Homebrew "Nephilim" Species Details

Nephilim
The Marked Children of Heaven's Blood
 

"We are the children of the Angel, and in our veins runs the light of Raziel himself. Every scar, every Mark upon our skin is a covenant — a promise that the darkness will not take this world while we yet draw breath."— The Codex of the Marked, Chapter I

 

The Nephilim did not arise from the slow turning of ages or the blessing of distant gods. They were made — forged in an act of divine desperation when the world stood on the edge of ruin. Centuries ago, the archangel Raziel descended and mingled his celestial blood with that of a mortal warrior, creating the first of a new lineage: neither fully human nor fully divine, but something set apart from both. Soldiers of a sacred charge. Hunters of the dark.

A Nephilim outwardly resembles a human in almost every respect. They are tall, lean, and possessed of an almost unsettling physical poise — the kind that speaks of a body trained relentlessly from childhood. Look closer, and the differences emerge. Their eyes catch light at angles that a human's do not, gleaming faintly gold or silver in darkness. Their skin, where unmarked, is often pale regardless of heritage, as though the celestial infusion bleached something ordinary from them. And always, always, there are the Marks.

"Nephilim" Traits

Born of Angels and Mortals you are the Nephilim, as a Nephilim you have the following traits

The Marks of Raziel

Runic sigils called Marks are the defining feature of Nephilim life. Inscribed on the body using a stele — a ritual instrument of celestial silver — these runes draw on the power of the angelic script Raziel left behind. Each Mark carries a specific purpose: Iratze heals, Enkeli strengthens, Voyance sharpens the sight. A Nephilim's body accumulates Marks over a lifetime of service, and the most experienced among them wear their history in layered script across their arms, throats, and hands.

Not every body can bear a Mark. Ordinary mortals who receive them are overwhelmed — the divine power tears through flesh unprepared to hold it. The blood of Raziel is what makes a Nephilim's skin a vessel. It is both their gift and their distinction from the mundane world they protect without thanks, and often without recognition.

Your skin can bear the sacred Marks of Raziel. You learn one Mark of your choice from the Mark Runes list below. You learn an additional Mark at 3rd level and again at 5th level. Marks take one bonus action to apply. Once you use a Mark's magical effect, you must finish a short or long rest before using that same Mark again, unless the Mark is passive.

Runic Heritage

Enkeli (Passive)
Angel's Strength. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Your unarmed strikes deal 1d4 bludgeoning damage.
Voyance (Passive)
Third Eye. You can cast detect magic at will, without expending a spell slot. Wisdom is your spellcasting ability for this effect.
Agility (Active)
Swift as Shadow. As a bonus action, your speed increases by 20 feet and you don't provoke opportunity attacks until the end of your turn. Lasts 1 minute.
Deflect (Reaction)
Shield of Heaven. When hit by an attack, you may use your reaction to add +3 to your AC against that attack, potentially causing it to miss.
Soundless (Active)
Silence of the Hunt. You cast silence centered on yourself (no concentration). You and allies within the area are unaffected by the silence. Lasts 10 minutes.
Clairvoyance (Active)
Angel's Eye. You cast locate creature. The range extends to 1 mile if the creature is a fiend or undead. Wisdom is your spellcasting ability.
Courage (Active)
Heart of the Marked. As a bonus action, you and each ally within 30 feet gain advantage on saving throws against fear and immunity to the frightened condition for 1 minute.
Angelic Power (Active)
Heaven's Wrath. For 1 minute, your weapon attacks deal an extra 1d6 radiant damage. Fiends and undead struck must make a DC 13 Wisdom save or be frightened of you until the end of their next turn.

Iratze — Healing Rune

Your body mends with inhuman speed. When you roll a Hit Die to regain hit points during a short rest, you may reroll the die and take either result. Additionally, you can stabilize yourself when at 0 hit points at the start of your turn, as though a creature had administered first aid to you.

Angelic Blood

You have resistance to necrotic damage. You also have advantage on saving throws against being charmed or frightened by fiends and undead.

The Sight

Your celestial lineage grants you eyes that pierce deception. You can see through magical illusions and glamours as if under the effect of a see invisibility spell, though you cannot see invisible creatures — only hidden or disguised ones. Additionally, you have darkvision out to 60 feet.

Seraph Blade

As a bonus action, you can call forth a blade of concentrated angelic light. It counts as a finesse, light melee weapon that deals 1d6 radiant damage, and is considered magical for the purposes of overcoming resistance. It vanishes if you drop it or are incapacitated. You can also dismiss it as a free action.

Languages

You can speak, read, and write Common and Celestial.

Long Lives, Old Grief

A Nephilim matures at the same rate as a human child and reaches adulthood around twenty years of age. After that, the celestial blood slows the body's aging considerably. Most Nephilim live to roughly two hundred years, retaining physical vitality well into their later decades. This longevity is both blessing and burden. They watch mortal companions age and die. They carry grief longer than any human could. The oldest among them carry it in their eyes — a depth of loss that no number of Marks can cover.

Ability Scores

Increase one ability score of your choice by 2, and a different ability score by 1. Alternatively, increase three different ability scores by 1 each.

Previous Versions

Name Date Modified Views Adds Version Actions
5/18/2026 6:35:29 PM
0
1
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes