser Boon.

Lesser Boons Table

1D10 Boon
1 Charon
2 Hypnos
3 Nyx
4 Thanatos
5 Persephone
6 Cerberus
7 Eurydice
8 Orpheus
9 Achilles
10 Hades

Warrior of Legend

At 15th level, you can now use the active portion of Greater Boons a number of times equal to your Charisma modifier per day.

Arms of the Gods

At 18th level, the Gods gift you with the ability to enhance your weapons. Once per long rest, until your next long rest, you may infuse a weapon with one of the Aspects.

Part II

Boons & Aspects














Greater Boons

Aphrodite

Alternatives: Kiltzi, Sehanine, Sune


  • Domain: Love

  • Passive: You gain advantage on any Charisma checks on other humanoids.
  • Active: Once per day, as an action, you may attempt to charm a creature with your words. A creature of your choice within 60ft must make a Wisdom saving throw. On a failed save, the creature is charmed for 1 minute or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the effect ends the creature does not know it was charmed by you.

Ares

Alternatives: Tyr, Torm, Odin


  • Domain: War

  • Passive: You may add 1d4 to your weapon attack damage.
  • Active: Once per day, as bonus action, you may imbue your weapon with Doom. While imbued, if you hit with a weapon attack, the creature you hit takes damage equal to your Charisma Modifier at the start of their turn for 3 rounds. This effect ends early if combat ends.

Artemis

Alternatives: Solonor, Skerrit


  • Domain: Hunting

  • Passive: You gain advantage on any Perception, Investigation and Survival checks used to track or look for a creature or their tracks.
  • Active: Once per day, you can cast Locate Creature, which lasts until you finish a long rest. When cast this way, running water doesn't block the spell's effect.

Athena

Alternatives: Odin, Selune, Hecate


  • Domain: Wisdom

  • Passive: You may add your Wisdom modifier to your AC.
  • Active: Once per day, over the course of 1 minute, you may ask Athena for advice. You may cast Augury without having to provide the material components.

Zeus

Alternatives: Syranita, Akadi, Njord


  • Domain: Sky

  • Passive: You cannot take damage from falling from a height up to 120ft.
  • Active: Once per day, as a bonus action, you may surround yourself in a torrent of winds for 1 minute. Any ranged attack that passes within 5 feet of you has disadvantage. You can deal Charisma modifier lightning damage to any creature who enters within 10ft of you while this is active.

Demeter

Alternatives: Selune, Tymora, Silvanus


  • Domain: Seasons

  • Passive: You gain resistance to Cold and Fire damage.
  • Active: Once per day, as an action, you may cause the area within 60 feet around you to overgrow with plant life, or become slick with ice for 1 hour. This terrain becomes difficult terrain for everyone except you and your allies. You and your allies also gain the ability to move through difficult terrain without costing extra movement while this effect persists.

Dionysus

Alternatives: Sharess, Alobal


  • Domain: Hedonism

  • Passive: You may double the healing you gain from Second Wind. You also gain advantage against the effects of alcohol and poison, and proficiency in Persuasion while drunk.
  • Active: Once per day, over the course of a short rest, each creature that expends hit die to gain hit points, each of those creatures gains an extra 1d10 worth of hit points. Additionally, you gain a pool of temporary hit points equal to the total hit points healed by this boon. As an action, you can transfer any number of hit points from this pool to another creature

Hermes

Alternatives: Fharlanghn, Shaundakul


  • Domain: Agility

  • Passive: You gain 10 feet of extra movement.
  • Active: Once per day, as a reaction, you may disengage when you provoke an opportunity attack. For the rest of the combat, you may use your bonus action to disengage.

Poseidon

Alternatives: Njord, Umberlee


  • Domain: Sea

  • Passive: You gain a Swim Speed of 30 feet. If you already have a Swim Speed, it increases by 15 Feet. You're also able to breathe normally while you're underwater.
  • Active: Once per day, you may make a ranged grapple attempt at a target within 30ft. When successful, the target is engulfed in an orb of water, floating off of the floor. At the start of the targets turn, if they are still grappled, they take bludgeoning damage equal to your Charisma modifier as the tides inside crash into them. To escape, the creature must make an opposed Athletics or Acrobatics check.

