

Fan art Credit: Viria13 Text partial credit: Wikipedia and Riordan Wiki



Greek Demigods

“The real story of the Fleece: there were these two children of Zeus, Cadmus and Europa, okay? They were about to get offered up as human sacrifices, when they prayed to Zeus to save them. So Zeus sent this magical flying ram with golden wool, which picked them up in Greece and carried them all the way to Colchis in Asia Minor. Well, actually it carried Cadmus. Europa fell off and died along the way, but that's not important." "It was probably important to her.” — Rick Riordan, The Sea of Monsters

Demigods, or half-bloods, are a race of beings who are half-mortal, half-god. They possess mortal souls and are vulnerable to old age and death though longer than average human lifespans; however, their godly blood endows them with special abilities that allow them to achieve feats usually not possible by humans.

Demigods are completely indistinguishable from humans. They do not have a divine form, however they do inherit some traits from their god parent's divine form. According to The Crown of Ptolemy, when an Egyptian god looks at a Greek demigod, they see them as a human surrounded by "a powerful ultraviolet aura." Place in the World When a demigod reaches a certain age, normally early teens, their powers start to manifest. At this time, demigods will release a scent that monsters are able to detect. This scent will become stronger if the child learns they are a demigod. Also, if the demigod is a child of a powerful god, the scent can become even stronger. If the child never learns that they are a demigod or they are a child of a minor god, monsters may overlook them. It is around this time that they are escorted to Camp Half-Blood, usually by satyrs, where they are placed in one of the cabins honoring a different god or goddess. Most Greek demigods die in their teens because they are prone to being attacked and killed by monsters either before making it safely to Camp Half-Blood or during quests and battles. Very few survive to make it past their twenties.

Race's Society Greek demigods are a subset of demigods who train at Camp Half-Blood, located in Long Island. The camp is described as being the only safe place for half-bloods. The half-bloods live in cabins (one for each of the twelve Olympians), and eat at the dining pavilion. There's also an archery field, sword fighting arena, climbing wall, amphitheater, stables, armory, and the Big House. The camp's cover name is Delphi Strawberry Service, a reference to the name of the Oracle of Delphi.





















































Relations with other races Humans. “It's funny how humans can wrap their mind around things and fit them into their version of reality.” Monsters. “You deal with mythological stuff for a few years, you learn that paradises are usually places where you get killed.” Demigods. “Families are messy. Immortal families are eternally messy. Sometimes the best we can do is to remind each other that we're related for better or for worse...and try to keep the maiming and killing to a minimum.”

Race as Adventurers At Camp Half-Blood, a quest can only be given if a camper receives a prophecy from the Oracle. The person who receives the prophecy is normally considered the leader of the quest and is allowed to pick two companions to help on the quest; however, this person is not required to pick any companions, depending on their preference. While normally a demigod has to have a prophecy to leave camp, during times of war or danger, a group can leave to complete a mission. These missions however are not considered as actual quests. There are also times when a camper will go mad after receiving a prophecy from the Oracle, but it is unknown what happens to the quest if this occurs. Race Names A Greek Demigods names are usually dependent on their human parent and as such have a wide variety.

Female Names: Dependent on mortal lineage. Male Names: Dependent on mortal lineage.















































Race Traits Ability Score Increase. Dependent on their Divine parentage. Age. Demigods start developing their powers in their early to mid teens. They reach adulthood in their late teens and live slightly more than a century if they are able to survive. Alignment. Greek Demigods are Chaotic by nature. Size. They are about the same size and build as humans. Your size is medium. Speed. Your base walking speed is 30ft. Divine Legacy. Each subrace has a unique set of magical abilities attributed to their godly parent. You require no Material components. They do not mix with any class feature. Mobility is life. Greek Demigods find heavy armor to be cumbersome and therefore receive disadvantage in all attack rolls, stealth rolls, and strength and dexterity ability checks when donning heavy armor. This can only be superseded by taking a feat during a level up that gives heavy armor proficiency. Languages. You can speak, read, and write Ancient Greek, and one more language of your choosing. Subraces. There are as many subraces as there are Gods, modern and ancient. They all have their own unique abilities that allow them to contribute to their celestial parents' legacy. However, there are those gods that do not claim responsibility over their children, leaving them to fend for themself. These unclaimed demigods tend to have a more difficult time developing their powers when not given direction. Subrace Fun Fact! Demigods are often labeled as 'troublemakers' at school. This is due mostly to the result that most demigods appear to have ADHD and/or dyslexia. A trait shared by demigods is their feeling of not being able to belong, since they have difficulties belonging to the normal mortal world as well as not being allowed in Mount Olympus.

