You are on page 1of 32

PLANE SHIFT:

Riordanverse
1
INTRODUCTION
Welcome to the homebrew for the wonderful mythical world of Rick Riordan. Here early on I
am going to include this disclaimer that I do not own the setting, the story, nor the characters that
may come into reference. This is just going to be a fan’s creation, an attempt to capture the light
of Rick Riordan’s work to be playable in the Dungeons and Dragons game. I do not own any of
the art used either, down below they are credited, and rightly so, for their amazing artwork. Just
please don’t sue me.

LIST OF CONTENT

Content Page

Introduction 2

The World of Riordanverse 3

The People of Riordanverse 7

-Races 7

-Classes 20

-Backgrounds 29

The Monsters of Riordanverse 30

CREDITS

Written by TerryGhast

Inspired by Rick Riordan

Art by Michael Tompsett

Viria13

2
THE WORLD OF RIORDANVERSE
Rick Riordan is a fantastic writer that has built a mythical world filled with gods and monsters.
Within which many events have taken place, events that mirrored the major events that happened
in the United States too. A few major events that is worth noting of that may come to help you,
the DM build your world with the closest resemblance to canon.

First Demigod Civil War

During the American Civil War of 1861-1865, to many children of Ares and Athena were
assumed to have fought in, another Civil War has erupted in Camp Half-Blood in 1864. Fought
in the woods of Camp Half-Blood, on one side thought to represent the Unions, the Greeks, were
fighting against the Romans, who were thought to represent the Confederates. Due to this war
that lasted three days that caused immense amount of demigod
death, the gods decided to separate the demigods to the two sides of
the country, the Greeks, who was assumed to have won, stayed in
Camp Half-Blood, whereas the Romans, were moved to the west
coast of the country, California, formed their own Camp Jupiter.

World War II

The infamous war of the world from 1939-1945, fought between


the children of Zeus and children of Poseidon on the side of the
Allies, against children of Hades on the side of Nazi Germany,
ended after the United States of America bombed Nagasaki and
Hiroshima. It is after this that the Pact of the Big Three is formed.
The pact of the Big Three is assumed to be only a Greek oath
between the Big Three gods, Zeus, Poseidon, and Hades, seeing
that their children are too powerful, that it would be too dangerous,
and so the oath is taken to prevent more disasters and wars like
World War II, also taken to prevent offspring powerful enough to overthrow them. Mainly the
pact is taken to avoid The First Great Prophecy that a child of Big Three would overthrow or
preserve the gods.

3
Second Titan War
The Second Titan War as prophesized in the First Great Prophecy, officially started on
December 21st of 2007 at the rise of Mount Orthys on Mount Tamalpais in San Francisco, where
the battle between Artemis and the Greek heroes against Atlas with his band of monsters and
army happened. Many more battles happened during the duration, such as the Battle of the
Labyrinth, Siege of Atlantis, and Battle against Typhon happened. It officially ended on August
18th of 2009 with the Battle of Manhattan and the Battle of Mount Orthys. Resulting in Olympian
victory through the help of Greek demigods defending Mount Olympus, and the Roman
demigods attacking Mount Orthys. With the end of the Second Titan War, the First Great
Prophecy is fulfilled, the gods now need to recognize every child they have, Camp Half-Blood
will now start housing the demigods of minor deities, and that the peaceful Titans would be
freed. Casualty on Camp Half-Blood side is 16 demigods, and hundred of demigods in Kronos’
army were killed.

Second Giant War

The Second Giant War as foretold in the Second Great Prophecy, Prophecy of the Seven, started
with the Great Stirring that happened during the Second Titan War, which caused Gaea and the
giants to wake at presumably the end of the Second Titan War in 2009. The events of the Second
Giant War include the freeing Hera, releasing Thanatos, Finding the Athena Parthenos, and
closing the Doors of Death, and the Final Battle against the Giants in Greece. The Second
Demigod Civil War happened with Camp Jupiter launching an attack against Camp Half-Blood.
The Second Titan War resolved on August 1st, 2010, the Feast of Spes, where Gaea fully
awakened, but got dispersed by the demigods. With the return of the Athena Parthenos, and the
defeat of Gaea and her giants, Olympians won, and the camps are now united once again.

4
General Setting

The general setting of Riordanverse takes place around modern times, mainly focused in the
United States of America. Whilst there are a lot of locations that can be noted down, only the few
important ones will be noted down.

Long Island, NY Camp Half-Blood


Empire State Building, NY (600th Floor) Mount Olympus
Los Angeles, CA The Underworld
Mount Talampais, CA Mount Orthys
Brooklyn, NY Brooklyn House, 21st Nome
Near San Francisco, CA Camp Jupiter
Union Station, Indianapolis, IN Waystation

5
Most adventurers would be able to utilize the camps and nomes as their base of operations, but if
the DM wishes, an adventure of pre-camp life can be had.

The Mist

A reminder whilst building the campaign would be to remember the existence of the Mist, a
natural magical cloaking force that prevents mortals from seeing the whole truth, and tricking
their brains into seeing what they want to see. Also, a source of magic, where powerful gods of
magic have control over, as exampled by Hecate, goddess of magic, manipulator of the Mist. The
Mist, seems to also be the upper most layer of the Duat.

Currency
D&D uses the currency system with the gold pieces and silver pieces, however, it is rather hard
to keep everything in line once real-life currency is involve. A very quick and easy rule that I
would use would be to keep gold and silver, as the drachmas, and turn copper pieces into dollars,
from there on, you can exchange them up and down like usual, buying and selling as usual as
well.

6
The People of Riordanverse
In a world of gods and monsters, being a demigod may not be as farfetched as one would
imagine. Possibly even an Egyptian magician, where you had an ancient bloodline of the old
pharaohs, allowing you to channel the gods themselves into you to perform marvelous feats.

Races

Greek and Roman Demigods


Being a demigod is no easy task, you can’t really use the internet, nor the phone, heck, you’re
getting chased by monsters almost all the time if you found out that you’re a demigod yourself.
These are the traits of a demigod:
Age: Live up to human age naturally.
Alignment: Romans tend to be more lawful, and Greeks tend to be more chaotic.
Size: Medium.
Speed: 35 ft.
Languages: You can speak Common, and you can speak, read and write Latin if you’re Roman,
and Ancient Greek if you’re Greek.
ADHD: Proficiency in Dexterity saving throw.
Subrace: Choose your godly parentage from below.
Zeus/Jupiter
Ability Score Improvements: One of Strength or Dexterity score
increases by 1, and the other score increases by 2.
Lightning charged: You have resistance to lightning damage and
whenever you take lightning damage your next melee attack that hits gets
an additional lightning damage equals to the amount of damage you took
(after the resistance is applied).
Languages: You can speak Auran.
Choose one of these two abilities:
Lightning Legacy (Usually Zeus):
You have proficiency with javelin.
You know the Shocking Grasp cantrip. Once you reach 3rd level, you can
cast one of these spells: Elemental Weapon (Lightning), Lightning Arrow,
Lightning Bolt once with this trait, and you regain the ability to do so
when you finish a long rest. Once you reach 5th level, you can also cast
the spells twice with this trait, and you regain the ability to do so when
you finish a long rest. Once you reach 9th level, you can also cast the
Storm Sphere spell once with this trait, and you regain the ability to do so
when you finish a long rest. Once you reach 15th level, you can also cast
the Call Lightning spell at 8th level once with this trait, and you regain
the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these

7
spells, and you do not need to provide the material components needed.

