Homebrew Nephilim Species Details

I saw him, wreathed in wings of pure energy, his eyes blazing with the fury of the gods and demons. The bone devils stopped in their tracks, shielding their faces. His blade, now a brand of chaos, swept once, twice, three times. The devils’ heads hit the ground, one after another. And thus we learned that a Nephilim traveled in our ragtag band.

Nephilim bear within their souls the crossed spiritual energy of the heavens and hells. They are descended from relationships between angels and demons down to the material plane. Nephilim are born to serve as champions of the extraplanar beings, their births hailed as rare and incredible events. They are a people of otherworldly visages, with luminous features that reveal their inhuman heritage.

Extraplanar Champions

Nephilim are placed in the world to serve as guardians of balance. Their patrons expect them to strike at evil, lead by example, and further the cause of justice.

From an early age, a Nephilim receives commands and guidance from otherworldly entities via council. These tellings help shape a Nephilim, granting a sense of destiny and a desire for righteousness.

Each Nephilim can count a specific ancient entity of the gods as a guide. This entity is typically a deva, an angel who acts as a messenger to the mortal world. The most prominent and overarching of these being The Charred Council.

Prominent Wanderers

While Nephilim are strident foes of evil, they typically try to keep a low profile. A Nephilim inevitably draws the attention of any cultists, fiends, angels or other highly magical/religious beings, all of whom would be eager to talk to a Nephilim if they had the chance.

When traveling, Nephilim prefer hoods, closed helms, and other gear that allows them to conceal their identities. They nevertheless have no compunction about striking openly at evil. The secrecy they desire is never worth endangering the innocent.

Nephilim Guides

A Nephilim, except for one who has been banished, has a link to an otherworldly being. That being—usually The Charred Council—provides guidance to the Nephilim, though this connection functions sometimes in dreams. The guidance is a direct command, a simple spoken word or a delivered sense or feeling towards the goal.

The extraplanar being is close to omniscient. Its guidance is based on its knowing of the tenets of balance, and it will most likely have insight into combating especially powerful evils that it knows about.

As part of fleshing out a Nephilim character, consider the nature of that character’s guide. The Guide tables offer names and natures that you can use to flesh out your character’s guide.

Guide

d6 Name
1 Vulgrim
2 Uriel
3 Samael
4 Eideard
5 The Crowfather
6 The Charred Council
d6 Nature
1 Greedy and Capitalistic
2 Vengeful and Aggresive
3 Charismatic and Judgmental
4 Wise and Methodical
5 Stern and Watchful
6 Blunt and Harsh

Conflicted Souls

Despite its extraplanar origin, a Nephilim is mortal and possesses free will. Most Nephilim follow their ordained path, but some grow to see their abilities as a curse. These Nephilim are typically content to turn away from the world, but a few become agents of evil. In their minds, their exposure to unbelievable powers amounted to little more than brainwashing.

Evil Nephilim make deadly foes. The amazing power they once commanded becomes corrupted into a horrid, draining magic. And their guides abandon them.

Even Nephilim wholly dedicated to good sometimes feel torn between two worlds. The guides see the world from a distant perch. A Nephilim who wishes to stop and help a town recover from a drought might be told by a guide to push forward on a greater quest. To a distant being, saving a few commoners might pale in comparison to defeating a cult of Orcus. An Nephilim's guide is wise but not infallible, depending on who it is.

Nephilim Names

Most aasimar are born from angel and demon parents, and they use the same naming conventions as their native culture.

Nephilim Traits

Your Nephilim character has the following racial traits.

Ability Score Increase

Your Charisma score increases by 2.

Age

Aasimar mature at the same rate as humans, but they stop aging at 25 physically. It is not known how old they live to be.

Alignment

Imbued with otherworldly power, most Nephilim are neutral. Outcast Nephilim are most often evil.

Size

Nephilim have an above average range of height and weight compared to humans.

Speed

Your base walking speed is 30 feet.

Your base flying speed is 0 feet at level 1, 1/2 walking speed at level 5, and full walking speed at level 10.

Ethereal Wings

At level 1, you can use your wings to glide from an elevated point as if you were using the feather fall spell.

At level 5, you can use your wings to fly at half of your walking speed.

At level 10, you can use your wings to fly at full walking speed.

At level 15, while on the ground you can use your reaction to shield yourself from an incoming attack. Your AC goes up by 2.

At level 20, while on the ground you can use your wings to force concentrated air in a certain direction. You do this as a bonus action and it acts as if you cast the gist spell.

Enhanced Darkvision

Blessed with a magical soul, your vision can easily cut through darkness. You can see in dim light within 120 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 gray.

Extraplanar Resistance

You have resistance to necrotic damage and radiant damage.

Languages

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

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