Zeus King of the gods and ruler of Mount Olympus; god of the sky, lightning, thunder, law, order and justice. Symbols include the thunderbolt, eagle, oak tree, bull, scepter, and scales. Children of Zeus have an air of authority leading to them having a position of leadership among their peers. Ability score increase. Your Dexterity ability score increases by 1; Charisma by 2 Divine Legacy. You know the Gust cantrip. Once you reach 3rd level, you can cast 3 bolts of lightning (magic missiles; can all be expended in a single turn) per long rest. Once you reach 5th level, you can also cast the Warding Wind spell once per long rest. Tempest Prince. You have resistance to lightning damage. At Level 6 you gain the ability to fly at speed of 30 for 5 minutes per long rest, split however you choose. Flying requires concentration, you cannot Hover, and must have proficiency in the armor you are wearing. Hades God of the dead and the king of the Underworld. Despite modern connotations of death as evil, Hades is actually more altruistically inclined. Hades is passive rather than evil; his role is often maintaining relative balance. Symbols are the scepter and horn of plenty. Children of Hades tend to feel the weight of the Underworld set on them at an early age, as with death comes eternal service to their father. Ability score increase. Your Constitution ability score increases by 1; Wisdom by 2 Divine Legacy. You know the Mold Earth cantrip. Once you reach 3rd level, you can cast Cause Fear once per long rest. Once you reach 5th level, you can also cast the Shadow Blade spell once per long rest. Dark Vision. You can see in dim light within 60 feet of you as if it were bright light, and in magical/non-magical darkness as if it were dim light. You cannot discern colors in darkness, only shades of gray. Heir to the Underworld. You have resistance to necrotic damage. You also have expertise in Stealth when underground; the Realm of Hades counts as underground. Poseidon God of the seas, water, storms, hurricanes, earthquakes and horses. Symbols include the horse, bull, dolphin, and trident. Children of Poseidon are usually free spirits as Poseidon's realm already has its one true heir, Triton. Ability score increase. Your Dexterity ability score increases by 1; Intelligence by 2 Divine Legacy. You know the Shape Water cantrip. Once you reach 3rd level, you can cast Create/Destroy Water once per long rest. Once you reach 5th level, you can also cast Eye of the Storm (Dust Devil spell centered around you) once per long rest. If there is water nearby it forms a 10 foot radius cloud, obscuring the area within. Amphibious. You can breath in water. You have no speed reductions when swimming. Poseidon's Boon. You have resistance to cold damage. You have advantage whenever you make a Wisdom (Animal Handling) check related to Equine Species. You can communicate telepathically with them as well.





























































Hera The Greek goddess of motherhood, marriage, family, and women. Due to being the embodiment of marriage, she will only have children with Zeus, which automatically makes them Gods. Symbol include the diadem, scepter and pomegranate. Aphrodite Aphrodite is the Greek goddess of beauty, love, desire, passion, sexuality, and pleasure. Symbols include myrtles, roses, doves, sparrows, and swans. Children of Aphrodite are normally attractive regardless of personal preferences, leading mortals to divulge personal information more freely. Ability score increase. Your Intelligence ability score increases by 1; Charisma by 2 Divine Legacy. You know the Friends cantrip. Once you reach 3rd level, you can cast Charm Person once per long rest. Once you reach 5th level, you can also cast the Enthrall spell once per long rest. Silver-tongued. You gain advantage on persuasion rolls if you speak 1 on 1 with someone who is attracted to your gender. The conversation must be at least 5 minutes long before you gain this benefit. Inquisitive Nature. You are an expert in the art of conversing and can pick up on the little things that most wouldn't notice. You can use Charisma ability modifiers instead of Wisdom for Insight checks when actively in conversation only.