Zephyr Heritage (Usually Jupiter):


You have proficiency with spear.
You know the Gust cantrip. Once you reach 3rd level, you can cast one of these spells: Feather
Fall, Gust of Wind, Warding Wind once with this trait, and you regain the ability to do so when
you finish a long rest. Once you reach 5th level, you can also cast one of these spells: Wind Wall,
Fly once with this trait, and you regain the ability to do so when you finish a long rest. Once you
reach 9th level, you can also cast the Control Winds spell once with this trait, and you regain the
ability to do so when you finish a long rest. Once you reach 15th level, you can also cast one of
these spells: Investiture of Winds, Whirlwind once with this trait, and you regain the ability to do
so when you finish a long rest. Charisma is your spellcasting ability for these spells, and you do
not need to provide the material components needed.
Poseidon/Neptune
Ability Score Improvements: One of Dexterity or Constitution score increases by 1, and the
other score increases by 2.
Familiar Environment: You can breathe underwater, move underwater without movement
penalty, and withstand the high pressure of being deep underwater. You have proficiency with
trident.
Languages: You can speak Aquan.
Choose one of these two abilities:
Aquatic Ancestry (Usually Neptune):
Healing Waters: You can use water to heal yourself or others. You heal using an action to restore
hit points of 1d4 plus Charisma modifier. You and your target must be in contact with the same
body of water to use this ability. You can use this feature number of times per long rest equals to
your Constitution modifier.
You know the Shape Water cantrip. Once you reach 3rd
level, you can cast the Create or Destroy Water spell
twice with this trait, and you regain the ability to do so
when you finish a long rest. Once you reach 5th level,
you can also cast one of these spells: Tidal Wave, Wall
of Water once with this trait, and you regain the ability
to do so when you finish a long rest. Once you reach 9th
level, you can also cast one of these spells: Control
Water, Maelstrom, Watery Sphere once with this trait,
and you regain the ability to do so when you finish a
long rest. Once you reach 15th level, you can also cast
the Tsunami spell once with this trait, and you regain
the ability to do so when you finish a long rest.
Charisma is your spellcasting ability for these spells,
and you do not need to provide the material
components needed.

8
Earthshaker, Stormbringer (Usually Poseidon):
You know the Thunderclap cantrip. Once you reach 3rd level, you can cast one of these spells:
Earth Tremor, Thunderwave, Shatter once with this trait, and you regain the ability to do so
when you finish a long rest. Once you reach 5th level, you can also cast one of these spells:
Erupting Earth, Tidal Wave once with this trait, and you regain the ability to do so when you
finish a long rest. Once you reach 9th level, you can also cast one of these spells: Ice Storm,
Maelstrom, Destructive Wave once with this trait, and you regain the ability to do so when you
finish a long rest. Once you reach 15th level, you can also cast the Earthquake spell once with
this trait, and you regain the ability to do so when you finish a long rest. Charisma is your
spellcasting ability for these spells, and you do not need to provide the material components
needed.
Demeter/Ceres
Ability Score Improvements: One of Constitution or Wisdom score increases by 1, and the
other score increases by 2.
Tastiest foodstuff: During a short or long rest, you may prepare X amount of personal sized
meal by expending X amount of ration of food where X is your WIS modifier. Those who ate the
meal will be able to add a 1d6 to one of their rolls, it will expire if not expended within that day.
Cycle of Harvest: You have proficiency with sickle.
Choose one of these two abilities:
Nature’s Nurture (Usually Demeter):
You know the Thornwhip cantrip. Once you reach 3rd level, you can cast one of these spells:
Barkskin, Spike Growth once with this trait, and you regain the ability to do so when you finish a
long rest. Once you reach 5th level, you can also cast one of these spells: Plant Growth, Speak
with Plant once with this trait, and you regain the ability to do so when you finish a long rest.
Once you reach 9th level, you can also cast one of these spells: Grasping Vine, Tree Stride once
with this trait, and you regain the ability to do so when you finish a long rest. Once you reach
15th level, you can also cast one of these spells: Transport Via Plants, Wall of Thorns once with
this trait, and you regain the ability to do so when you finish a long rest. Charisma is your
spellcasting ability for these spells, and you do not need to provide the material components
needed.
Shifting Seasons (Usually Ceres):
At the end of each short or long rest, you can align yourself with the magic of one season. Doing
so allows you to cast a certain cantrip and spells, as shown in the table below. When you align
yourself with a season’s magic, you lose the spells associated with the previous season and gain
the spells associated with the new season. Once you reach 3rd level, you can cast the spells
associated with your season once with this trait, and you regain the ability to do so when you
finish a long rest. Once you reach 5th level, you can also cast the spell associated with your
season once with this trait, and you regain the ability to do so when you finish a long rest. Once
you reach 9th level, you can also cast the Conjure Elemental spell once with this trait, the
Elemental you conjure will be associated with your season. Once you reach 15th level, you can
also cast the Control Weather spell once with this trait, you regain the ability to do so after a long
rest. Charisma is your spellcasting ability for these spells, and you do not need to provide the
material components needed.

9
Season Cantrip 3rd 5th 9th
Spring Druidcraft Barkskin Aura of Vitality Air
Summer Fire Bolt Burning Hands Fireball Fire
Autumn Resistance Sanctuary Create Food or Earth
Water
Winter Chill Touch Snilloc’s Sleet Storm Water
Snowball Swarm

Ares/Mars
Ability Score Improvements: One of Strength or Constitution score increases by 1, and the
other score increases by 2.
Born to fight: At the end of each short or long rest, you can choose one weapon to be proficient
in, if you are already proficient in that weapon, you get double proficiency modifier when using
that weapon.
Choose one of these two abilities:
United, We Stand (Usually Mars):
While in battle, you may use this ability once with a bonus
action, you and your allies within 30 feet of you gain temporary
hit points equals to 2d4s that lasts until the end of the fight.
You regain this ability after a completed short or long rest.
Once you reach 3rd level, affected creatures gain 2d6 temporary
hit points instead. Once you reach 5th level, affected creatures
gain 2d8 temporary hit points instead. Once you reach 9th level,
affected creatures gain 2d10 temporary hit points instead. Once
you reach 15th level, affected creatures gain 2d12 temporary hit
points instead.
Divided, They Fall (Usually Ares):
While in battle, you may use this ability once with a bonus
action, you and your allies within 30 feet of you gain 1d4 that
you can add to any two of you and their damage rolls. You
regain this ability after a completed short or long rest. Once you
reach 3rd level, affected creatures get 1d6 that they can add to
any two of their damage rolls instead. Once you reach 5th level,
affected creatures get 1d8 that they can add to any two of their
damage rolls instead. Once you reach 10th level, affected
creatures get 1d10 that they can add to any two of their damage
rolls instead. Once you reach 15th level, affected creatures get
1d12 that they can add to any two of their damage rolls instead.

10
Athena
Ability Score Improvements: One of Intelligence
or Wisdom score increases by 1, and the other score
increases by 2.
Sharp Wit: Gain proficiency in Persuasion and
Deception checks.
Quick Learner: At level 1, 3, 6, 9, 12, 15, and 18,
you may pick up a new proficiency in either a skill,
language, a specific toolset, a specific weapon, or a
specific armor.
Strategic Positioning: You add your Intelligence
modifier to your AC.
Knowledge is power: At the end of a short or long
rest, you may choose a type of enemy: Aberrations,
Beasts, Celestials, constructs, dragons, elementals,
fey, Fiends, Giants, Monstrosities, oozes, Plants, or
Undead. Alternatively, you can select two races of humanoid (such as Gnolls and orcs) as
favored enemies. Your choices are limited to the book(s) you have on you when you take your
long or short rest. You gain advantage on Intelligence check to recall information about them.
(Such as weaknesses, based on your DM’s decision of your Intelligence check.)
Apollo/Apollo
Choose one of these two sets of abilities:
Apollo’s Bow (Usually Apollo):
Ability Score Improvements: One of Wisdom or Charisma score increases by 1, and the other
score increases by 2.
Master of Strings: You are proficient of string instruments and
Performance (Charisma).
You are my sunshine: You know the Dancing Lights cantrip. Once
you reach 3rd level, you can cast one of these spells: Cure Wounds,
Healing Word once with this trait, and you regain the ability to do so
when you finish a long rest. Once you reach 5th level, you can also
cast one of these spells: Tongues, Mass Healing Word once with this
trait, and you regain the ability to do so when you finish a long rest.
Once you reach 9th level, you can also cast one of these spells:
Greater Restoration, Mass Cure Wounds once with this trait, and you
regain the ability to do so when you finish a long rest. Once you reach
15th level, you can also cast the Mass Heal spell once with this trait,
and you regain the ability to do so when you finish 2 long rests.
Charisma is your spellcasting ability for these spells, and you do not
need to provide the material components needed.
Apollo’s Bow (Usually Apollo):
Ability Score Improvements: One of Dexterity or Charisma score
increases by 1, and the other score increases by 2.

11
Master of Strings: You are proficient with stringed range weapons.
You are my son. Shine! You know the Light cantrip. Once you reach 3rd level, you can cast the
Scorching Ray spell once with this trait, and you regain the ability to do so when you finish a
long rest. Once you reach 5th level, you can also cast one of these spells: Daylight once with this
trait, and you regain the ability to do so when you finish a long rest. Once you reach 9th level,
you can also cast one of these spells: Sunbeam once with this trait, and you regain the ability to
do so when you finish a long rest. Once you reach 15th level, you can also cast the Sunburst spell
once with this trait, and you regain the ability to do so when you finish 2 long rests. Charisma is
your spellcasting ability for these spells, and you do not need to provide the material components
needed.
Hephaestus/Vulcan
Ability Score Improvements: One of Constitution or Intelligence score increases by 1, and the
other score increases by 2.
Natural Smith: You are proficient with Smith’s Tools and Warhammer.
Languages: You understand Mechanical Speech.
Choose one of these two sets of abilities:
Tinkering Spark (Usually Hephaestus):
Artificer’s Lore: Whenever you make an Intelligence (History) check related to Magic Items,
alchemical Objects, or technological devices, you can add twice your proficiency bonus, instead
of any proficiency bonus you normally apply.
Tinker: You have proficiency with artisan’s tools (tinker’s tools). Using those tools, you can
spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 7, 1 hit
points). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep
the device functioning), or when you use your action to dismantle it; at that time, you can
reclaim the materials used to create it. You can have up to three such devices active at a time.
Once you reach 5th level, you may have four devices active at a time. Once you reach 9th level,
you may have five devices active at a time. Once you reach 15th level, you may have six 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
direction specified when deployed. It makes noises as
appropriate to the creature it represents. You may arm it
with tiny weapons, dealing 1 piercing damage on each
of your turns to target specified when deployed if it
within 20 ft. of the target.
-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, or one action of
your Clockwork Toy if you’ve arm it with the Fire
Starter device.

12
-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.
Hammer Ablaze (Usually Vulcan):
You know the Produce Flames cantrip. Once you reach 3rd level, you can cast one of these
spells: Aganazzar’s Scorcher, Burning Hands, Flame Blade once with this trait, and you regain
the ability to do so when you finish a long rest. Once you reach 5th level, you can also cast one of
these spells: Elemental Weapon(Fire), Fireball once with this trait, and you regain the ability to
do so when you finish a long rest. Once you reach 9th level, you can also cast one of these spells:
Fire Shield (Warm), Wall of Fire once with this trait, and you regain the ability to do so when
you finish a long rest. Once you reach 15th level, you can also cast the Incendiary Cloud spell
once with this trait, and you regain the ability to do so when you finish a long rest. Charisma is
your spellcasting ability for these spells, and you do not need to provide the material components
needed.
Aphrodite/Venus
Ability Score Improvements: One of Intelligence or Wisdom score increases by 1, and the
other score increases by 2.
La Vie En Rose: You are fluent in French.
Choose one of these two sets of abilities:
Love Story (Usually Venus):
You are proficient with Deception and Insight.
You know the spell Alter Self (Change Appearance)
as a cantrip and its effects are permanent. Once you
reach 3rd level, you can cast one of these spells:
Bless, Charm Person, Heroism, Message, Enhance
Ability, Hold Person twice with this trait, and you
regain the ability to do so when you finish a long
rest. Once you reach 5th level, you can also cast the
spells three times instead with this trait, and you
regain the ability to do so when you finish a long
rest. Once you reach 9th level, you can also cast the
spells four times instead with this trait, and you
regain the ability to do so when you finish a long
rest. Once you reach 15th level, you can also cast
these spells: Antipathy/Sympathy spell once with this
trait, and you regain the ability to do so when you
finish a long rest. Charisma is your spellcasting
ability for these spells, and you do not need to
provide the material components needed.
You Belong with Me (Usually Aphrodite):
You are proficient with Persuasion and Performance.
Once you reach 3rd level, you can cast one of these
spells: Charm Person, Command, Hold Person,

13
Calm Emotions, Suggestions, Zone of Truth twice with this trait, and you regain the ability to do
so when you finish a long rest. Once you reach 5th level, you can also cast the spells three times
instead with this trait, and you regain the ability to do so when you finish a long rest. Once you
reach 9th level, you can also cast one of these spells: Compulsion, Dominate Beast once with this
trait, and you regain the ability to do so when you finish a long rest. Once you reach 15th level,
you can also cast these spells: Dominate Person, Antipathy/Sympathy spell once with this trait,
and you regain the ability to do so when you finish a long rest. Charisma is your spellcasting
ability for these spells, and you do not need to provide the material components needed.
Hermes/Mercury
Ability Score Improvements: One of Dexterity or Charisma score increases by 1, and the other
score increases by 2.
Jack of all trades: When you finish a short rest or long
rest, you can choose up to two skills, tools, or weapons
you are not proficient in. You must spend at least 30
minutes training yourself with another character who is
proficient with the chosen skills, tools, or weapons, and
willing to teach you. Until you choose another set of
skills, tools, or weapons, whenever you make an ability
check that involves the chosen skill or tool, or make an
attack roll with the chosen weapon, you add half your
proficiency bonus to the roll. You do not gain this
benefit if the roll already includes your proficiency
bonus.
Traveler: Your base speed is now 45 ft.
I know what you’re planning: You may sense within
60 ft. of you a number of physical traps equals to your
proficiency modifier.
Choose one of these two sets of abilities:
Fast and Sly (Usually Hermes):
Choose three to gain proficiencies in: Stealth, Sleight of
Hand, Deception, Acrobatics, Persuasion.
You are proficient with Thieves’ Tools.
Trade and Commerce (Usually Mercury):
Choose three to gain proficiencies in: Persuasion,
Insight, Investigation, Perception, Deception.
You are fluent in 2 additional languages of your choice.
Dionysus/Bacchus
Ability Score Improvements: One of Strength or
Charisma score increases by 1, and the other score
increases by 2.
Life of the party: You start cheering, and laughing as if

