Homebrew Nephilim (5e Race) Species Details
Nephilim is a term for a hybrid conceived from a humanoid and a celestial creature. This offspring inherits a humanoid soul from one and the celestial grace and creature type from the other parent. Nephilim are considered unholy beings and abominations of the multiverse. A mother pregnant with a Nephilim sets consecrated ground they walk on alight and sears the ground of desecrated sites.
Whether the mother is celestial or humanoid, carrying a Nephilim will always be fatal to them. Conceiving such a being is strictly forbidden by the laws of upper planes and the punishment is death for the celestial parent and the child. The moment of conception is felt by all celestials as a surge of energy, causing otherwise unknown feelings of spitting pain and nausea throughout their being.
A group of up to ten angels lead by an archangel will be tasked to smite the Nephilim by a Dominion or an angel of the first sphere.
Few things get the positive plane in such a fiery state and the sudden scrambling of such celestial powers is hard to miss. Powerful beings like archdevils, eldritch entities or fallen celestials may seek out a Nephilim, perhaps for their infamous strength and out of the nephilim’s need for protection or to hold them as a trophy, to be coveted and swayed in front of those of the upper plane.
A Nephilim, when procreating, will never produce another Nephilim. Instead, they produce a normal if not an ideal version of the species it mated with.
Outnumbered and Alone
Due to the celestial laws surrounding the conceiving of a Nephilim thousands of years may pass between the conception of one.
Contrary to popular belief being born a Nephilim is nothing like being an aasimar, whose births are celebrated and they each have a connection with a divine being to guide them through the harshness of the world. A Nephilim, on the other hand, if it doesn't feel the holy blade of an angel tear through it before it can grow up, experiences life on the run, not only from the evil of the world but the good as well. Hunting parties of aasimar, celestials hiding in plain sight, religious factions and states are all additions to a long list of creatures and beings that would like nothing more than to either possess or kill them. It is because of this they are a slow to trust, careful and evasive people.
Few are capable of understanding how they may feel. Nephilim may find solace with other fallen celestials and fallen aasimar. Nephilim may find adventurers good company in an adventuring party, the constant traveling and odd job type of life fits into their runaway lifestyle and their aversion to garnering fame or renown is only to their allies benefit.
Nephilim will often attempt to conceal their true identities at all costs and may go years without using their powers even in the most dangerous situations, often hesitating out of a personal fear of what could come of it if they were discovered.
Nephilim (5e Race) Traits
Those who were cast out. The spawn of a celestial and a humanoid. A Nephilim.Ability Score Increase
Ability Score Increase. Your Strength, Constitution and Charisma scores all increases by 2.
Age
Age. While a Nephilim grows within their mother they take in sensory information about their surroundings and when born are imparted with knowledge from both their parents. Often a Nephilim will feel the worry their parents do for themselves and the Nephilim and while their birth always leads to their death of the mother, they age rapidly in response to this worry once born and be physically mature over the course of an hour. There is a sense of unfamiliarity and oddness as they learn what it means to be alive. Nephilim doesn't visibly age and have never lived long enough for their lifespan to be categorized. The oldest known Nephilim managed to survive 173 years before he was slain.
Alignment
Alignment. Nephilim shares the good tendency of their celestial heritage. They value both personal freedom and privacy, demonstrating neither love of leaders nor desire for followers. They resent others' demands, but follow their own set of guidelines to a T. While they lead towards good the circumstances of their births, the lives they are forced to live out, will often lead them down a neutral if not a darker path.
Size
Size. They are slightly taller and more muscular than humans on average at about 6 feet tall, weighing around 140 to 180 pounds. Your size is Medium.
Speed
Speed. Your base walking speed is 30 feet. You have a fly speed of 40 feet but are unable to fly when wearing medium or heavy armor.
Celestial
Celestial. Your creature type is both humanoid and celestial. You have advantage on saving throws against effects affect creatures with the celestial creature type but not the humanoid creature type.
Celestial Wings
Celestial Wings. You have a pair of white feathered wings that grant you a flying speed of 40 feet. These wings are extensions of your celestial soul and as such can be made incorporeal, and as such can be made invisible to most senses at will. While your wings are a sight to behold they are not as magnificent or as grand as other more established celestials. If you are wearing armor you are not proficient in or any medium or heavy armor, you may not fly.
Calming Voice
Calming Voice. You may cast the spell healing word once. You regain use of this trait once you finish a long rest. Your spellcasting ability for this spell is Charisma.
Communion
Communion. Nephilim doesn't need to sleep. Instead, they enter a state of prayer, remaining semiconscious, for 4 hours a day. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
Daylight
Daylight. Nephilim can use a daylight effect (as the spell) at will.
Divine Light
Divine Light. You know the sacred flame cantrip. Charisma is your spellcasting ability for this spell.
Celestial Ancestry
Celestial Ancestry. You have advantage on saving throws against the frightened condition. You only need to eat, drink and sleep half as much as normal for a creature of your size.
Judge
Judge. You are proficient in the Insight and Intimidation skills.
Darkvision
Darkvision. While you may not be strong enough to have truesight your divine senses grant you, superior vision in dark and dim conditions. 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 can't discern color in darkness, only shades of grey.
Languages
Languages. You can speak, read, and write Common and Celestial. Part of the knowledge imparted onto a Nephilim is knowledge of the Celestial language. As a language, it sounds like a heavenly choir when spoken, and is written with a grace and fluidity that no mortal language has replicated.
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