Apollo The Greek god of the sun, light, healing, disease, plague, music, art, poetry, archery, reason, knowledge, truth, and prophecy. He is the twin brother of the goddess Artemis, and they are together known as the "twin archers". Symbols include the lyre, laurel wreath, python, bow, and arrows. Children of Apollo excel as healers, artists, archery, and fortune-telling. Ability score increase. Your Dexterity ability score increases by 1; Wisdom by 2 Divine Legacy. You know the Light cantrip. Once you reach 3rd level, you can cast Cure Wounds once per long rest. Once you reach 5th level, you can sing or play a tune to cast a Prayer of Healing once per long rest. Prophetic Sight. You have the gift to see a potential possibility of impending catastrophic failure. When you roll a 1 on an attack roll, ability check, or saving throw, you can re-roll the die. This ability can only be used once per long rest. Apollo's Blessing. You have proficiency with the Short and Long Bow, Whip, and Lance. You also gain expertise on Animal Handling checks related to animals that wear tack and are linked to drawn vehicles.

Hephaestus God of blacksmiths, metalworking, carpenters, craftsmen, artisans, sculptors, metallurgy, fire, and volcanoes. Symbols include the hammer, anvil, tongs, and volcano. Children of Hephaestus are natural builders and smiths. If they are not creating things with their hands, they are thinking about their next creation. Ability score increase. Your Intelligence ability score increases by 1; Strength by 2 Divine Legacy. You know the Control Flame cantrip. Once you reach 3rd level, you can cast Burning Hands once per long rest. Once you reach 5th level, you can also cast Heat Metal once per long rest Tinker. You have proficiency with Tinker's Tools. Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours, unless you spend 1 hour repairing it to keep the device functioning, or you can use your action to dismantle it in which you can reclaim the materials used to create it. You can have up to three such devices active at a time. When you create a device, choose one of the following options: Clockwork Toy: This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents. Fire Starter: The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action. Music Box: When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song’s end or when it is closed. Farrier. You are resistant to fire damage. You have proficiency with Smith's Tools. You have advantage when make an Intelligence (History) check related to mechanical devices and weapons.



Artemis She is known as the Greek virgin goddess of the hunt, archery, wilderness, forests, the Moon, radiance, maidenhood, and childbirth. She vowed to not have children of her own, so instead she patrons 80 maidens to hunt at her side. Symbols include a bow, arrows, stags, and Moon. Hunters of Artemis are gifted with excellent ranged capabilities, hunting skills, and possess eternal youth as long as they do not fall in battle or break their vows of rejecting males. Artemis patrons are fair maidens from both mortal and divine blood. Ability score increase. Your Dexterity ability score increases by 2; Inteligence by 1 Artemis' Patronage. You know the True Strike cantrip. Once you reach 3rd level, you can cast Hunters Mark once per long rest. Once you reach 5th level, you can also cast the Cordon of Arrows spell once per long rest. Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. Hunters of Artemis. You have proficiency with the Short and Long Bow, Short Sword, and Net. You also have Darkvision: you can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You cannot discern colors in darkness, only shades of gray. If dim lighting is caused by moonlight, the range is increased to 120 feet.