14
you’re in a party, while in combat, enemies who has sight on you must make a Wisdom saving
throw against DC equals to 8 plus your proficiency modifier plus your Charisma modifier. On a
failed save, they are not able take any actions or move during their next turn due to the
confusion. They are unaffected on a succeeded save. If this ability is used in a non-combat
setting, no saving throws need to be made, attention would be drawn to you and people who can
see and hear you will be confused. However, if this ability is used in a party or celebration
environment, you gain advantage in Charisma (Persuasion), and Charisma (Performance) checks
for the duration of the party. You regain the ability to do so after a long or short rest.
Choose one of these two sets of abilities:
Craziest Party in The World (Usually Dionysus):
You know the Vicious Mockery cantrip. Once you reach 3rd level, you can cast one of these
spells: Tasha’s Hideous Laughter, Crown of Madness once with this trait, and you regain the
ability to do so when you finish a long rest. Once you reach 5th level, you can also cast one of
these spells: Bestow Curse, Confusion once with this trait, and you regain the ability to do so
when you finish a long rest. Once you reach 9th level, you can also cast the spell Otto’s
Irresistible Dance once with this trait, and you regain the ability to do so when you finish a long
rest. Charisma is your spellcasting ability for these spells, and you do not need to provide the
material components needed.
Wine! Wine! Wine! (Usually Bacchus):
You know the Druidcraft cantrip. Once you reach 3rd level, you can cast one of these spells:
Entangle, Spike Growth, Goodberry once with this trait, and you regain the ability to do so when
you finish a long rest. Once
you reach 5th level, you can
also cast one of these spells:
Plant Growth, Grasping Vine
once with this trait, and you
regain the ability to do so
when you finish a long rest.
Once you reach 9th level, you
can also cast the spell Wall of
Thorns once with this trait, and
you regain the ability to do so
when you finish a long rest.
Charisma is your spellcasting
ability for these spells, and you
do not need to provide the
material components needed.

15
Hades/Pluto
Ability Score Improvements: One of Constitution or Intelligence score increases by 1, and the
other score increases by 2.
Choose one of these two sets of abilities:
Heir to the Underworld (Usually Hades):
Shadow Travel: If you are in a place of shadows, you may bring 2 people along you to travel
and emerge from another point of shadows with a distance equals to your (Constitution modifier
plus your character level) times 10 ft. The first time that you shadow travel, you make a
constitution saving throw with a DC of 10, your exhaustion level is raised by 1, and the DC is
raised by 5 for the next time you attempt to shadow travel on a failure. On a success, you
successfully travel without suffering from negative effects.
You know the Chill Touch cantrip. Once you reach 3rd level, you can cast one of these spells:
Speak with Dead, Hellish Rebuke once with this trait, and you regain the ability to do so when
you finish a long rest. Once you reach 5th level, you can also cast one of these spells: Animate
Dead, Vampiric Touch, Blight once with this trait, and you regain the ability to do so when you
finish a long rest. Once you reach 9th level, you can also cast one of these spells: Circle of Death,
Create Undead once with this trait, and you regain the ability to do so when you finish a long
rest. Once you reach 15th level, you can also cast these spells: Finger of Death, Abi-Dalzim’s
Horrid Wilting once with this trait, and you regain the ability to do so when you finish a long
rest. Charisma is your spellcasting ability for these spells, and you do not need to provide the
material components needed.
Heir to the Riches (Usually Pluto):
My Precious: You can feel the precious metals such as gold and silver underground within 50
km radius from you. You can also surface nuggets from underground, and/or shoot it at your
enemies, the nuggets act as the Magic Missile spell, but the number of nuggets are 1d4 plus your
Charisma modifier. (The types of nuggets are determined by your DM).
You know the Mold Earth cantrip. Once you reach 3rd level, you can cast one of these spells:
Earth Tremor, Maximillian’s Earthen Grasp once with this trait, and you regain the ability to do
so when you finish a long rest. Once you reach 5th
level, you can also cast one of these spells: Erupting
earth, Stone Shape, Meld into Stone once with this
trait, and you regain the ability to do so when you
finish a long rest. Once you reach 9th level, you can
also cast one of the Move Earth spell once with this
trait, and you regain the ability to do so when you
finish a long rest. Once you reach 15th level, you can
also cast the Earthquake spell once with this trait,
and you regain the ability to do so when you finish
a long rest. Charisma is your spellcasting ability for
these spells, and you do not need to provide the
material components needed.

16
Hecate/Trivia:
Ability Score Improvements: One of Intelligence or Wisdom score increases by 1, and the
other score increases by 2.
Knowledge from the past: You are proficient with Arcana, and Religion.
Choose one of these two sets of abilities:
Mist Manipulator (Usually Hecate):
You know the Minor Illusion cantrip. Once you reach 3rd level, you can cast one of these spells:
Minor Image, Phantasmal Force, Mirror Image, Invisibility once with this trait, and you regain
the ability to do so when you finish a long rest. Once you reach 5th level, you can also cast one of
these spells: Major Image, Hallucinatory Terrain, Phantasmal Killer once with this trait, and
you regain the ability to do so when you finish a long rest. Once you reach 9th level, you can also
cast one of these spells: Mislead, Programmed Illusion once with this trait, and you regain the
ability to do so when you finish a long rest. Once you reach 15th level, you can also cast these
spells: Project Image, Mirage Arcane once with this trait, and you regain the ability to do so
when you finish a long rest. Charisma is your spellcasting ability for these spells, and you do not
need to provide the material components needed.
Magical Affinity (Usually Trivia):
Using a bonus action, you may expend any number of hit dice to restore one spell slot level
equals to that number of hit dice you expended. For example, expending 3 hit dice to restore one
level 3 spell slot.
Norse Demigods
Being Instead of a Greek or Roman demigod, you can always opt for the option that comes from
up north. The downside would be the lack of subrace options, that is due to the lack of material
provided from Magnus Chase, being only a trilogy, it did not manage to cover all the powers of
the demigods, as it mainly focused on the einherjar as well.
Age: Live up to human age naturally.
Alignment: Aesir-born and Vanir-born tend to be more lawful,
Jotunn-born tend to be more chaotic.
Size: Medium.
Speed: 35 ft.
Languages: You can speak Common.
Heartier: Proficiency in Constitution saving throw.
Subrace: Choose your godly parentage from below.
Thor
Ability Score Improvement: One of Strength or Constitution score
increases by 1, and the other score increases by 2.
Lightning armored: You have resistance to lightning damage and
whenever you take lightning damage you get temporary health point
equals to two times the damage taken (after the resistance is applied).
Lord of Thunder: You know the Shocking Grasp and Thunderclap
cantrip. Once you reach 3rd level, you can cast one of these spells:

17
Thunderwave, Thunderous Smite once with this trait, and you regain the ability to do so when
you finish a long rest. Once you reach 5th level, you can cast one of these spells: Elemental
Weapon (Lightning or Thunder), Lightning Arrow, Lightning Bolt once with this trait, and you
regain the ability to do so when you finish a long rest. Once you reach 7th level, you can cast one
of these spells: Storm Sphere, Destructive Wave once with this trait, and you regain the ability to
do so when you finish a long rest. Once you reach 12th level, you can cast the Call Lightning
spell at 8th level once with this trait, and you regain the ability to do so when you finish a long
rest. Charisma is your spellcasting ability for these spells.
Loki
Ability Score Improvement: One of Dexterity or Charisma score
increases by 1, and the other score increases by 2.
Shapechanger: This feature is identical to the druid’s Wild Shape except
you can stay in wild shape for the duration of hours equals to your
proficiency modifier. Instead of Beast Shape, you may also use your
action to polymorph into a humanoid of Small or Medium size, or back
into your true form. It must be a creature you have seen. Your statistics
are not changed by this transformation, and any equipment you are
wearing or carrying isn't transformed. If you die while polymorphed, you
return to your true form.
Silver-tongued: You are proficient in Persuasion and Deception.
Tyr
Ability Score Improvement: One of
Strength or Dexterity score increases
by 1, and the other score increases by
2.
Challenge Accepted: Cannot ever
turn down a challenge once issued.
However, it is through this that you
get to cast Compelled Duel once with
this trait, you regain the ability to use this trait after finishing
a short or long rest.
Bravest of all: While in battle, you may use this ability once
with a bonus action, you gain temporary hit points equals to
3d4 that lasts until the end of the fight. You regain this
ability after a completed short or long rest. Once you reach
3rd level, you gain 3d6 temporary hit points instead. Once
you reach 5th level, you gain 3d8 temporary hit points
instead. Once you reach 7th level, you gain 3d10 temporary
hit points instead. Once you reach 12th level, you gain 3d12
temporary hit points instead.

