Homebrew Nephilim (DMC) Species Details

Physical Description

In appearance Nephilim are much like humans, save for a few small variations. They are generally tall muscular, and very durable. Hair colors vary from dark black, to pure white. However as a Nephilim develops in their power their hair gradually whitens, not for age, just because of the sheer power of the creature. the other small indication of a Nephilim is that on them somewhere there is a marking easily mistaken for a tattoo that is actually a mark of the ancestry of their parents.

History

In appearance Nephilim are much like humans, save for a few small variations. They are generally tall muscular, and very durable. Hair colors vary from dark black, to pure white. However as a Nephilim develops in their power their hair gradually whitens, not for age, just because of the sheer power of the creature. the other small indication of a Nephilim is that on them somewhere there is a marking easily mistaken for a tattoo that is actually a mark of the ancestry of their parents.

Society

As a species not commonly found they generally integrate into human society, and use their powers only when necessary.

Nephilim Names

the names of Nephilim often recognize their holy, and unholy nature allowing for names that are biblical, or philosophical. Male:Dante, Virgil, Longinus Female: Azriel, Lilith, Anna

Ability Score Increase. Charisma increase by 1. And choose one feat like the human variant race.
Age. they typically mature at a rate like humans, and live to be only slightly older at the age of 135
Alignment. Any though typically neutral

True Sight. A creature with truesight can, out to 30ft, see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and perceives the original form of a shapechanger or a creature that is transformed by magic. Furthermore, the creature can see into the Ethereal Plane.
Angelic Descent. You are resistant to Radiant damage.
Devilish Strength. You are able to wield two handed weapons with one hand and a weapon one size larger than you with two. One handing a two handed weapon does its normal damage but when you two hand it the weapon does an extra 2 damage.
Hunter. At level three choose angels, or Demons. They become your hunted prey, you have advantage on checks made to find them, you have a greater knowledge of them, and you can choose one specific Demon/Angel to have as a prized quarry, who you gain intimate knowledge of, aswell as advantage on attack rolls against.
Devil Trigger. Starting at level one, once per long rest, you may activate devil trigger. in this state time is slowed around you, you gain the ability to take two whole turns, before moving to the next creature in the order, this ability lasts two sets of the two round actions, effectively giving you four rounds total. The number of uses before a rest increases by 1 at 4th, 8th, 11th, 15th, and 19th level.
Elemental Gift. Nephilims are able to harness elements they have been bestowed when born. Choose from the following fire,cold,lightning, necrotic, or radiant. Some are born with two elements. These Elements can be imbued into the users current primary weapon if how ever the Nephilim has two they can imbue a second weapon with their other element. Imbuing a weapon causes the weapon to have magical attacks and an additional 1d4 of that element this increases to 2d4 at 5th level, 3d4 at 9th level, 4d4 at 13th level, 5d4 at 17th level, and 6d4 at 20th level.
Languages. Common, Celestial, Infernal.

Nephilim (DMC) Traits

Truesight, Angelic Descent, Devilish Strength, Hunter, Element gift

Truesight

A creature with truesight can, out to 30ft, see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and perceives the original form of a shapechanger or a creature that is transformed by magic. Furthermore, the creature can see into the Ethereal Plane.

Angelic Descent

You are resistant to Radiant damage.

Devilish Strength

 You are able to wield two handed weapons with one hand and a weapon one size larger than you with two. One handing a two handed weapon does its normal damage but when you two hand it the weapon does an extra 2 damage.

Hunter

At level three choose angels, or Demons. They become your hunted prey, you have advantage on checks made to find them, you have a greater knowledge of them, and you can choose one specific Demon/Angel to have as a prized quarry, who you gain intimate knowledge of, aswell as advantage on attack rolls against.

Devil Trigger

Starting at level one, once per long rest, you may activate devil trigger. in this state time is slowed around you, you gain the ability to take two whole turns, before moving to the next creature in the order, this ability lasts two sets of the two round actions, effectively giving you four rounds total. The number of uses before a rest increases by 1 at 4th, 8th, 11th, 15th, and 19th level.