Chaos

Alternatives: Akadi, Ao


  • Domain: Primordial

  • Passive: You have advantage on saving throws made to resist spells effect that changes how you act.
  • Active: Once per day, you may assert your primordial energy into creatures around you. As an action, a number of creature up to your Charisma modifier within 60ft must make a Wisdom saving throw. On a failed save, the creature must spend its next turn attacking the creature closest to it.

Lesser Boons

Charon

Alternatives: God of Money/Coins


  • Passive: You can stabilize a creature who has been dropped to 0 hit points by placing 1 gold piece into their mouth as a free action. As a bonus action, you may force the creature to swallow the coin, causing them to regain 1 hit point.

Hypnos

Alternatives: God of Sleep


  • Passive: You are immune to magical and nonmagical effects that may put you to sleep or knock you unconscious, excluding when you are reduced to 0 hit points. You may cast the Sleep spell a number of times equal to your Charisma modifier per long rest.

Nyx

Alternatives: God of the Night


  • Passive: You gain 300ft darkvision, and can see in magical darkness.

Thanatos

Alternatives: God of Death


  • Passive: Your weapon attacks score a critical hit on a roll of 18-20.

Persephone

Alternatives: God of Growth


  • Passive: When you use Second Wind, allies within 30 feet gain the same amount of hit points you regain using this feature.

Cerberus

Alternatives: God of Fear


  • Passive: You gain advantage on Charisma (Intimidation) checks, and can use your bonus action to intimidate up to 3 creatures within 30ft. The creatures must succeed a Wisdom save or be frightened of you for 1 minute. The DC is equal to the DC for your Greater Boons. You may use this a number of times equal to your Charisma modifier per long rest.

Eurydice

Alternatives: God of Nature


  • Passive: You can speak to plants, and they can speak back to you. As a reaction when you are hit, you may reduce the triggering damage by 1d10 + Fighter Level. You may use this a number of times equal to your Charisma modifier per long rest.

Orpheus

Alternatives: God of Strength


  • Passive: You can add your Charisma modifier to an attack roll a number of times equal to your Charisma modifier per long rest.

Achilles

Alternatives: God of Combat


  • Passive: Reduce damage you take from an enemy you can see you by a number equal to your Charisma modifier.

Hades

Alternatives: God of the Dead


  • Passive: You have resistance to necrotic damage. Your weapon attacks deal an extra 1d8 necrotic damage on a hit.

Aspects


Aspect of the Waves

You may infuse your attack with the strength of the crashing waves a number of times equal to your Charisma modifier per long rest, adding 1 extra weapon damage die to your attack and knocking the target back on a hit.


Aspect of the Master

As an action, you may sweep in front of you in a cone with the size equal to your attack range. Creatures caught in this cone must make a Dexterity saving throw, DC 8 + your Charisma modifier + your Proficiency bonus. On a failed save, they are knocked prone. You may do this a number of times equal to your Charisma modifier per long rest.


Aspect of the Storm

As an action, you may throw your weapon, enhanced with the accuracy of lightning. Make a ranged attack roll with the weapon. On a hit, the weapon deals the normal damage it would if it was a melee attack, and an additional 1d8 lightning damage. If the weapon hits at least one target, it will bounce to a number of other creatures equal to your Charisma modifier. Repeat the ranged attack roll. If one of the ranged attacks misses or hits the maximum amount of creatures, the weapon blinks back to your hand. You may do this a number of times equal to your Charisma modifier per long rest.


Aspect of the Heartseeker

As a bonus action, you imbue your force of will into the next strike. Upon hitting with your next attack, you cause your target to bleed, taking 1d10 damage at the start of their turn for 1 minute. This effect stacks. A healing spell of 4th level or higher closes this wound. You may do this a number of times equal to your Charisma modifier per long rest.


Aspect of Wrecking

Upon hitting with an attack, you can crush the targets armor. Your attack deals an extra 1d12 bludgeoning damage, and the target loses AC equal to half of your Proficiency bonus, as you have torn their defenses asunder. You may do this a number of times equal to your Charisma modifier per long rest.


Aspect of Power

You may spend your turns taking a defensive stance, focusing your divine power into your next strike. For each turn you meditated, your next number of attacks are guaranteed criticals. You can only do this in combat.

Info

Art by: @emuro_Gemini
Homebrew by: u/NexuNuke
(amo#0777 Discord)