18
Frey
Ability Score Improvement: One of Dexterity or Wisdom score increases
by 1, and the other score increases by 2.
Moderation is key: You have resistance to cold and fire damage.
Healing Hands: As an action, you may touch a creature, restoring their lost
hit points by your Wisdom or Charisma modifier plus your proficiency
modifier. During your action, you get a snippet of memory of the creature
you’re healing. You have the number of uses equals to your proficiency
modifier, and regain the ability to do so after a long rest.
Peace of Frey: As an action, you may banish weapons within 30 ft. of you,
causing all weapons to be thrown away by 15 ft. out of the radius. You can
only use this ability once, you regain the ability to do so after a long rest.

Races that can also be used from Player’s Handbook


Human: This is probably going to be the most common race to be played
besides demigods. It may put you at a disadvantage, being simply a mortal in the world of gods
and monsters. However, it is usually through this race, that you’ll get access to becoming an
Egyptian Magician through being human. It would be interesting to roleplay as a mortal with
clear sight going on mission with powerful demigods as well.
Dwarf: Most likely to be correlated with the Norse mythology, the Norse
Dwarf would be a subrace providing the following traits:
Ability Score Improvements: Your Strength Score Increases by 1.
Superior Darkvision: Your darkvision has a radius of 120 feet.
Sunlight Sensitivity: You have disadvantage on attack rolls and on Wisdom
(Perception) checks that rely on sight when you, the target of your attack, or
whatever you are trying to perceive is in direct sunlight.
Sculptor of Stone: You may cast the spell Stone Shape once with this trait.
You regain the ability to cast the spell after finishing a long rest. You do not
need to provide the material components for this spell.
Elf: Most likely to be correlated with the Norse
mythology, the High Elf sub race resembles most like
the elves as seen in Magnus Chase. Whereas Wood Elf
can be re-flavored to be Satyrs
Other races do not really fit within Riordanverse.

19
Classes
Warlock (Magician Variant)
I’ve decided to use Warlock for the Egyptian Magicians, as it makes the most sense, channeling
the power from gods and such. The only change I will make to the Warlock class itself would be
the starting inventory. Your Khopesh and Magician’s Staff act as your arcane focus. You cannot
have equipment of animal product, as it influences your ability to cast spells. Variant rule that
your DM may or may not want to reinforce would be that only humans can be Magicians, to
balance things out
Equipment
You start with the following equipment, in addition to the equipment granted by your
background:
• (a) a Magician’s Staff (Quarterstaff stats) or (b) a Khopesh (Scimitar stats)
• (a) a scholar’s pack or (b) a dungeoneer’s pack
• Magician’s Wand, any simple weapon, a component pouch, and two daggers
The new equipment has the following stats:
Name Cost Damage/AC Weight Properties
Magician’s Staff - 1d6 bludgeoning 4 lb. Versatile
Khopesh - 1d6 slashing 3 lb. Finesse, Light
Magician’s Wand - +1 to AC 1 lb. Using a reaction, you can reduce the
damage that you would take from a
spell by 1d8 plus your Charisma
modifier.

Otherworldly Patron
Instead of following the Player’s Handbook Otherworldly Patrons, you follow Egyptian gods
instead, picking your path when you’re starting from the House of Life. These are the options
that are available to you.
Egyptian Patron of Fire
Expanded Spell List: Following the Path of Khepri-Ra allows you to choose from an expanded
list of spells when you learn a warlock spell. The following spells are added to the warlock spell
list for you.
Spell Level Spells
1st Burning Hands, Searing Smite
2nd Flame Blade, Flaming Sphere
3rd Fireball, Melf’s Minute Meteors
4th Fire Shield (Warm), Wall of Fire
5th Flame Strike, Conjure Elemental (Fire)

20
Rising Sun: Starting at 1st level, you may channel the Morning Sun, Khepri at the brink of
death, when you are reduced to 0 hit points, you do not roll for death saves, and you come back
with hit points equal to your Charisma modifier + your warlock level (minimum 1) and all your
spell slots are restored. Once you’ve used this trait, you can’t use it again until the next sunrise.
Midday Sun: Starting at 6th level, you may channel the Midday
Sun, Atum, using your action to unleash the energy of the Sun,
causing fire and light to engulf your body, covering every inch of
your skin. Your transformation lasts for 1 minute or until you end it
as a bonus action. During it, you shed bright light in a 30-foot radius
and dim light for an additional 15 feet, this light is sunlight, and
creatures within the 30-foot radius of bright light must succeed on a
Constitution saving throw against your spellcasting DC or be
blinded for 3 turns. In addition, for the duration of the
transformation, you have resistance to both radiant and fire damage.
Once you’ve use this trait, you can't use it again until the next noon.
Setting Sun: Starting at 10th level, you may channel the Setting
Sun, Khnum to prepare your journey through the Duat, when you
make your death saves, you are immediately stabilized instead, but
stay unconscious for the duration of a long rest and gains benefit of
the long rest. Once you’ve used this trait, you can’t use it again until
the next sunset.
The Sun: Starting at 14th level, you may channel the Sun God Ra to
aid you along your journey, using an action to call forth a scaled
down version of the Sun Ship, holographically glowing, built of
hieroglyphs, the ship can last up to 6 hours, it can hold 12 medium
creatures in total, and travel with the flying speed of 120 ft. The Sun
Ship is armed, and you can use this trait to cast the spell Produce Flame at will. Once you’ve
used this trait, you can’t use it again for 24 hours since you’ve used this trait.
Egyptian Patron of Air
Expanded Spell List: Following the Path of Shu allows you to choose from an expanded list of
spells when you learn a warlock spell. The following spells are added to the warlock spell list for
you.
Spell Level Spells
1st Feather Fall, Fog Cloud
2nd Dust Devil, Warding Wind
3rd Stinking Cloud, Wind Wall
4th Freedom of Movement, Fabricate
5th Control Winds, Conjure Elemental (Air)
Swift Moving: Starting at 1st level, you are yet to be able to fully channel the Swift Moving Shu
as he does not usually answer the call of mortals, but he grants you an additional movement step
you can take in each of your turn.
Rippling Wind: Starting at 6th level, you can start channeling the Rippling Wind, Shu, by using
a bonus action winds starts rippling around you, for 1 minute or until you end it as a bonus
action, you gain advantage on saving throws against any wind-based spells, and impose