Elemental Gift

 Nephilims are able to harness elements they have been bestowed when born. Choose from the following fire,cold,lightning, necrotic, or radiant. Some are born with two elements. These Elements can be imbued into the users current primary weapon if how ever the Nephilim has two they can imbue a second weapon with their other element. Imbuing a weapon causes the weapon to have magical attacks and an additional 1d4 of that element this increases to 2d4 at 5th level, 3d4 at 9th level, 4d4 at 13th level, 5d4 at 17th level, and 6d4 at 20th level.

Royal Guard

Ability Score Increase. Your Strength and Constitution score increase by 1
Block. A technique used to counter most lesser attacks with ease.You can take your bonus action to prepare for an attack if it does 5 or less damage then you take no damage from the attack this increases by 5 at 5th,10th,15th,and 20th level.
Dreadnought. At level 5 you gain the ability to enter a mysterious technique that transforms the body into a seemingly metallic shell impervious to enemy assault. As an action you transform into your Dreadnought form gaining 25 Temp Hitpoints increasing by 25 at 10th,15th,and 20th level. In this state you are resistant to all non-magical attacks.
Devil's Guard. As a Royal Guard when you activate your Devil Trigger you are more armored then the usual devil your AC increases by 2. This effect remains for lasting the slowed rounds then an additional 1d4 rounds.

Devil's Guard

Devil's Guard. As a Royal Guard when you activate your Devil Trigger you are more armored then the usual devil your AC increases by 2. This effect remains for lasting the slowed rounds then an additional 1d4 rounds.

Block

 A technique used to counter most lesser attacks with ease.You can take your bonus action to prepare for an attack if it does 5 or less damage then you take no damage from the attack this increases by 5 at 5th,10th,15th,and 20th level.

Dreadnought

Dreadnought. At level 5 you gain the ability to enter a mysterious technique that transforms the body into a seemingly metallic shell impervious to enemy assault. As an action you transform into your Dreadnought form gaining 25 Temp Hitpoints increasing by 25 at 10th,15th,and 20th level. In this state you are resistant to all non-magical attacks.

Swordmaster

Swordmaster

Ability Score Increase. Your Dexterity or Strength score increase by 2
Master of The Blade. Your sword becomes one with you. When wielding a sword you can use your bonus action an attack.
Sonic Slashes. You charge your sword with your element. As an attack you slash your blade in the direction of an enemy within 20ft sending sonic slashes dealing your swords damage dice but replaced by your element however your base elemental damage die doesn't apply.
Devil blade. As a Swordmaster when you activate Devil Trigger you become more efficient with your blade add 2 to your attack and damage rolls with your sword. This effect lasting the slowed rounds then an additional 1d4 rounds.

Master of The Blade

Master of The Blade. Your sword becomes one with you. When wielding a sword you can use your bonus action  an attack.

Sonic Slashes

Sonic Slashes. You charge your sword with your element. As an attack you slash your blade in the direction of an enemy within 20ft sending sonic slashes dealing your swords damage dice but replaced by your element however your base elemental damage die doesn't apply.

Devil Blade

Devil Blade. As a Swordmaster when you activate Devil Trigger you become more efficient with your blade add 2 to your attack and damage rolls with your sword. This effect lasting the slowed rounds then an additional 1d4 rounds.

Trickster

Ability Score Increase. Your Dexterity score increase by 2
Evade. When using dodge to make the next attack against at disadvantage this is now a bonus action instead of an action.
Blink. With your heightened movement as a bonus action you can seemingly teleport half your movement.
Quick. Your movement increases by 10ft
Tricky Devil . As a Trickster when you activate Devil Trigger you are more evasive meaning you gain the haste spell from this lasting the slowed rounds then an additional 1d4 rounds.

Evade

Evade. When using dodge to make the next attack against at disadvantage this is now a bonus action instead of an action.

Blink

Blink. With your heightened movement as a bonus action you can seemingly teleport half your movement.

Quick

Quick. Your movement increases by 10ft

Tricky Devil

Tricky Devil . As a Trickster when you activate Devil Trigger you are more evasive meaning you gain the haste spell from this lasting the slowed rounds then an additional 1d4 rounds.

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