Hermes God of boundaries and the transgression of boundaries. He can move freely between the worlds of the mortal and divine, and act as the psychopomp, or conductor of souls, into the afterlife. He is also viewed as the protector and patron of roads and travelers, merchants, messengers, sailors, athletes, herdsmen, and thieves. Symbols include the talaria, caduceus, tortoise, lyre, rooster, and Petasos (winged helmet). Children of Hermes likely emphasize their fathers title of "The Divine Trickster". Ability score increase. Your Dexterity ability score increases by 2; Intelligence by 1 Divine Legacy. You know the Message cantrip. Once you reach 3rd level, you can cast Expeditious Retreat once per long rest. Once you reach 5th level, you can also cast Rope Trick once per long rest. Nimble. You can move through the space of any creature that is a size larger than yours. Messengers Moxie. Your walking speed is 35. You have proficiency in Stealth. At 5th level (or after completing your first major quest) your father sends you a Handy Haversack. If the haversack is destroyed, you can pray to your father and he will give you one within a 1-20 days; the more often you request one, the longer it's likely to take. All items thought to be lost will appear in the new haversack. You are the only mortal or half-mortal that can use this item; any high level entity will be able to open and empty a haversack's content if they choose to. Inserting the haversack into an extra-dimensional space will not cause the portal to explode; however, if a second haversack is placed inside another haversack, the first one will not close and will not retrieve other items until the second is removed.

Ares The god of war. His symbols include the boar, dog, wolf, spear, sword, and vulture. He often represents the physical or violent and untamed aspect of war and is the personification of sheer brutality. Symbols include the sword, spear, shield, helmet, chariot, flaming torch, dog, boar, and vulture. Children of Ares embody the physical valor, strength, and intelligence necessary to succeed in battle. However, their bloodlust can cause them to lose sight of their goal. Ability score increase. Your Dexterity or Strength ability score increases by 1; Constitution by 2 Divine Legacy. At 1st level you gain a d4 superiority die. You learn any two "maneuvers" listed below. At 3rd and 5th level you gain a d6 and d8 superiority die, and learn an additional Maneuver, respectively. You can spend a die to perform a maneuver and can only use one Maneuver per attack. You regain any superiority dice spent after a short or long rest. At 9th level, you regain the d4 die after every encounter if spent. At 12th and 15th level you regain the d6 and d8 dice, respectively, after every encounter if spent. Disarming Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.(DC=8+prof. bonus+Str or Dex mod.) Evasive Footwork: When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving. Feinting Attack: You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature before the end of your turn. If that attack hits, add the superiority die to the attack's damage roll. Lunging Attack: When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack's damage roll. Parry: When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier. Bloodlust. Your bloodlust for battle makes you resistant to Fear. You have advantage on saving throws against Fear. When you score a critical hit with a melee weapon attack you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit. The Trojan War Athena and Hera fought against Paris in the Trojan War since he had awarded the Golden Apple to Aphrodite. Ares took the side of Aphrodite. He fought for Hector (a Trojan) until a Greek warrior pierced him with a spear that was guided by Athena.



Athena Greek virgin goddess of wisdom, civilization, mathematics, strategy, warfare, city defense, crafts, the arts, and skill. Like her brother, Ares, she is a god of war, but unlike her brother, she functions as the goddess of military strategy and generalship. Symbols include owls, olive trees, snakes, Aegis, armour, helmets, spears, Gorgoneion. Children of Athena excel in all forms of academia and like the children of Ares, they are extremely adept at battle-craft. Ability score increase. Your Intelligence or Charisma ability score increases by 1; Wisdom by 2 Divine Legacy. At 1st level you gain a d4 superiority die. You learn any two "maneuvers" listed below. At 3rd and 5th level you gain a d6 and d8 superiority die, and learn an additional Maneuver, respectively. You can spend a die to perform a maneuver and can only use one Maneuver per attack. You regain any superiority dice spent after a short or long rest. At 9th level, you regain the d4 die after every encounter if spent. At 12th and 15th level you regain the d6 and d8 dice, respectively, after every encounter if spent. Commander's Strike: When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack's damage roll. Distracting Strike: When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature. You add the superiority die to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn. Goading attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn. (DC=8+proficiency bonus+Wis modifier) Maneuvering Attack: When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack. Rally: On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier. Token of Wisdom. Athena trusts your Wisdom and Intelligence and gifts it in the form of a token. At 5th level (or once you complete a major quest) you are gifted a celestial familiar; its size is tiny. Once you pick its shape it will become permanent. It cannot be be placed in a pocket dimension. If it dies, it can be re-summoned at the end of a long rest. Athena's Blessing. At 1st level you can select any Wisdom skill to have proficiency in.