21
disadvantage on ranged weapon attack targeting you. Once you’ve used this trait, you can’t use it
again until you finish a short or long rest.
Distance Keeping: Starting at 10th level, you can call to and channel Distance Keeping Shu to
separate your allies and enemies on the battlefield, using your bonus action you are able to call
forward a strong wind that pushes number of enemies or allies equals to your Charisma modifier
15 ft. away from you, or pull them 15 ft. towards you. Once you’ve used this trait, you can’t use
it again until you finish a short or long rest.
Between Earth and Sky: Starting at 14th level, you can fully channel the one Between Earth
and Sky, Shu, to your aid. Simultaneously throwing creatures 120 ft. up into the air, and pushing
another group of creatures into the ground. The total amount of creatures affected equals to your
Warlock level rounded up. The group thrown into the sky requires Strength saving throw against
your spellcasting DC, on a failure, they will fly up full 120 ft., on a success only fly upwards by
60 ft., both must take the damage on falling as described in the Player’s Handbook. The group
forced into the earth requires Strength saving throw against your spellcasting DC, on a failure,
they fall hard and take 6d6 bludgeoning damage and is knocked prone, on a success, they
managed to hold themselves, however they too are prone. The group on the ground are prone for
number of rounds equals to your Charisma modifier, or until your concentration to keep them
down is broken. Once you’ve used this trait, you can’t use it again until you finish a long rest.
Egyptian Patron of Water
Expanded Spell List: Following the Path of Nephthys, Tefnut, or Hapi allows you to choose
from an expanded list of spells when you learn a warlock spell. The following spells are added to
the warlock spell list for you.
Spell Level Spells
1st Create or Destroy Water, Ice Knife
2nd Snilloc’s Snowball Swarm, Mirror Image
3rd Tidal Wave, Water Walk
4th Control Water, Watery Sphere
5th Maelstrom, Conjure Elemental (Water)
Message of The Bottle: Starting at 1st level, you can use a bonus action to channel the deity of
the Path to which you are following, looking at an existing body of water, you can speak a
message with a specific person in mind, the next time that person approach a body of water, your
message would be delivered to them at the volume to which you spoke it in.
Water Is in The Air: Starting at 6th level, you can channel the aqua deity, using your action,
you can pull out moisture from or release moisture into the air in a sphere centered on you with
the radius of 60 ft. The effect of pulling moisture results in advantage for roll to hit with a fire-
based attack and disadvantage for saving throws against fire-based spells and fire-based zone
effects. The effect of releasing moisture results in disadvantage for roll to hit with a fire-based
attack and advantage for saving throws against fire-based spells and fire-based zone effects. This
effect lasts for 1 minute or until you end it with a bonus action. Once you’ve used this trait, you
can’t use it again until you finish a long rest.
Tugging Force of Nature: Starting at 10th level, you can channel the Tugging Force of Nature,
spellcasters of your choice you can see that are at least one quarter submerged in running water
will be unable to cast spells, as the water is pulling their power into the Duat.
Lifeline of Egypt: Starting at 14th level, you can channel the water of the Nile, using your

22
action, you call forth the flooding of the Nile. If you’re in an enclosed space no larger than 60 ft.
high, the whole place floods to the fullest. If you’re in an enclosed space larger than 60 ft. in
height, or if you’re outdoors with no body of water nearby, this flooding only goes up to 60 ft.
high. Creatures you consider allies can breathe and move freely in this body of water, and regain
1d4 hit points when they end their turn in this body of water, and creatures you consider enemies
are not able to cast spells and will need to hold their breath if underwater. If you casted this near
a medium or large body of water from the size of a creek to the size of the ocean, your allies
regain 1d8 hit points when they end their turn in this body of water instead. The flooding lasts up
to 1 minute, or until you end it with a bonus action. Once you’ve used this trait, you can’t use it
again until you finish a long rest.
Egyptian Patron of Earth
Expanded Spell List: Following the Path of Geb allows you to choose from an expanded list of
spells when you learn a warlock spell. The following spells are added to the warlock spell list for
you.
Spell Level Spells
1st Earth Tremor, Jump
2nd Earthbind, Maximilian’s Earthen Grasp
3rd Erupting Earth, Meld into Stone
4th Stoneskin, Stone Shape
5th Wall of Stone, Conjure Elemental (Earth)
Ground Beneath Your Feet: Starting at 1st level, you can channel Geb, into your person, as
long as you are touching the ground, you gain advantage to your Strength saving throws.
Protection of the Earth: Starting at 6th level, you are under the protection of Geb, using an
action you call forth earth from the ground forming an extra layer of protective armor around
you, you gain temporary hit points equal to your Charisma modifier plus your Warlock level.
Once you’ve used this trait, you can’t use it again until you finish a short or long rest.
One of The Sand: Starting at 10th level, you can channel Geb, using a reaction, you may
dissipate into sand and reform 15 ft. away from your initial position, you take no damage if you
would have been hit by an attack in your original position, but if you are still under the attack’s
area of effect, you would still be affected. You provoke no opportunity attacks using this trait.
Once you’ve used this trait, you can’t use it again until you finish a short or long rest.
Dunes of Egypt: Starting at 14th level, you can fulfill your Path and fully channel the primordial
of the Earth, Geb, using an action, you are engulfed by the earth, forming around your body is an
Earth Elemental, you take on the physical stats, health, and abilities of the Earth Elemental,
losing the ability to use your weapons and or benefit from your armor, while retaining your
mental stats. You may cast spells in this form, and if your Earth Elemental’s hit points are
reduced to 0, whatever extra damage that would be dealt to it will be dealt to you instead.

23
Egyptian Patron of Chaos
Expanded Spell List: Following the Path of Apophis, or Set allows you to choose from an
expanded list of spells when you learn a warlock spell. The following spells are added to the
warlock spell list for you.
Spell Level Spells
1st Thunderwave, Chromatic Orb (Lightning)
2nd Gust of Wind, Shatter
3rd Call Lightning, Lightning Bolt
4th Storm Sphere, Confusion
5th Destructive Wave, Insect Plague
Element of Disorder: Starting at 1st level, you can start channeling the entropic deity of the
path to which you are following, tapping into the stormy nature of him, you deal an extra 1d4
lightning damage when dealing lightning damage through spells or when casting Eldritch Blast.
The Rude Sandstorm: Starting at 6th level, with the help of your deity, using a bonus action,
you call to the forces of Chaos to try and throw Order into disarray, for one minute or until you
end it with a bonus action, a red sandstorm starts brewing around you, creatures who enters or
end their turn within 5 ft. radius around you will take damage equals to 1d4 plus your Charisma
modifier. This storm provides half cover for other creatures in this storm against ranged attack,
and provides three-quarters cover for you against ranged attack.
Lawless: Starting at 10th level, using an action you can channel the deity of your Path, and defy
gravity, you get a flying speed equals to your walking speed for one minute or until you dismiss
it with a bonus action. Once you’ve used this trait, you can’t use it again until you finish a short
or long rest.
Chaos: Starting at 14th level, using an action, you can fully host the forces of Chaos themselves,
for a minute or until you dismiss it as a bonus action, things around starts dismantling themselves
as entropy increases inevitably. Structures within 30 ft. radius around you will take damage of
6d10 at the end of each of your turn. Objects not worn by you and creatures within 30 ft. radius
around you will take damage of 3d10 at the end of each of your turn. Once you’ve used this trait,
you can’t use it again until you finish a short or long rest.
Egyptian Patron of Magic
Expanded Spell List: Following the Path of Isis, or Thoth allows
you to choose from the Wizard spell list in addition to your
Warlock spell list when you learn a warlock spell.
Learning to Spell: Starting at 1st level, you know two extra
cantrips that does not count against the cantrip known table.
Spellcaster: Starting at 6th level, you gain an extra spell slot on
top of the spell slots you gain from the Warlock spell slot table.
Spell slinger: Starting at 10th level, you can cast a cantrip as a
bonus action after casting a spell of 1st level or higher as an
action.
Magician: Starting at 14th level, choose a spell you know, you
may cast it as a 6th level spell instead.

24
Egyptian Patron of Afterlife
Expanded Spell List: Following the Path of Anubis, or Osiris allows you to choose from an
expanded list of spells when you learn a warlock spell. The following spells are added to the
warlock spell list for you.
Spell Level Spells
1st Ray of Sickness, Inflict Wounds
2nd Gentle Repose, Pass Without Trace
3rd Animate Dead, Speak with Dead
4th Phantasmal Killer, Death Ward
5th Contagion, Raise Dead
Death Comes: Starting at 1st level, whenever you deal necrotic
damage to an enemy, you regain life equals to half the damage
dealt (rounded up).
Mummify: Starting at 6th level, channeling your deity, you make
sure that humanoids that die to killing blow dealt by you will come
back in good condition, when they are raised from the dead as
undead, their hit points maximum is raised by your Charisma
modifier plus your Warlock level.
To the Duat: Starting at 10th level, you channel the command that
your deity has over the undead, using an action, you can try to
send an undead of your choice back into the Duat, they must
succeed in a Charisma saving throw or be banished off into the
underworld of their faith, if they do not have a specific faith, they
are instead banished into the Afterlife Duat of Egypt instead. Once
you’ve used this trait, you can’t use it again until you’ve finished a
short or long rest.
Heavy Heart: Starting at 14th level, you can call forth the heart
eating dog and scale with a feather to judge your opponent’s guilt
by showing them their deeds, they must make a Charisma saving
throw, on a failure they take 10d10 necrotic damage and is
frightened, on a success they take half as much damage and is not
frightened instead.
Egyptian Patron of Health
Expanded Spell List: Following the Path of Sekhmet allows you to choose from an expanded
list of spells when you learn a warlock spell. The following spells are added to the warlock spell
list for you.
Spell Level Spells
1st Healing Word, Sanctuary
2nd Prayer of Healing, Lesser Restoration
3rd Mass Healing Word, Revivify
4th Aura of Life, Aura of Purity
5th Greater Restoration, Mass Cure Wounds

25
Healing Heart: Starting at 1st level, whenever you heal someone other than yourself, you regain
hit points equals to your proficiency modifier plus your Charisma modifier.
Sick of it: Starting at 6th level, when you heal a creature, deal necrotic damage equals to half the
hit points healed to the last person to have landed an attack on the creature you are currently
healing. You can use this a number of times equals to 1 plus your Charisma modifier, and you
regain all expended uses after finishing a long rest.
Calmed: Starting at 10th level, as an action, you remove all these conditions from a creature of
your choice that you can see: Charmed, Frightened, Paralyzed, and Stunned. Once you’ve used
this trait, you can’t use it again until you’ve finished a short or long rest.
Sekhmet: Starting at 14th level, as an action, you unleash two beams of energy. One creature of
your choice within 270 ft. of you that you can see must make a Constitution saving throw, it
takes 5d10 necrotic damage if it fails, and half as much on a success. One other creature of your
choice within 270 ft. of you that you can see makes a Constitution check with the DC equals to
20 minus your spellcasting DC, regains hit points equals to 5d10 on a success, and half as much
on a failure.
Egyptian Patron of Combat
Expanded Spell List: Following the Path of Bast, Horus, Sobek, or Set allows you to choose
from an expanded list of spells when you learn a warlock spell. The following spells are added to
the warlock spell list for you.
Spell Level Spells
1st Compelled Duel, Shield of Faith
2nd Barkskin, Magic Weapon
3rd Blinding Smite, Elemental Weapon
4th Staggering Smite, Polymorph
5th Bigby’s Hand, Banishing Smite
st
Combat Ready: Starting at 1 level, you are proficient in shields
and martial weapons, and your hit dice is 1d10 instead.
Avatar Form: Starting at 6th level, having only weak connection
with your deity, you can call upon a battle avatar, a layer of
glowing light hover just inches above your skin, causing area 5 ft.
around you to be dimly lit. With the head being the sacred animal
of your deity, your battle avatar takes the form of temporary hit
points equals to half your maximum hit points. It is destroyed when
the temporary hit points are reduced to 0. Your unarmed strike now
deals 1d4 instead of 1 bludgeoning damage. Once you’ve used this
trait, you can’t use it again until you’ve finished a short or long
rest.
Improved Avatar Form: Starting at 10th level, your ability to
channel your god is improved, channeling a better stronger battle
avatar, whenever you use the Avatar Form trait, the glow is now
enough to emit bright light 10 ft. around you, and dim light 5 ft.
after that. This improvement grants you resistance against slashing,
bludgeoning and piercing damage from nonmagical, and non-silver
weapons.

26
Superior Avatar Form: Starting at 14th level, you can fully channel your deity of Combat when
you use the Avatar Form trait, enlarging the form to Large, floating in the center of the battle
avatar is you. The battle avatar now wields whatever weapon you are holding, and you roll one
extra damage dice of that weapon when making a ranged or melee weapon attack.
Egyptian Patron of Charm making, and Statuary
Expanded Spell List: Following the Path of Ptah allows you to choose from an expanded list of
spells when you learn a warlock spell. The following spells are added to the warlock spell list for
you.
Spell Level Spells
1st Find Familiar, Tenser’s Floating Disk
2nd Find Steed, Healing Spirit
3rd Conjure Animals, Spirit Guardians
4th Conjure Woodland Beings, Evard’s Black
Tentacles
5th Conjure Elemental, Insect Plague
Charm Maker: Starting at 1st level, you can have a total number of charms
active equals to your Charisma modifier. You can make a reservoir charm. A
reservoir charm takes one hour, a spell slot, and 1/5 of a component pouch to
make. A reservoir spell act as a spell slot, anyone who can cast a spell can use
this charm as a spell slot instead of expending one of their own spell slot, the
charm is destroyed once it has been used. The level of the spell slot is the level of
spell slot you used to make this charm.
Charm Infuser: Starting at 6th level, you can now make a spell charm. A spell
charm is made by taking a reservoir charm and infusing it with the spell of your
choice, the amount of time to do so equals to the casting time of a spell, the spell
must be a spell you know, and its level must be equal to or lesser than the spell
slot level used in the making of the reservoir charm.222333
Charm Binder: Starting at 10th level, you can now make a statue charm and use
it for binding. A statue charm is made by sticking a reservoir charm to center of a
statue of the chosen creature. The statue of the target creature takes days equals to
the CR of the creature to sculpt, and expends 4/5 of a component pouch to make.
The statue charm can be used for binding by performing a one-minute ritual with
the statue charm, concentration, and the target creature in your sight within 30 ft.
of you. At the end of the ritual, the targeted creature must make a Charisma saving throw against
your spellcasting DC or be sucked into and bound in the statue. The statue has 10 hit points on its
exterior, and 500 hit points in its interior that regenerates at a rate of 10 hit points per turn. If
either of the hit points is reduced to 0, the creature bound in it will be released.
Charm Banisher: Starting at 14th level, you can now use the statue charm to banish the creature
beyond the Duat, to a place beyond a Magician’s knowledge, but for DM’s knowledge, it is to
the Ginnungagap. The statue charm can be used for banishment by performing a one-minute
ritual with the statue charm, concentration, and the target creature in your sight within 30 ft. of
you. At the start and end of the ritual, the targeted creature must make a Charisma saving throw
against your spellcasting DC, on two failures, the target creature is banished into the
Ginnungagap.

27
Classes that can also be used from Player’s Handbook
The main idea of choosing the classes would be to choose with the idea of trying to be as close to
the book as possible, so don’t go picking fire spells if you’re a child of Poseidon that decided to
be a sorcerer. Equipment granted by the class, DM should adjust them accordingly for better fits.
Barbarian: They can typically be found in Valhalla; however, a lot of Greek campers would
become Barbarians as well, particularly the Ares kids, and less could be found in Camp Jupiter
and the Egyptian Nomes.
Bard: A class that are usually picked up by children of Apollo, and Satyrs, but with a good
backstory and flavoring, most any race can pick up this class.
Cleric: Usually only picked up by children of Apollo, you may pick up the Cleric class to play
another version of Egyptian Magicians, or possibly a very devoted camper to their gods that
grant them power other than their own. One may also pick this class up with backstory similar to
“being a mortal with clear sight that happens to be a Legacy of Asclepius” or something along
the lines of that.
Druid: Highly advice against picking this, as it draws more from the Celtic
mythological feel rather than the other mythologies. However, like everything
else, with enough explanation and flavoring, you could possibly make this into a
rune magic user that’s a child of Loki.
Fighter: Easily one of the most fitting class to pick from the Player’s Handbook,
as Camp Half-Blood and Camp Jupiter is most equipped and is teaching and
training the demigods into this class.
Monk: Like the Druid, this class is advised against being picked as it takes more
from the Chinese and Japanese culture than from the
mythologies covered, however, it is still possible to make sense
of this class with a great amount of flavoring.
Paladin: Being more inspired by the English knights, this
class would feel slightly off in the world of Riordanverse, but I
can see it played by a Combat Magician that perhaps follow the
Path of Sekhmet? Covering both the combat aspect of things
and the healing side of Sekhmet.
Ranger: For those who wants to play as a Huntress of Artemis, this class
should pretty much be a perfect fit. The weapons however need to be changed
to silvered.
Rogue: This class would fit moderately well into Riordanverse, as it is a
generally flavorless class that is not too setting dependent.
Sorcerer: This class is where most the power is going to come from in terms
of inherent demigod power, you may have to adjust accordingly, and find
other archetypes not provided by the Player’s Handbook, but this is where

28
most of your demigod elemental control is going to come from. Multiclassing into this would be
where you develop your powers.
Wizard: This class can be used in various ways, be it you being a child of Hecate studying
deeper into magic, or an elf dipping into rune magic, most thing magic would be accessed
through this class.
Backgrounds
Our heroes come from different walks of life, and this is what makes them
interesting, and makes them who they are today, which would shape their future.
That’s why backgrounds are important. These are how the backgrounds
provided in the Player’s Handbook can be adapted into the demigod setting.
Acolyte: Spent studying religion and worshipping a god or a pantheon of gods,
Acolytes in the modern world could be from a highly religious household, or a
kid studying in highly religious schools, perhaps could even be found in New
Rome, helping out with the temples. It is however, less likely to be found in
Camp Half-Blood, as they mainly focus on the combat aspect, and the further
they will get to would be Greek Mythology classes, to which would be under
study of history.
Charlatan: They can be found basically anywhere, be it the conniving kid that
had to develop a silver tongue to survive in the harsh high school of the west, or
the tricksters who just like having fun fooling around toying with other people.
Criminal: It is unlikely that their ways would last long in any community, but
they still exist, growing up in a criminal environment, many can easily fall into
joining them, however, they are not all bad, as they are most likely the ones who are able to
sneak contrabands into camp.
Entertainer: They are most likely found hogging the spotlight during the campfire singalong, or
playing their flute through the woods trying to serenade and seduce the dryads, entertainers
thrive best when performing.
Folk Hero: Grew up in camp possibly? Already going on quests early in their years and
winning the hearts of the campers around them, or possibly making them bitter with envy? Or
perhaps you live on the streets, and fought against monsters that threaten the others’ lives,
stepping in against all odds, you won, and in the process also won the hearts of the poor, for
protecting and helping them out. These are folk heroes.
Guild Artisan: They are most likely found in the modern world working for a company instead
of a guild, also likely to be found in New Rome, part of a possible craftsman guild.
Hermit: This option would most probably be used for an older demigod, that chose to recluse
from not just society, but even his or her community, to go on a spiritual journey of self-
discovery. They would probably have more knowledge of the wars that happened, depending on
the timeframe where your DM wish to interject you in.

29
Noble: Rather than born of noble blood, those with this background would
be born to one of the families among the 1% that holds the wealth of the
country. Possibly even having influence within the camps due to their wealth.
Outlander: Outlanders are no longer as commonly found, the modern
version of them would be the hunters, while not being completely isolated
from the cities, they possess far more wilderness survival skills than average
people. Hunters of Artemis who had been alive for a long time should fall
into this background as well.
Sage: Probably children of Athena and Trivia, pouring over pages of lore,
reading up on anything that may prove to be useful, or a researcher, possibly
even a history teacher.
Sailor: Less likely to be found in the modern days, their modern
counterparts would most probably be fishermen, or part of the crew of a transport ship.
Soldier: Possibly a modern soldier that has served their time in military,
however, this background, most fitting in Riordanverse would be found in
Camp Jupiter, as their campers mostly follow rankings and military
training, thus, most in Camp Jupiter could have the soldier background.
Urchin: Living alone on the streets, haunted and pursued by blasting
monsters, this is how a lot of demigods end up after running away or
losing their family to monsters or rather ‘unfortunate accidents’ as the
mortals would call it. Most with this background is hardened from the
time traveling on the streets, as the others who could not get through it
would have already died to the cold, starvation, or the teeth and claws of
the monsters.

30
Monsters of Riordanverse
The monster in D&D is mainly European based, which is fortunate, as it includes the popular
Greek mythological monsters. However, you may find that you have monsters that you want to
use but cannot find, but that’s alright, because you just need to find one that’s somewhat fitting,
and re-flavor it for it to fit the campaign setting better. Say, you need stat blocks for empousai,
but you can’t find any for them online, what were they closest resembled to? Vampires, as they
were the initial inspiration to the modern-day vampire. However, vampires in D&D are
incredibly powerful, so, instead of choosing a full vampire as a substitute for an empousa, you
can choose a vampire spawn instead, as they resemble closer in terms of difficulty, to empousai.
The DM that ran the early alpha version of this setting for me used an ancient dragon stat block
for Ouranos, the primordial, which shows that, with a little bit of a stretch and a whole lot more
flavoring, you can find most stat blocks you need. However, if you are ever completely at a loss,
you can always modify the monsters, or write a complete new one, as this is your game, and you
may run it best fitting for your group. One thing to keep in mind is that monsters in D&D are
made to fight the races and characters of D&D, not these overpowered-semi-class races of
demigods, so do remember to buff your monsters. One other thing would be that this is set in the
modern days, plenty of your players might want to use guns, so, to make the guns not as lethal,
follow the books, where the monsters are resistant to non-magical, and non-magical metal
weapons, which will let them realize why the demigods usually don’t use guns, as it is very
costly to use celestial bronze as bullets.

31
Last Bow

There will be more coming, look out for the important dates like this, Winter Solstice, Summer
Solstice, the sorts, I plan to be dropping more of these to really fill the universe up, more variety
of races for you all to try out. If you have any feedback, please, kindly send a message my way
through Facebook, suggestions, play experience, what you needed to do to readjust. Here I’ll
sign off, once again, this whole thing wouldn’t have been possible without Rick Riordan’s
amazing awe-inspiring writing, nor would it have been so pretty looking without the art of
Michael Tompsett for the cover and Viktoria Ridzel, also known as Viria, for all her amazing art
that I sort of took without their permission, well, I tried to get in contact with Viria, but yea.
Anyways, hopefully you’ll have a nice experience playing with this homebrew package!

PS: I made the demigods race instead of classes


because they don’t choose to be a demigod, they
just are. Besides, you can be a demigod and decide
to further your sword fighting skill without having to
worry about it taking up at the very least one level of
your level 20 cap. So yeah, just including this post script
so that others who doesn’t may understand why I made
this decision.

32

You might also like